• Title/Summary/Keyword: 여가기능

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The Effects of Social Class on the Leisure Activities in Korea: based on types and satisfaction of leisure activities (사회계층 변수에 따른 여가 격차 : 여가 유형과 여가 및 삶의 만족도를 중심으로)

  • Nam, Eun-Young;Choi, Yu-Jung
    • Korea journal of population studies
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    • v.31 no.3
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    • pp.57-84
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    • 2008
  • This study investigates the patterns of leisure in Korea and the effects of social class on the objective and subjective dimension of leisure activities and life satisfaction. A data set of 1376 Korean men and women over 18 years old is analyzed to yield five main results. First, Korean prefers domestic entertainment to outdoor activities as is exemplified by domestic audio-visual entertainment(TV/DVD/VCR) which ranks the highest in the favored leisure activity. Leisure activities are divided into four types; "activity-based", "relationship-based", "alcohol-based", "relaxation". Second, the function of leisure activity is to strengthen relationships. The main purpose of leisure activity is to relax and revitalize, while creating prospective social network ranks next to relax. But the effect of leisure time is often compromised by recurring thoughts related to work. Third, respondents with high educational and economic backgrounds are more likely to engage in "relationship-based," "activity-based", "alcohol-based" leisure type. However, such factors do not influence on "relaxation" type of leisure. While students and housewives rank highest in number of respondents, respondents with managerial/professional or white-collar/semi-professional occupations enjoy more diverse activities. Fourth, the effort to discern the significance of social class with respect to the leisure-activity-index revealed followings; the index scores elevate with higher education, younger age and higher income. Fifth, leisure-activity-index is the most important variable predicting leisure satisfaction. Leisure satisfaction is influenced by gender, age, income and occupation. The younger the age and higher the income, the higher it is the leisure satisfaction. Men are more satisfied with leisure activities than women. Students experience the highest satisfaction with leisure activities while service/sales workers, industrial/technical/blue-collar workers shows the least satisfaction. Also, the number of family members decreases significantly the leisure satisfaction. While "activity-based" leisure induces the highest satisfaction, "alcohol-based" leisure produces the least satisfaction. The frequency and diversity of leisure activities, and "activity-based" leisure incur the most positive effects on the life satisfaction.

A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

A Study on the Difference in Consumer Demand of Leports Wear and Its Implication for Apparel Development by the Types of Motivation to Participate in Marine Leisure Sports

  • Yu, Cheon;Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.239-249
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    • 2022
  • This study attempted to categorize the motivation for participation in leisure sports and analyze the difference in consumer demand for leisure sports wear according to the type. As a result of the analysis, the functionality of the preferred material consisted of movement, comfort, and body temperature maintenance. When purchasing, the factors to consider were extracted such as basic emphasis, emphasis on flaunting, and emphasis on practicality. The improvement requirement was composed of basic function improvement and various function additional factors, and the purchase satisfaction factor was composed of three factors: brand, practicality, design, and functionality. Motives for participation in marine leisure sports were grouped into mania, leisure, and health types. As for the functionality of the preferred material, the mania type and leisure type preferred movement, comfort, and body temperature maintenance functionality over the health type. As for the factors to consider when purchasing, the mania type and leisure type had higher consideration for the factors of basic emphasis, ostentation, and practicality than the health type. In the improvement requirements, both basic function improvement and various function additions had the highest mania type and the lowest health type. In terms of purchase satisfaction factors, practicality and brand were found to have a high leisure type, and functional factors were found to have a high mania type. For the enthusiastic group, it is thought that product development should focus on functionality and additional functions, and health types should be focused on design and utilization.

Adolescents' motivation and ability to participate in leisure activities (중고등학교 청소년의 여가동기와 여가기능도에 관한 연구)

  • Lee Eun Hee;Min Hyun Sun
    • Journal of Families and Better Life
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    • v.22 no.6 s.72
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    • pp.243-258
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    • 2004
  • Adolescents motivation and ability to participate in leisure activities were investigated in this study. Relevant variables were also explored. The participants were middle and high school students.'rho data were collected by using a survey questionnaire. Seven hundred and forty one cases were used for data analysis. Major findings were as follows: 1 Adolescents 'motivation to participate in leisure activities was classified into four subcategories: self-development','sociality training', 'relaxation', and 'fun'. 1. The 'relaxation motivation' was the highest among the adolescents, and' sociality training motivation 'was lowest. High school students had relatively stronger motivation than middle school students. B. Adolescents 'ability to perform leisure activities consisted of 'control' 'enjoyment', and 'self-confidence'. 4. Male students had a higher leisure activity performance ability than female students. The score for' enjoyment ability 'was the highest, followed by 'self-confidence', and then 'control ability' 5. Major variables that influenced the leisure performance ability were gender, leisure attitudes, self-development motivation, sociality training motivation, and relaxation motivation.

