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      • KCI등재

        청소년들의 삶의 만족도, 사회자본, 게임 효능감이 게임 절제력에 미치는 영향: 성별의 조절효과를 중심으로

        장문경,백현미,김성철 한국정보사회학회 2019 정보사회와 미디어 Vol.20 No.2

        Introduction Adolescents’ gaming over-flow has become very serious social issue not only in Korea but also in other countries. Despite the increasing need for better understanding of gaming over-flow among adolescents, there has been few studies on what factors might influence on adolescents’ gaming over-flow. Research Objective This study aims to help deeper understanding of game over-flow and examine the effects of life satisfaction, social capital and game self-efficacy on lack of self-control in games. Research Model Dataset This study uses the panel dataset provided by the Korea Creative Content Agency. The dataset was acquired by conducting the survey twice a year from 2014 until 2017. All subjects are juvenile and the total number of responses is 7,868. The number of subjects is equally distributed depending on gender and age. Analysis Result For data analysis, t-test was conducted to figure out the mean differences in suggested variables between male and female students. The result shows that the mean differences are significant between two genders. It is found that male students have the lower level of social capital and the higher levels of lack of self-control in games, life satisfaction, game self-efficacy and gaming time than female students. Considering the moderating effect of gender, this study also carried out a panel analysis to analyze the effects of suggested factors on lack of self-control in games. The results present that life satisfaction and social capital are negatively related to lack of self-control in games, whereas game self-efficacy is positively related to lack of self-control in games. In addition, the effect of game self-efficacy is greater in case of females. Conclusion The result of this study implies that we need to encourage adolescences to have more life satisfaction and social capital to decrease their lack of self-control in games. Furthermore, it shows that we need to pay more attention to female adolescences with high game self-efficacy to prevent excessive lack of self-control in games. Drawing on the findings, this study suggests several implications and directions for future research. 게임산업의 규모가 성장하고 이용자들의 숫자가 급격히 증가하면서 게임의 역기능에 대한 사회적 우려 역시 지속적으로 증가하고 있다. 특히 성인에 비해 자기조절 능력이 부족한 청소년의 게임 과몰입 문제가 심각한 사회적 이슈로 등장했다. 청소년의 게임 과몰입 문제는 단순히 규제로 해결할 수 없는 복잡한 문제이기 때문에 청소년의 게임 과몰입에 대한 심도 깊은 이해가 요구되는 상황이다. 이에 따라 본 연구는 청소년의 게임 과몰입에 대한 개념을 고찰하고, 대표적 척도 중 하나인 게임 절제력에 영향을 주는 요인들을 실증적으로 규명하고자 한다. 이를 위해 한국콘텐츠진흥원이 제공한 게임이용자 패널 데이터를 활용하여 삶의 만족도, 사회자본, 그리고 게임 효능감이 게임 절제력 부족에 끼치는 영향을 패널 분석을 통해 검증하였다. 또한, 성별에 따른 차이를 검증하기 위해 t-test를, 성별에 따른 영향력의 변화를 파악하기 위해 성별을 조절변수로 살펴보았다. 본 연구의 결과에 따르면 삶의 만족도가 높거나 충분한 사회자본을 가진 청소년은 게임 절제력이 높은 것으로 나타나는 반면에, 높은 게임 효능감은 게임 절제력을 낮추는 것으로 나타났다. 그리고 남학생과 여학생은 각 변수의 평균값에서 유의미한 차이를 가지며, 여학생일 경우에는 게임 효능감이 게임 절제력 부족에 미치는 영향력의 크기가 더 큰 것으로 판명됐다. 본 연구의 결과는 청소년의 정신적, 육체적 건강에 부정적인 영향을 미치는 게임 과몰입, 특히 게임 절제력 부족을 예방하고 감소시키기 위한 해결책을 모색하는 근거 자료로 활용될 수 있을 것으로 기대된다.

