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논문 기본 정보

자료유형
학술저널
저자정보
진종오 (경남대학교) 이혁기 (경남대학교) 김용운 (경남대학교)
저널정보
한국사회체육학회 한국사회체육학회지 한국사회체육학회지 제77호
발행연도
2019.7
수록면
289 - 305 (17page)
DOI
10.51979/KSSLS.2019.07.77.289

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초록· 키워드

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Purpose: This research attempts to analyze the attitude of participants on screen shooting which is getting popular recently in the context of cognitive structure.
Method: In order to analyze cognitive structure popularized by the public, Means-End Chain theory was used in this research. This method was used in the Means-End Chain, which is the method of drawing relations among attributes, benefit, value and individual, social value. Specifically, the data were analyzed sequentially through the content analysis stage, the implication matrix analysis and the process of creating a value system by the open questionnaire and related data collection.
Results & Conclusion: First, in order to analyze the value structure of screen shooting through the APT Laddering technique, the study drew a conclusion of the main word of about attribute, benefit, and value of screen shooting through content analysis. There were keywords, entertainment, usability, safety, space transcendence, competitiveness, program diversity. Five keywords such as friendship, beneficial experience, stress relief, cost reduction, and useful time utilization were generated. Four values of screen shooting were leisure value, economic value, psychological value, education value. Second, this research coded three elements, the attribute, benefits, values based on the results of analysis and analyze implied matrix. As a result, the value system was derived by grasping the connection between attribute-benefit, benefit-value of screen shooting. First of all, results related to screen shooting appeared in this order, enjoyment, easy to use, space transcendence, competitiveness, safety, and program diversity. The benefits of screen shooting were a beneficial experience, fellowship, stress relief, cost-saving and useful time management in this order. Based on value system「attribute-benefit, benefit-value」, three core ladders were drawn. Three core ladder were [entertainment → social fellowship → leisure value] Ladder, [convenience of use → beneficial experience → psychological value] Ladder, [space transcendence → stress relief → psychological value] Ladder.

목차

Ⅰ. 서론
Ⅱ. 연구방법
Ⅲ. 연구결과
Ⅳ. 논의
Ⅴ. 결론 및 제언
참고문헌
ABSTRACT

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UCI(KEPA) : I410-ECN-0101-2019-692-000951032