• Title/Summary/Keyword: vicarious experience

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Concept Mapping Analyzing on Counselors' Vicarious Trauma Experience from Working with Victims of Sexual Violence (성폭력 상담자 대리외상 경험에 대한 개념도 연구)

  • Heo, Chan-hee;Lee, Jee-yon
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.457-471
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    • 2020
  • The purpose of this study is to explore the in-depth content of vicarious trauma experience of sexual violence counselors and to develop intervention strategy. To this end, depth interviews were conducted with twelve sexual violence counselors working at the sexual violence counseling site for more than three years. In addition, using the concept mapping method, the content exploration of the experience of vicarious trauma of sexual violence counselors was confirmed, and its conceptual structure was identified. As a result, 60 key sentences regarding the experience of vicarious trauma of sexual violence counselors were extracted. Then, multi-dimensional scale and cluster analysis were conducted after making nineteen appraisal participants who are under the same condition as depth interview participants to categorize and assess key sentences. As a result of analysis, the x-axis of negative perception, psychological and emotional dimension, and the y-axis of personal inner and behavioral dimension appeared, and five clusters emerged: immersion and skepticism about work, experience of emotional assimilation, hypersensitivity to sex, increased vigilance against men, and threat of safety. This provided basic data that could categorize and identify the contents of vicarious trauma of sexual violence counselors experience by sexual violence counselors.

Influence of Perceived Gaming Interactivity on Various Psychological States (게임 상호작용성 수준이 심리상태에 미치는 영향)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.3-11
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    • 2009
  • Game business has been successfully developed in the world including Korea. Among the many functions, interactivity is the key issue in the state-of-the art gaming system and the success of Nintendo Wii is the example. However, in spite of this success, it is hard to find out the research of the gaming interactivity, for instance what kinds of outcomes are followed by the interactivity. Therefore, the aim of this research tries to disclose the influence of perceived gaming interactivity on various psychological states such as mood, vicarious experience, and vicarious pleasure. The results show that all those factors are influenced by interactivity.

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A Study of Viewers' Responses to Luxury Haul Videos on YouTube

  • Her, Yusun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.749-763
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    • 2020
  • This study examined how viewers perceived luxury haul videos, what factors made them experience vicarious pleasure and gain relative deprivation when watching them. This study conducted an interview with 20 viewers of luxury haul videos. The content obtained from the interview was analyzed by classifying it into academic terms. Cases of vicarious pleasure arose when viewers had sufficient empathy when watching videos, which was intensified by YouTubers' behavior and visual stimulation in videos. A person's relative deprivation due to her financial capabilities or appearance occurred when she compared herself with YouTubers. The more viewers perceived luxury haul as a source of information, the more they felt relative deprivation; in addition, the more they perceived it as entertainment, the more they felt vicarious pleasure. Viewers who had a high level of involvement in luxury goods tended to feel vicarious pleasure; however, viewers with a high level of involvement in YouTubers tended to feel relative deprivation. This study helps luxury brands and YouTubers understand viewers' perception of their products and programs as well as helps in the development of fashion haul videos that are beneficial to viewers.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

The Influence of College Students' Self-Efficacy and Outcome Expectations on Career Exploration (대학생의 자기효능감과 결과기대가 진로 탐색에 미치는 영향)

  • Kim, Young-ran;Lee, Sang-jik
    • Journal of Venture Innovation
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    • v.6 no.2
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    • pp.159-172
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    • 2023
  • This study aimed to empirically analyze the factors influencing the career search intention of college students. The research model was derived based on the Social Cognitive Career Theory (SCCT), considering the unique characteristics of university students. Self-efficacy and outcome expectations were investigated as independent variables, while mastery experience, verbal persuasion, vicarious learning, and positive emotions were considered as antecedent variables. A survey was conducted among college students in the metropolitan area, resulting in 217 valid responses for analysis. Empirical analysis was conducted using structural equation modeling with AMOS 24. The findings revealed that mastery experience, vicarious learning, and positive emotions had a significant positive effect on self-efficacy. Furthermore, verbal persuasion and positive emotions significantly influenced outcome expectations. However, the impact of verbal persuasion on self-efficacy was not found to be significant, and the relationship between mastery experience, vicarious learning, and outcome expectations was not examined. Both self-efficacy and outcome expectations were found to have a significant positive effect on career search intention, with outcome expectations exhibiting a stronger influence. The empirical results contribute to the understanding of college students' career exploration and provide implications for academic and practical contexts.

The Effects of Live Commerce and Show Host Features on Consumers' Likelihood of Impulse Buying: A Scenario-Based Experiment (라이브 커머스 및 쇼호스트 특성이 소비자의 충동구매가능성에 미치는 영향: 시나리오 기반 실험연구)

  • Nakyeong Kim;Sung-Byung Yang;Sang-Hyeak Yoon
    • Information Systems Review
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    • v.24 no.4
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    • pp.77-96
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    • 2022
  • Live commerce has recently received substantial attention due to the spread of the non-face-to-face consumption culture driven by the COVID-19 pandemic. Live commerce has a higher purchase conversion rate than other forms of commerce. Accordingly, the likelihood of impulse buying in a live commerce environment is expected to be high. However, there is a shortage of research on consumer impulse buying in the live commerce environment. This study designs a scenario-based experiment using the integrated model of consumption impulse formation and enactment. Through this method, this study validates the influence of the characteristics of live commerce (i.e., vicarious experience and real-time interaction) on consumers' likelihood of impulse buying and further examines the moderating role of a live commerce host feature (i.e., professionalism) in these relationships. The results of this study confirm that both vicarious experience and real-time interaction have a positive effect on consumers' likelihood of impulse buying and that professionalism strengthens the impact of vicarious experience on the likelihood of impulse buying. This study's scenario-based experimental design is meaningful because it analyzes the likelihood of impulse buying in the context of live commerce shopping. Additionally, it provides live commerce service and platform providers with practical insights into how to maximize profits and operate services more efficiently.

