• Title/Summary/Keyword: 여가력

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Factors Affecting Subjective Well-being and Depression of the Elderly with Chronic Disease (만성질환을 가진 노인의 주관적 행복감과 우울에 영향을 미치는 요인)

  • Chung, Su Kyoung
    • Journal of Industrial Convergence
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    • v.20 no.9
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    • pp.91-98
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    • 2022
  • This study was conducted to investigate the effect on subjective well-being and depression of the elderly with chronic diseases. Using data from the 15th Korea Welfare Panel in 2020, 3,910 people who responded that they had chronic diseases over the age of 65 were analyzed with stepwise regressions. As a result, the factors affecting the subjective well-being of the elderly with chronic diseases were in the order of satisfaction with leisure life, subjective health status, satisfaction with children relationship, satisfaction with family income, satisfaction with spouse. The explanatory power of this model was 32.0% (F=351.44 p<.001). And also, factors affecting depression were in order of subjective health status, satisfaction with spouse, satisfaction with social relationship, satisfaction with children relationship, satisfaction with leisure life, and satisfaction with family income. The explanatory power of this model was 21.4% (F=178.59, p<.001). Therefore, policy systems to support leisure life of the elderly with chronic disease and measures to induce participation in programs using community resources are needed. And health management programs and institutional support to improve subjective health status are also needed. In addition, it is expected that economic support at the national policy level and various program execution strategies and support personnel will be secured at the community level.

어촌마을의 지속성 확보 가능성에 관한 연구 -부윤마을 어촌체험휴양테마 적용 사례를 중심으로-

  • 고신채;안웅희
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2021.11a
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    • pp.142-144
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    • 2021
  • 고령화로 인해 어촌마을은 소멸위기에 직면해 있으며, 어업인구의 감소로 인한 소득감소, 기반시설 부재와 일자리 부족으로 인한 인구유출 등은 위기를 가속화 시키고 있다. 어촌마을이 자생력을 확보하기 위해 지역자원을 활용한 활성화 계획이 수반되어야 하며, 특히 오늘날 급증하고 있는 국민여가시장과 연계가 필요하다. 본 연구에서는 지속성에 대한 위기의식을 갖고 있는 어촌마을을 활성화 할 수있는 마스터플랜을 제안함으로써 지속가능한 어촌마을의 가능성을 제안하였다.

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The Relationship among Types of Lifestyle, Motivation, and Travel Product Selection of Baby Boomer Consumer (베이비부머소비자 라이프스타일 유형과 동기, 그리고 여행상품 선택간의 영향관계)

  • Kim, Eun-Joo
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.21-32
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    • 2016
  • Baby boomers who were born right after Korea War make up about 15% of population of Korea and lead an aging society rapidly. They're retiring since from 2012 and going to make up nearly 80% of total of old retirees. Baby Boomers with much higher income and education levels are going to enjoy their retirement as traveling. Therefore, this study invests the relationship between lifestyle and travel product selection of baby boomer consumer. Two big results are as follows. One is that baby boomers progress consumption activity(because they have their own purchasing power) and have health and leisure lifestyle and family lifestyle. The other is when they select travel product, they eventually consider three elements- travel company, transportation, and travel colleague.

A Study on the Importance and Satisfaction of the Waterpark Quality Evaluation Factors (워터파크 품질평가요인의 중요도와 만족도에 관한 연구)

  • Kim, Shin-Joong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.237-249
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    • 2011
  • Due to the economic development and the social structure and holiday structure change, we have more time for leisure and entertainment activities. For coping with this trend the waterpark has already become the one of major entertainment facilities for many countries. The purpose of this study is to construct Waterpark service quality evaluation factors and find out the importance and satisfaction degree of these factors. The result of this study are as follows; First, the safety field had considered as most important. Second, the importance of service quality evaluation fields and factors are different according to social characteristics. Third, the safety field is evaluated as the first satisfactory field and the cost/price field is evaluated as the lowest.

Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

Development of Brain Training Game Contents and Research Preferences for Silver Generation (실버세대를 위한 두뇌훈련 게임콘텐츠 개발 및 선호도 조사)

  • Joo, Jae-Hong;Lee, Hyun-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.413-414
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    • 2011
  • 본 논문에서는 실버세대의 여가활동 및 두뇌훈련 위한 기능성게임콘텐츠를 제안한다. 두뇌훈련 게임은 기억력 훈련, 집중력 훈련, 시공감각 훈련과 판단력 훈련으로 6종의 게임콘텐츠로 구성되어 있으며, 실버세대들이 사용하기 쉬운 인터페이스와 실버세대의 게임에 대한 공감대 형성과 쉬운 접근을 위하여 춘향전을 각색하여 게임 시나리오로 적용하였다. 게임콘텐츠에 대한 평가 및 선호도 조사, 기능성게임콘텐츠 종목 발굴을 위해 401명을 대상으로 게임을 체험한 후 설문조사를 실시하였고, 결과를 토대로 선호도 및 기능성 게임 개발 시 요구 사항을 분석하였다.