      • KCI우수등재

        고객센터 상담내용 분석을 통한 이탈 요인에 관한 실증 연구

        장문경,유병준,이재환,Jang, Moonkyoung,Yoo, Byungjoon,Lee, Jaehwan 한국전자거래학회 2017 한국전자거래학회지 Vol.22 No.4

        Along with IT development, customers are getting more easily to express their opinions using various IT channels. In this situation, complaint management is a pressing issue for companies to acquire and maintain loyal customers with low cost. Most of previous studies have investigated customer complaint information by quantitative variables such as demographic information, transaction information, or complaint frequency, but studies focusing on qualitative aspects of complaint information are limited. Therefore, this paper considers the possibility for customers to leave even when they complain occasionally or briefly. This paper analyzes the quantitive aspects as well as the qualitative aspects using sentiment analysis with Exit-voice theory. The dataset contains 268,364 inquiries of 46,235 customers obtained from a contact center of a private security company in Korea. This paper carries out logistic regression and the results imply that the customers's explicit response and their implicit sentiment have different effect on customers leave. This study is expected to provide useful suggestions for the effective complaint management. 최근 고객들은 다양한 IT 채널을 이용해 의견을 자유롭게 표현할 수 있게 되었다. 이에 따라 기업은 고객들의 의견 중 특히 부정적인 의견을 효율적으로 관리하기 위해 큰 노력을 기울이고 있다. 기존의 연구들은 주로 고객의 불만 제기 횟수나 상담시간 등의 양적 데이터를 이용하여 고객 이탈 방지에 관해 연구하였으나, 고객이 실제로 언급한 불만 내용을 분석한 연구는 한정적이다. 따라서 본 연구는 고객 불만 데이터를 중심으로 고객 이탈에 영향을 주는 요인들을 알아보기 위해 이탈-항의 이론(Exit-voice theory)을 바탕으로 보안업체의 고객센터로 접수된 46,235명 고객의 268,364건의 상담내용을 양적인 측면뿐이 아니라 질적인 측면에서도 실증 분석하였다. 감성 분석 방법을 활용하여 상담내용의 감성값을 도출하고, 도출된 감성 사전을 이용해 고객의 만족 여부를 명시적으로 알기 어려운 상담내용의 고객 만족도를 예측하였다. 마지막으로 이 감성 값이 고객의 이탈에 미치는 영향을 로지스틱 회귀분석을 통해 분석하였다. 분석 결과 고객이 만족 여부를 명확히 응답하지 않은 경우에도 감성 분석을 이용해 계산된 각 감성값이 고객 이탈에 서로 다른 영향을 준다는 것을 알 수 있었다. 향후 본 연구에서 제시한 감성 분석을 통한 만족도 예측방법으로 고객의 숨은 의도를 효과적으로 파악하여 고객 불만 관리에 실무적으로 활용될 수 있을 것으로 기대한다.

      • KCI등재
      • KCI등재

        양.한방 물리치료의 차이점 연구

        장문경,Chang, Moon-Kyung 대한물리치료과학회 1995 대한물리치료과학회지 Vol.2 No.2

        The objective of this study was to investigate characteristics in physical therapy according to the oriental and the western medicine. Questionnaires were referred to 101 chiefs of physical therapy departments of 66 hospitals of western medicine and 35 hospitals of oriental medicine. The results were as follows ; 1) For therapeutic members, significant indicators related to difference of the two groups were number of therapist, kind of therapist, programmer of physical therapy and referer to physical therapy. 2) For therapeutic environment, the size of therapeutic room and the respective department. 3) The two groups regarding whether the treatment was carried out or not in 14 cases of treatment (42.4 % ), and whether the cost of treatment was requested by medical insurance or not in 23 cases of treatment (70.0%).

