• Title/Summary/Keyword: Leisure Participation

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Environmental Analysis for Discovering Specialized Local Sports Tourism (지역 특화 스포츠관광 발굴을 위한 환경 분석)

  • Yang, Eun-Seok;Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.17-32
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    • 2021
  • This is an environmental analysis study for discovering specialized local sports tourism and aims to provide implications for the development of sports tourism industry in the Chuncheon region by analyzing the current status of domestic and overseas sports tourism and presenting overseas cases of specialized regional sports tourism. Therefore, through SWOT analysis and secondary data survey, implications for the development direction according to facilities, programs, and public relations and marketing were derived. Sports tourism contributes to vitalization of local economy by converging with local tourism centering on sports participation or viewing. Thus, it must be organized with differentiated products taking into account the characteristics of the area. An investigation of the main components of domestic and overseas sports tourism shows that mega sports events or specialized local leisure sports are connected to tourism resources for commercialization. In Korea, 3 to 4 local areas are discovered and supported annually through the specialized local sports tourism promotion program. This study suggests a development plan by evaluating and analyzing the performance of the Chuncheon Spo-Tour program. In terms of facility, it is necessary to construct accommodation facilities that harmonize with the natural environment, develop new programs connected to Songam Sports Town, and reinforce existing equipment. In terms of program, it is necessary to develop canoe/kayak water courses utilizing Uiam-Lake, train professionals to operate programs, and develop programs that take into consideration seasonal characteristics as well as the level of each participants. In terms of PR/marketing, it is important to build competitiveness by using ICT, improving public awareness of the sites, and adopting reasonable pricing policies. The development of specialized local sports tourism products through remedies and efforts will contribute to vitalization of local economy.

Survey on Preference of Musical Types and Activities for Improving Elderly Music Therapy (노인의 음악치료 효과 증진을 위한 음악적 유형과 활동에 대한 선호도 조사)

  • Geum Na Hong;Seong Chan Kim;Min Joo Choi
    • Journal of Naturopathy
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    • v.12 no.1
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    • pp.16-23
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    • 2023
  • Background: There is a need for index research on music therapy activities for the elderly in Korea. Purposes: This study aims to suggest application standards in music therapy by surveying the elderly's preference for music therapy activities. Methods: A survey of music-related actions and musical instrument preferences was conducted with 91 older people in 4 nursing homes. The questionnaire consisted of information about music activities, genres of songs, types of instruments, methods of movement, and purpose of participation in activities. Results: The preference for musical activities was for playing musical instruments, followed by singing, music appreciation, flowing movements, and concert-oriented activities. Music genres appeared in the order of popular songs, folk songs, and children's songs. The instrument type preferred drums, followed by shakers and woodblocks. As a movement application method, movement using themes is preferred. Participating in music activities was leisure, followed by stress relief and emotional cultivation. Conclusion: When applying music therapy to the elderly, it predicted that the treatment effect would be high when the elderly focus on playing musical instruments and singing activities preferred by the elderly. Music genres selected from popular music and folk songs, and musical instruments are drums and shakers. Therefore, if you use it, you can expect a more significant effect.

A Validation of the Korean Version of the Playfulness Scale for Adults (한국판 성인용 놀이성 척도의 타당화)

  • Suin Jung ;Hyun-nie Ahn
    • Korean Journal of Culture and Social Issue
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    • v.25 no.4
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    • pp.353-375
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    • 2019
  • The purpose of this study was to examine the validity and reliability of the Playfulness Scale for Adults. The Korean version of the Playfulness Scale for adults was developed by Proyer, R.T (2017) to measure the playfulness of adults. To validate the OLIW in Korean, item translation, back-translation, item analysis, and exploratory factor analysis (EFA) were conducted with 406 adults in study 1. Of the results obtained from study1, three items and one factor (7 items) were discarded because they turned out to be improper. In addition, 4 factors that were not the same as the original scale were extracted. This was checked by conducting confirmatory factor analysis (CFA) with 336 adults in study 2. CFA supported the 4 factors structure and all 4 factors showed adequate internal consistency. To check the concurrent validity of the Korean adults playfulness scale, correlation analysis with the APS, SMAP, PSYA, and NEO Personality Assessment was conducted. It showed significant positive correlation to APS, SMAP, PSYA, and showed the similar patterns of correlation with the sub factors of NEO Personality Assessment. Adult playfulness is related to the participation frequency of leisure. In conclusion, the Korean version of the playfulness scale for adults is a valid measure of playfulness for adults in Korea. The implications, practical use and suggestions for future study were discussed.

