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6 result(s) for "Digital media Social aspects Korea (South)"
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Social media use and mental health during the COVID-19 pandemic in young adults: a meta-analysis of 14 cross-sectional studies
Background Public isolated due to the early quarantine regarding coronavirus disease 2019 (COVID-19) increasingly used more social media platforms. Contradictory claims regarding the effect of social media use on mental health needs to be resolved. The purpose of the study was to summarise the association between the time spent on social media platform during the COVID-19 quarantine and mental health outcomes (i.e., anxiety and depression). Methods Studies were screened from the PubMed, Embase, and Cochrane Library databases. Regarding eligibility criteria, studies conducted after the declaration of the pandemic, studies that measured mental health symptoms with validated tools, and studies that presented quantitative results were eligible. The studies after retrieval evaluated the association between time spent on social media platform and mental health outcomes (i.e. anxiety and depression). The pooled estimates of retrieved studies were summarised in odds ratios (ORs). Data analyses included a random-effect model and an assessment of inter-study heterogeneity. Quality assessment was conducted by two independent researchers using the Risk of Bias Assessment Tool for Nonrandomized Studies (RoBANS). This meta-analysis review was registered in PROSPERO ( https://www.crd.york.ac.uk/PROSPERO/ , registration No CRD42021260223, 15 June 2021). Results Fourteen studies were included. The increase in the time spent using social media platforms were associated with anxiety symptoms in overall studies (pooled OR = 1.55, 95% CI: 1.30–1.85), and the heterogeneity between studies was mild (I 2  = 26.77%). Similarly, the increase in social media use time was also associated with depressive symptoms (pooled OR = 1.43, 95% CI: 1.30–1.85), and the heterogeneity between studies was moderate (I 2  = 67.16%). For sensitivity analysis, the results of analysis including only the “High quality” studies after quality assessment were similar to those of the overall study with low heterogeneity (anxiety: pooled OR = 1.45, 95% CI: 1.21–1.96, I 2  = 0.00%; depression: pooled OR = 1.42, 95% CI: 0.69–2.90, I 2  = 0.00%). Conclusions The analysis demonstrated that the excessive time spent on social media platform was associated with a greater likelihood of having symptoms of anxiety and depression.
Understanding Older Adults’ Intention to Adopt Digital Leisure Services: The Role of Psychosocial Factors and AI-Based Prediction Models
Background/Objective: As the global aging population grows, digital leisure services have emerged as a potential solution to improve older adults’ social engagement, cognitive stimulation, and overall well-being. However, their adoption remains limited because of digital literacy gaps, psychological barriers, and varying levels of adaptability. This study aims to analyze and predict older adults’ intention to adopt digital leisure services by integrating psychosocial factors, demographic characteristics, and digital adaptability using artificial intelligence (AI)-based predictive models. Methods: This study utilized data from the 2022 Urban Policy Indicator Survey conducted in Seoul, South Korea, selecting 2239 individuals aged 50 years and above. A two-step clustering approach was employed: hierarchical clustering estimated the optimal number of clusters, and K-means clustering finalized the segmentation. An artificial neural network (ANN) model was applied to predict the likelihood of digital leisure adoption by incorporating demographic and psychosocial variables. Logistic regression was used for validation, and model performance was assessed through accuracy, precision, recall, and F1-score. Results: Four distinct clusters were identified based on digital adaptability and social media engagement. Cluster 3 (highly educated males in their 60s with family support) showed the highest probability (84.35%) of digital leisure adoption despite low social media engagement. Cluster 4 (older women with high social media usage) exhibited lower adaptability to structured digital services. The ANN model achieved an overall classification accuracy of 85.2%, highlighting digital adaptability as a key determinant for adoption. Conclusions: These findings underscore the need for targeted policy interventions, including tailored digital education programs, intergenerational digital training, and simplified platform designs to enhance digital accessibility. Future research should further explore psychological factors influencing digital adoption and validate AI-based predictions using real-world behavioral data.