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Effects of Communication Skill on Interpersonal Satisfaction and Subjective Happiness among College Students (대학생의 의사소통 기술이 대인관계 만족도 및 주관적 행복감에 미치는 영향)

  • Park, Mijeong;Oh, Doonam
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.423-434
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    • 2017
  • This study is a descriptive survey research to investigate the effect of communication skills of college students on interpersonal satisfaction and subjective happiness. Data were collected using structured questionnaires from 222 students attending two universities located in C and S cities between June 1 and June 10, 2016, and were analyzed using t-test, One-way ANOVA, $Scheff{\acute{e}}$ test, Pearson's correlation coefficient, and hierarchical multiple regression, etc. The results of the study are as follows. The communication skills of the subjects were found to be 2.13 out of 1~5 points, and it was found that there was a significant difference according to grade, perceived home economy level, and leisure activities. Second, communication skills showed a positive correlation with interpersonal satisfaction and subjective happiness. Third, in relation to interpersonal satisfaction, the explanatory power of sex, grade, academic achievement, perceived family economic level and leisure activity was 26.7%, and communication skills further explained 18.4% of interpersonal satisfaction. Fourth, in relation to subjective happiness, the explanatory power of subjective gender, academic achievement, perceived family economic level and leisure activity was 33.0%, and communication skills further explained only 0.3% of subjective happiness. The results of this study suggest that communication-related education can be used as a major intervention strategy in the development of programs to improve interpersonal satisfaction and happiness of college students.

The Effect of Disability Acceptance and Anxiety on Participation of People with Stroke Living in the Community (지역사회 거주하는 뇌졸중 장애인의 장애수용과 불안이 참여에 미치는 영향)

  • Lim, Young-Myoung;Ham, Min-Joo;Hwang, Ho-Sung;Kim, Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.591-600
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    • 2022
  • This study examined the participation of the people with stroke living in the community in terms of productivity, leisure, and social domain, and identified the effect on disability acceptance and anxiety. For data collection, from October 2018 to January 2019, data on disability acceptance, anxiety, and participation were collected from 192 people with stroke who used welfare centers and community services. For general characteristics, t-test and one-way ANOVA were used to compare participation according to descriptive statistics and general characteristics. Pearson correlation analysis was used for correlation between variables, and multiple regression analysis was used to identify causality. As the result, factors affecting the productivity of participation were labor(β=.28, p<.001), de-emphasis on disability salience(β=.14, p<.05), compensatory(β=.22, p<.01), and subjective anxiety(β=-.35, p<.05), and the explanatory power was 33%(F=9.44, p<.001). Leisure was expressed as self-satisfaction with disability(β=.18, p<.05) and the compensatory(β=.18, p<.05), and had an explanatory power of 23%(F=6.32, p<.001). Social activity was labor(β=.19, p<.01), and subjective anxiety(β=-.51, p<.05), which showed 23%(F=6.05, p<.001) of explanatory power. This suggests the importance of psychosocial factors for a changed life after the onset of a stroke, and a practical approach is needed to construct and apply programs to improve participation.

The Effect of Use Motives, Self-Control and Social Withdrawal on Smartphone Addiction (이용 동기와 자기 통제력 및 사회적 위축이 스마트폰 중독에 미치는 영향)

  • Lee, Young-Joo;Park, Joo-Hyun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.459-465
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    • 2014
  • Despite the ever-increasing smartphone addiction of adolescents and a variety of consequent problems not much research has been conducted on the issue. It is time to prepare a set of countermeasures to protect them from the addiction. The central purpose of the current paper is to identify how use motives, self-control and social withdrawal affect their smartphone addiction. It was found (i) that the motives of information acquisition, social relationship, amusement and use of leisure time exert significant influence on smartphone addiction, (ii) that less self-control and greater impulsiveness result in greater addiction, and (iii) that social withdrawal of users also have significant effect on smartphone addiction. Such findings are expected to provide base data for any attempt to develop countermeasures against addiction. It is desirable that we had better check the play activities of adolescents and develop self-control programs to help them alleviate impulsiveness than simply impose strict restrictions on the use of smartphones.

Development and Analysis of a Walking Game 'Paldokangsan3' Using Kinect (키넥트를 이용한 걷기게임 '팔도강산3' 개발 및 효과성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, SeongSuk
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.49-58
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    • 2014
  • We have developed a serious game for the elderly named 'Paldokangsan3' as a next version of 'Paldokangsan2' which was a walking game with memorization in shopping streets using controllers of hand buttons and foot boards with PC developed in 2012. The interface of had buttons and food boards were changed into the interface of motion capture with the aid of Kinect. The expected effects are improvement of memorization, improvement of concentration ability to find out items in the vision, improvement of vitality through physical walking actions, as well as improvement of mental health through entertainment activities of game play. We have tested 25 volunteers of more than 65 years old in Cheonan city community center for the elderly for 2 weeks. We got the result that the game play was showing positive effectiveness on memorization, physical exercise and self-esteem in mental health area of the elderly.