The Effect of Urban Open Space on Outdoor Leisure Activities - Focusing on Whole Residents and the Elderly - (도시 오픈스페이스가 옥외 여가활동에 미치는 영향 - 전체 주민과 노인을 대상으로 -)

  • Youn, Jeong-Mi;Choi, Mack Joong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.4
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    • pp.21-29
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    • 2014
  • In terms of quality of life, leisure and health have become important issues with increasing incomes and decreasing working hours in Korea. This study empirically investigates the effects of urban open space on outdoor leisure activities, emphasizing that parks, river banks, and physical activity sites can provide opportunities such as walking, jogging, stretching, and cycling, free of charge to all residents. Based on 2010 sample survey data on leisure activities, multiple regression model as well as hierarchical linear model are estimated, taking account of both individual characteristics on demand and environmental/areal factors on supply side, including open space. Major findings include: first, urban open space significantly increases residents' outdoor leisure activities, second, the effect is more significant for the elderly and third, the effect is more valid for those with relatively low incomes and less education. These results imply that urban open space could be available as a local public good to cope with population aging and to realize health city and social welfare, since this space is not only a leisure place but also public health and welfare facilities.

Relationships Among Cognitive Functions, Activities of Daily Living, Participation and Quality of Life in Community-dwelling Elderly (지역사회 거주 노인의 인지기능, 일상생활활동, 참여 및 삶의 질의 관계)

  • Choi, Yoo-Im
    • Therapeutic Science for Rehabilitation
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    • v.9 no.4
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    • pp.45-54
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    • 2020
  • Objective : The purpose of this study was to identify the relationships among cognitive function, activities of daily living (ADL), participation and quality of life in community-dwelling elderly. Methods : Cognitive function, ADL, participation and quality of life were assessed in the 144 elderly people residing in the community. We used MMSE-K for measuring cognitive function, K-ADL for ADL, K-ACS for participation, and GQOL for quality of life. Results : Cognitive function was significantly correlated with social activity of participation and quality of life (physical health, psychological health, social relations and economic level). ADL was significantly correlated with participation (instrumental ADL, leisure activity) and all sub-areas of quality of life. Social activity of participation were significantly correlated with all subarea of quality of life except physical health. Among the variables, the most relevant variable was leisure activity. Conclusion : It was related to quality of life in the order of participation, ADL, and cognitive function. Among the sub-areas of participation, leisure activity was the most correlated with quality of life. This study, thus, aimed to provide basic data for successful elderly life by examining the correlation between cognitive function, daily life activity, participation and quality of life in community-dwelling elderly.

A Study of Leisure Programs for Hemiplegia in Community Rehabilitation Center in Ulsan (울산지역 장애인복지관을 이용하는 뇌졸중 장애인의 여가활동에 관한 연구)

  • Cho, Moo-Sin
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.15-23
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    • 2012
  • Objective : The study is to investigate current state of leisure activity in people with stroke (including leisure activity that people with stroke participate and hope, the reason why people with stroke paticipate in leisure activity, the cost that spent in leisure activity, and leisure activity satisfaction) on community rehabilitation center. Method : Frequency analysis were performed with the SPSS 12.0 statistics package program. Result : First, the findings showed that leisure activity participated most of people with stroke disabled appear as 'swimming', and appear sequence 'gate ball', 'yoga', 'energy gymnastics' on sports leisure activity. Second, the findings showed that leisure activity costs are fifth thousand won a month on average, most of people with stroke experienced satisfactory state in leisure activity. Third, the findings showed that leisure activity appeared to satisfaction 63.1% people with stroke disabled used the community rehabilitation center. Conclusion : First, The community rehabilitation center must develop leisure activity for people with stroke. Second, Leisure activity needs to support financial affairs. Third, leisure activity need professor for body function improve. Fourth, leisure activity must participates with the community sociaty.

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The Spatio-Temporal Characteristics of Primary School Children's Daily Life Activities (초등학생 일상생활활동의 시.공간적 특성)

  • Park, Soon-Ho
    • Journal of the Korean association of regional geographers
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    • v.8 no.4
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    • pp.492-512
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    • 2002
  • The daily life activities of primary school children have been increasingly diversified. This research examined the spatio-temporal characteristics of primary school children's daily life activities. The time allocation of primary school children's daily activities was monotonous. They tended to spend most of their time in school activities, private lessons after school, and studying at home. The daily trip to school has been diversified as the result the of increase in the number of double-income families, car owners, facilities for pastime, and educational facilities for private lessons after school. The selection of educational facilities for private lessons was strongly influenced by accessibility to the residence because of the limited time budget of primary school children and the controlled trip behavior by parents. The leisure activities were considered as a minor function and took place in the interval of performances of study-related activities. The high proportion of leisure activities was found in the indoor play. The amount of the time for leisure activity was very insufficient. The spatial range and time budget were strongly influenced by the institutional conditions of parents.

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