A New Approach Toward Digital Storytelling: An Activity Focused on Writing Self-efficacy in a Virtual Learning Environment
Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active participation and facilitate learning. A significant amount of research examines using video editing software to create video clips for digital storytelling activities. However, in this study, we suggest performing digital storytelling in virtual worlds with open-ended, edutainment elements, and place more stress on the writing process. The purpose of this study is to examine the effects of writing for digital storytelling on writing self-efficacy and on flow in the virtual reality learning environment known as Second Life. The researchers organized an activity for undergraduate students to create digital stories. Participants were divided into two groups. One group created their digital stories in Second Life. The other group created their digital stories off-line. The two groups' independent sample t-tests were employed to compare writing self-efficacy and flow. The results of the experiment demonstrate that digital storytelling in a virtual learning environment is more effective than digital storytelling off-line. The findings of this study suggest that the technique of digital storytelling can be used effectively in classroom settings to teach writing.
Digital content promotion in Japan and South Korea: Government strategies for an emerging economic sector
Already leading the world in the development of consumer electronics, South Korea and Japan have been leading innovators in the creation of digital content economies. Both governments recognized both the commercial potential and the employment possibilities associated with the digital content industry. The sector, however, did not fit easily with existing industrial and technological models of economic development, particularly due to the small size of digital firms, the youth culture orientation of most products and services, and the antiestablishment ethos of the creative industries generally. In Japan, digital content firms created a robust domestic market but struggled to get international market share. Government policy, therefore, has focused on building international interest in digital products. Although South Korea has enjoyed considerable success through their K-pop cultural exports, it has really capitalized on the country's highly successful online gaming industry. South Korean policy initiatives emphasize public promotion of Korean digital content with sizeable investments in creator and incubator spaces for startup firms. Together with initiatives in Singapore, Malaysia, Hong Kong, and Taiwan, the Japanese and South Korean efforts demonstrate how Asian countries have sought to integrate the digital content sector into their national innovation strategies and to jump-start a promising and potentially valuable economic sector.
Silver Generation’s Counter-Movement in the Information Age: Korea’s Pro-Park Rallies
This paper examines the reasons behind people's decision to participate in the pro-Park rallies against the impeachment of the former Korean President Park as well as an explosive growth in their participation numbers by focusing on the view of these rallies as the silver generation's counter-movement characterized by an unconventional, short-term collective contentiousness. The empirical findings of this study are based on the field survey data collected from these rallies' participants and the in-depth interviews with the participants in order to obtain more insights into the nature of counter-movement rallies in the information age.
Funeral Capitalism: Commodification and Digital Marketing of Funeral Services in Contemporary Korea
This paper attempts to understand and analyze \"pariah-capitalism\" in South Korea through the case of highly dehumanized and commodified funeral services as advertised in the media. There is much in common between Max Weber's concept of pariah-capitalism and \"funeral capitalism\" in the context of this paper, the latter of which pays attention to the practice and impact of pariah-capitalism on the lives of Koreans in Korean society. The paper starts by commenting on a couple of dramatic changes in Korean funeral rites in the last two decades: the change of the venues of funeral rites and the popularization of cremation rather than traditional burials. In addition, the dramatic commercialization of funeral services has created a huge source of income for prestigious general hospitals and funeral service conglomerates. I then discuss some long-lasting socioeconomic and cultural aspects of Korea that have paved the way for a high degree of commercialization of funeral services, eventually triggering the coming of \"funeral capitalism\" to South Korea. The ways in which funeral capitalism is manifested in Korean society are illustrated through an analysis of TV advertisements. This analysis reveals the extent to which funeral services are rituals through which socioeconomically and culturally grounded Korean greed is fulfilled, illustrating the characteristics of a highly competitive and overly dehumanized Korean capitalism that is strongly promoted by the digital media.