Development and Validation of the Vicarious Trauma Scale for Sexual Violence Counselor (성폭력 상담자 대리외상 척도 개발 및 타당화)

  • Heo, Chan-hee;Lee, Jee-yon
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.393-405
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    • 2020
  • The purpose of this study is to develop and validate a scale of vicarious trauma for sexual violence counselors. To this end, the concept of composition and preliminary questions of the vicarious trauma of sexual violence counselors were selected through the analysis of a content of individual interviews of sexual violence counselors and the precedent theory. Then, preliminary scale was developed after expert's evaluation of the validity of the contents. Next, as a result of a confirmatory factor analysis on the preliminary scale of 349 sexual violence counselors with experience in consulting sexual violence clients, it is confirmed that the conformity of five-factor structure was found to be favorable. As a result of convergent and discriminative validity analysis, it was confirmed that the developed scale is a reasonable tool for measuring vicarious trauma of sexual violence counselors by showing proper correlation with Secondary Traumatic Stress Scale, Counselor Burnout Inventory and Inventory of Countertransference Behavior. Furthermore, as a result of correlation analysis between professional identity and Belief in a Just World, it confirmed that it has predictive validity of the scale by indicating a high negative correlation. Furthermore, the relationship between the scale of vicarious trauma of sexual violence counselors and career background was analyzed. Finally, based on the results of this study, the significance and limitations of this study and the direction of future research were discussed.

Exploring the Phenomenon of Consumers' Experiences of Reading Online Consumer Reviews

  • Park, Jee-Sun
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.89-108
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    • 2018
  • This paper aims to explore the analysis of the meanings and processes of reading online consumer reviews and to construct a substantive theory that explains the process involved with the phenomenon of reading consumer reviews. In order to explore the phenomenon, this study employs a qualitative methodology. Following the grounded theory perspective, the researcher conducted interviews with 17 participants, who have subsequently shopped online and utilized online consumer reviews for shopping, and decidedly employed in-depth interviews with those participants. Through coding and making constant comparison, several themes emerged: improving confidence, trusting reviews, getting a sense of who reviewers are, seeking balance, processing and handling negative reviews, experiencing vicariously, increasing searchability, getting a sense of who they are in terms of similarity, and seeking benefits and the usage situations from consumer based reviews. Among the emerging themes, improving confidence can be considered a core category, which is influenced by the analysis of trusting reviews and the consumer vicarious experiences with a product. Moreover, this study discusses the relationships among the themes. This study concludes with a discussion of the results, implications, and limitations.

Effects of Vicarious Trauma on Mental Health in Firefighters (소방 공무원에서 간접 외상이 정신 건강에 미치는 영향)

  • Baik, Jun-Hyuck;Jung, Young-Eun;Chae, Jung-Mi;Myong, Jun-Pyo;Yim, Hyeon-Woo;Cha, Jeong-Ho
    • Anxiety and mood
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    • v.6 no.1
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    • pp.65-70
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    • 2010
  • Objectives : Indirect contact with trauma may occur when a person empathically listens to detailed descriptions, exposing the person to intense emotional pain from trauma victims. Although less severe than direct trauma, indirectly traumatized persons may experience the same fear, rage, and despair as direct trauma victims. This phenomenon has been variously termed vicarious trauma, traumatic countertransference, burnout, compassion fatigue, and secondary traumatic stress. Using a psychiatric symptoms questionnaires, this study investigated the effects of indirect exposure to co-worker's trauma on the mental health of firefighters who had not directly experienced traumatic events in the previous year. Methods : We administered self-report questionnaires, such as the Impact of Event Scale-Revised (IESR) and Alcohol Use Disorder Identification Test (AUDIT), to firefighters working at two fire stations in a metropolitan city. We analyzed 188 of 232 collected surveys, after excluding falsely entered data (28 cases) and questionnaires by directly-traumatized victims (16 cases). Results : Alcohol consumption and posttraumatic stress disorder (PTSD) symptoms, as determined by the AUDIT and IES-R, were significantly higher in the indirectly-traumatized group. The ratio of high-risk members scoring higher than 23 in IES-R was larger in the indirectly traumatized group, although this was not statistically significant. Conclusion : Alcohol consumption was significantly higher in the indirectly traumatized group. This group also included more members at high risk for PTSD. Further research, with a larger group of indirectly traumatized firefighters and ongoing investigation of PTSD development and other psychiatric symptoms, is needed.

Field Campaigns and test results for Absolute Radiometric Calibration (Absolute Radiometric Calibration을 위한 Field Campaign과 시험결과)

  • Lee, Seon-Gu;Kim, Yong-Seung
    • Aerospace Engineering and Technology
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    • v.5 no.2
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    • pp.213-219
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    • 2006
  • Korea Aerospace Research Institute(KARI) performed field campaigns for absolute radiometric calibration with overpassing of satellite Orbview-3 on Cal/ Val site in Goheung and Daejeon. The performed Cal/Val method is the reflectance-based of vicarious calibration methods. We collected ground-based and meteology data such as temperature, surface pressure and reflectance of targets, and radiosonde data only collected on Goheung. Data collected on each field served as input to radiative transfer codes to generate a top-of-atmosphere(TOA) radiance. Derived TOA is compared with DN of overpassing satellite Orbview-3 to calculate calibration coefficient of gain and offset. Also, This study proposed a proper method to prepare absolute radiometic calibration of KOMPSAT-2 by using experience of Field campaign.

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