      • KCI등재

        An Empirical Analysis of In-app Purchase Behavior in Mobile Games

        장문경,김창근,유병준 한국경영정보학회 2020 Information systems review Vol.22 No.2

        The mobile game industry has become the one of the fastest growing industries with its astonishing market size. Despite its industrial importance, a few studies empirically considered actual purchasing behavior in mobile games rather than the intention to purchase. Therefore, this paper investigates the key drivers of in-app purchase by analyzing the game-log dataset provided from a mobile game company in Korea. Specifically, the effects of goal-directed, habitual and social-interacted playing behavior are analyzed on in-app purchase. Furthermore, the recursive relationship with playing and purchasing behaviorsis also considered. The result shows that all suggested factors have positive impacts on in-app purchase in the current period. In addition, the effect of previous habitual playing has a positive impact, but the effect of social-interacted playing and in-app purchase in the previous period have negative impacts on in-app purchase of the current period. These findings can improve our understanding of the impact of game playing on in-app purchase in mobile games, and provide meaningful insights for researchers and practitioners.

      • KCI등재

        An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model

        장문경,전성민,유병준 한국경영정보학회 2017 Information systems review Vol.19 No.1

        This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users’ prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

      • KCI등재

        경혈점과 유발점에 의한 근막통증후군의 임상적용에 대한 연구

        장문경,Chang, Moon-Kyung 대한물리치료과학회 1995 대한물리치료과학회지 Vol.2 No.3

        Myofascial pain syndrome is one of the major cause of chronic pain and trigger point injection, stretching, spray and electrical therapy are often used in clinical situation for treatment of myofascial pain syndrome. Myofascial pain syndrome is characterzied by the existence of a hypersensitive region, called the trigger point in a muscle or in the connective tissue, together with palpable noble, stiffness, limitation of motion and referred pain when trigger point is stimulated. Physiologically, they represent a self-sustaining vicious cycle of pain-spasm-pain. The purpose of this study is to illustrate mechanisms of pain by stimulation of acupuncture and trigger point, to introduce clinic application of orient and western stimulative point (acupuncture, trigger point)for treatment of MPS(myofascial pain syndrome), to make physiotherapist use both stimulative points for treatment of MPS.

      • KCI등재

        다발성 관절염 실험동물 모델에서 저출력 GaAlAs 레이저 자극의 진통효능 및 통증관련 척수내 신경세포의 활성변화에 관한 연구

        장문경,최영덕,박봉순,Chang, Moon-Kyung,Choi, Young-Duk,Park, Bong-Soon 대한물리치료과학회 2003 대한물리치료과학회지 Vol.10 No.1

        The experiments were designated to evaluate the anti-nociceptive effect of low power laser stimulation on acupoint or non-acupoint using arthrogenic solution induced poly arthritis animal model. Evaluation of potential antinociceptive effect of low power laser on arthritis has employed measurements of the foot bending test, the development of either thermal or mechanical hyperalgesia following the arthritis induction. The analysis of thermal hyperalgesia includes Hargreaves's method. Randall-Sellitto test was utilized for evaluating mechanical hyperalgesia. In addition, the antinociceptive effect of low power laser stimulation on arthritis induced spinal Fos expression was analyzed using a computerized image analysis system. The results were summerized as follows: 1. In laser stimulation on acupoint treated animal, laser stimulation dramatically inhibited the development of pain in foot bending test as compared to those of non acupoint treated animal group and non treated animal group. 2. The threshold of thermal stimulation was significantly increased by low power laser stimulation on acupoint as compared to that of non treated control group. 3. Laser stimulation on acupoint dramatically attenuated the development of mechanical hyperalgesia as compared to that of non treated group. 4. Low power laser stimulation on acupoint significantly suppressed arthritis induced Fos expression in the lumbar spinal cord at 3 week post arthritis induction. In conclusion, the results of the present study demonstrated that low power laser stimulation on acupoint has potent anti-nociceptive effect on arthritis. Additional supporting data for an antinociceptive effect of laser stimulation was obtained using Fos immunohistochemical analysis on spinal cord section. Those data indicated that laser stimulation induced antinociception was mediated by suppression of spinal neuron activity in pain sensation.

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