• Title/Summary/Keyword: 진지한여가

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Structural Equation Modeling on Leisure Constraints Negotiation, Serious Leisure and Specialization of Sports Activity (여가제약 협상과 진지한 여가, 스포츠활동 전문화의 관계)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Lee, Eun-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.478-488
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    • 2011
  • The aims of this research are to form a research model for negotiations against leisure constraints, serious leisure activity, and the specialization of sports activity, verify the fitness of this model and define the relationship between the variables in the model. This research was taken on a population of 235 people in the commercial sports center in Seoul city in 2010, taking the members by voluntary, and analyzed them with purposive sampling. The research used AMOS 18.0 program to carry out a covariance structure analysis. The conclusions are as follows. First, serious leisure can be experienced when one puts effort in negotiating against the leisure constraints. Second, when one puts effort in negotiating against leisure constraints, progress is made in specialization of sports activity. Lastly, sports activity becomes more professionalized when one experiences serious leisure.

The Suggestion of a Leisure Activity Participation Process Model Based on Recreation Specialization (레크리에이션 전문화를 기반으로한 여가활동 참여과정 모형 제안)

  • Lee, Munjin
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.157-158
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    • 2014
  • 본 연구는 여가활동 참여과정을 설명할 수 있는 여가활동 참여과정 모형을 개발하는데 그 목적이 있다. 이를 위해 레크리에이션 전문화, 진지한 여가, 여가제약, 여가제약협상, 여가촉진 등 다양한 여가학 이론 및 선행연구들을 심도 있게 고찰하였으며, 다양한 분야의 관련 이론 및 모형들을 고찰하였다. 이를 통해, 레크리에이션 전문화를 근간으로 9개 영역($3{\times}3$)으로 구성된 여가활동 참여과정 모형을 최종적으로 제시하였다.

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Dysfunction of Digital Leisure of ICT Age and Educational Measurement (ICT 시대의 디지털 여가 역기능과 교육대책)

  • Kim, Myeong-Mi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.12
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    • pp.1979-1984
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    • 2013
  • As digital leisure's activity increase recently, the worry for side effect except right function occurs with reality. In this paper, the importance of leisure, participation effect when someone has a chance to leisure is reviewed. The dysfunction of digital leisure that focuses on usage of the digital device in information society is examined. In order to solve those dysfunction, the measure is presented through education and convergence.

Information Analysis as Keyword of integrated IoT and Advanced Leisure Sport (IoT와 융합된 선진형 여가 스포츠 산업의 키워드 중심의 정보 분석)

  • Kim, Myeong-Mi;Kim, Ki-Man;Shon, Young-Woo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.5
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    • pp.609-616
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    • 2014
  • Recently information industry has developed from IT into ICT. Among ICT area, M2M is evolving into IoT. As progress is being made in the IoT industry, people continue to try converging the IoT and other industries. One good example of such convergence is with sports industry. In this paper, we perform information analysis centered at keyword as a basic research for development of advanced leisure sports industry integrated with the IoT.

A Study on Martial art for suggesting the role of Martial art Sports as a Leisure Activity (여가활동으로서의 무도스포츠 역할 재고를 위한 고찰)

  • Lim, Young-Sam
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.564-570
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    • 2020
  • The purpose of this study is to examine the preceding studies and suggest alternatives to establish the role and value of martial arts sports as a leisure activity. To achieve the purpose of this study, the keywords and themes of leisure-related journals were extracted and the articles and current status of martial arts-related journals in Korea were derived using SPSS descriptive statistics method. The subjects of the analysis were 'mudo' and 'leisure' of leisure-related journals between 2005 and 2017, and an interpretative textual analysis was conducted to analyze the contents of individual studies. According to the results of the survey on the actual condition of participation in the 2016 National Sports for all, Taekwondo was ranked 5th among the top 5 sports with 6.1% of the sports for all, and Taekwondo and Kendo were ranked 1st and 2nd respectively in the sports for all students and the clubs that they want to join in the future. Second, the study on martial arts in the journals related to leisure was found most in 2006 and 2010, but only one study was not conducted after 2014, which confirmed that the absolute number of studies was very insufficient. Third, the research themes of the journals related to leisure were serious leisure, female college students, physical self-concept, social development, leisure recreation class, job satisfaction, life satisfaction, training, leisure constraints, etc., and the study of martial arts related to leisure was found to require quantitative and qualitative multilateral approaches. Fourth, in the current status of dance related studies by year in domestic journals, two of 23 studies in 2007 were conducted on leisure topics, and the average number of studies related to domestic martial arts and leisure related papers was 5.65%, which is very low. In conclusion, as a result of analyzing the trend of research on leisure as a martial arts sport, it is necessary to suggest the direction of future research that can reconsider the role and value of martial arts sport as a leisure activity that can improve the quality of life and happiness in future society through quantitative and qualitative improvement.