Scale Development of Family Strength for Dual-Earner Families with Children (자녀가 있는 맞벌이가정의 건강성 척도 개발 연구)

  • Song, Hyerim;Koh, Sun-Kang;Kang, Eunju
    • Journal of Family Resource Management and Policy Review
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    • v.27 no.3
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    • pp.1-19
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    • 2023
  • This study aims to develop a family strength scale for dual-earner families with young children. Based on existing theories of family strength and a review of related literature, we draw on 80 items to measure the strength of dual-earner families. Using a sample of 747 people, all members of dual-earner families with young children, we examined the items' factor structures. Using the statistical method, we checked the validity and reliability of these items. The final scale consisted of four domains with a total of 49 items : basic foundation (basic structure, economic life, and resource management), parenting, social interest and participation (citizenship, volunteer, leisure, network), work-life balance (balance between work and family, sharing the family role, equal division of role). The developed scale can be used in the field, such as in the Healthy Family Support Center or Family Center, in the context of education, counseling, or consulting for dual-earner families. In order to enhance the usefulness and efficiency of the scale, the adequate education system for the professionals who handle this scale in the field and updated data are required.

Development of Content for Gender-Sensitive Work-Life Balance Organizational Culture Education : Focusing on Small and Medium-Sized Enterprises in Jeonnam Area (성인지적 일·생활균형 조직문화 교육 콘텐츠 개발 : 전남지역의 중소기업을 중심으로)

  • Lee, Yu Ri
    • Journal of Family Resource Management and Policy Review
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    • v.27 no.4
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    • pp.49-62
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    • 2023
  • In order to create an organizational culture that prevents women's career breaks and promotes economic activities, this study aimed at developing educational content for workplace culture improvement for both male and female workers working at small and medium-sized enterprises in Jeollanam-do. The core content composition and content design specifically consider the characteristics of Jeollanam-do based on an advisory meeting of the field experts and researchers to ensure the on-site utilization of the content and the validity and consistency of the teaching content. The educational content is divided into three areas: understanding, effectiveness, and the implementation of a gender-sensitive work-life balance organizational culture. The aim of the content is for all employees to understand the meaning of work-life balance and to improve the organizational culture of their company from the perspective of individuals, families, companies, and society. In particular, the intention was to personally identify and implement measures to improve a gender-equal work-life balance, not only at work, but also with regard to domestic labor and leisure time. Furthermore, the content is presented from a gender-sensitive perspective that encompasses diversity, systems, and programs targeting women, men, single people, married people, young people, the elderly, and people with disabilities - all these groups are explained as examples. The content emphasizes that we should all actively participate in improving the organizational culture of our companies. In addition, the Women's New Work Center should seek ways to increase the motivation for the voluntary participation by companies and strengthen the expertise of instructors in work-life balance education.

A Study on the Utilization of Sports Cooperatives as a Model for Creating Jobs for the Elderly (노인 일자리 창출 모델로서 스포츠협동조합의 활용방안)

  • Jung-Dong Kim;Sung-Tae Park
    • Journal of Industrial Convergence
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    • v.22 no.7
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    • pp.31-41
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    • 2024
  • The purpose of this study is to analyze how to utilize sports cooperatives that can be a pleasure to work and add living expenses through sports as a model for creating jobs for the elderly. To this end, after reviewing the literature and expert survey using Delphi techiques for 9 sports experts and 4 cooperative experts, the following conclusions were drawn analyzing with Excel, SPSS V28, and AHP analysis Dress V 1.7 program First, as a model for creating jobs for the elderly, the economic factors, social factors, institutional factors, and middle categories 10 factors and sub-categories 36 factors were derived from the major categories for the utilization of sports cooperatives. Second, through senior sports cooperatives, economic activities generate income, and volunteer and talent-sharing activities provide opportunities for physical and mental health and social participation. And, as corporations, they can expand profit-making projects through government and local government collaboration and partnership projects, contributing to solving issues related to the elderly. In the future, follow-up studies are needed to explore the needs, satisfaction, problems, improvement plans, utilization plans, and development directions of sports cooperatives in the sports field.

The Implications and Characteristics of the Policies for Park and Green Spaces in England (영국 공원녹지 정책의 최근 경향과 특성)

  • Kim, Yun-Geum;Choi, Jung-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.2
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    • pp.86-96
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    • 2012
  • Recently parks and green spaces contribute not only as a place of leisure but also for environmental welfare, social education, new jobs and $CO_2$ Emissions Reduction. Parks and green spaces are understood as urban infrastructures like roads and rivers. They are also included in social infrastructures like education, culture, and welfare facilities. These changes are applied to policies for parks and green spaces, many governments and local authorities make investments on them. The modification of policies for parks and green spaces in England is a good example about this trend From this view point, this study now deals with the changing process of policies, results, and evaluation. Some implications have been deducted. The first is the inducement in participation in policies and implementation of practices through policy papers. They are more practical than written laws which are composed of abstract sentences and generalizations. Secondly, the status of parks and green spaces is highly raised with the establishment of CABE Space and so on. This organization controls many different policies and programs related to parks and green spaces. Third is the funding for the improvement of parks and green spaces. Fourth, are the short-term measures, such as funding and management, and the long-term measures such as pursuing building of partnership and training. Fifth, the government strives to establish its partnership with the local authorities and communities through a spectrum of support in terms of information, monitoring, and developing good practices among networks. Finally, parks and green spaces are being addressed from multiple directions through the participation of numerous agents like voluntary groups, development companies, communities and so on. Recently, in Korea, the influences of the Sunset Law for Park Site, Landscape Architecture Law, Urban Forest Law, and other related ordinances have encouraged the review on the policies on parks and green spaces needed. However, there are not many studies about them. Owing to these reasons, the cases of England will he helpful.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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The Influence on Residents' Recognition and Attitude on Their Farm Village Development in a Comprehensive Rural Village Development Project (지역주민의 농촌마을종합개발사업에 대한 인식이 농촌관광개발 인식과 태도에 미치는 영향)

  • Park, Chang-Kyu;Kim, Hye-Young
    • Journal of the Economic Geographical Society of Korea
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    • v.14 no.3
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    • pp.419-436
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    • 2011
  • Korean farm villages are locked in vicious circle, as lots of their problems related to low income and hollow matters are geared and multiply. To get over those problems, various plans to develop Korean farm villages are being pushed ahead. In addition, since the early of 1990s, Korea has been projects to develop settlement zones and culture villages. It has been also preceeding with a comprehensive development project of farm villages and a new vitalizations project, etc. All of these projects aim to reorganize and expand life environments, industrial bases, and convenience and welfare facilities. The existing studies on a comprehensive project to develop farm villages have been focusing on evaluation indexes, problems, investment priorities, etc. But in fact, studies on a comprehensive development project of farm villages are not thoroughgoing enough in aspects of residents' attitude and their recognition on the influence on tourist development. Thus, this study aims to present strategic schemes to allow residents to actively participate in a stage of promoting a comprehensive development project of farm villages, a stage of making the plan, and a stage of the implementation. For this, this study analyzes a comprehensive development project of farm villages and attempts to figure out which influence the tourist development in farm villages has on residents' attitude and recognition resulting from changes in economic, social cultural, and environmental aspects. Especially, this study previously examines what influential factors there exists are and what influences the development of farm villages has on residents. Based on the results from the above analysis, schemes to enable residents to actively a comprehensive development project of farm villages are presented as follows. First, it is necessary to raise our recognition on tourism and tourism development of farm villages. If the main theme of a comprehensive development project of farm villages intends farm village development, it is required to educate residents and let them clearly raise their recognition on tourism, and the effect of the project is guaranteed. Second, it is highly required to make a plan so that we can feel economic effects of revenues through project promotion and positive effects including the expansion of infrastructures and welfare facilities, etc. Third, it is necessary to bring into relief the positive recognition and attitude of a comprehensive development project of farm villages. As for the negative recognition and attitude, it is very important to change negative residents' recognition to the positive direction and to allow them to participate in and to take an interest in the project, so that the project can be effectively promoted.

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Attitudes and Problems of Urban Parks, in Taegu City, Korea (도시공원(都市公園)의 속성(屬性)과 문제점(問題點))

  • Choi, Seok-Joo
    • Journal of the Korean association of regional geographers
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    • v.2 no.2
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    • pp.205-217
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    • 1996
  • Today in the industrial society, the urban park is the place for citizens' health, recreation, exercise, and education. This is a very important place as a fine sight and maintenance of public security. As the results of rapid economic growth during the last thirty years, citizens are in the age of material civilization and are challenged with many serious urban problems such as pollution, noise, traffic congestion, human alienation, etc. Rapid material civilization brought to citizens' mental and physical diseases. To some of the problems, it is necessary that we should have proper leisure and recreation facilities, and that we should have the active, positive posture to them. Especially we need the out door recreational spaces and facilities. But nowadays the urban parks are given little thought in spites of the necessity of parks which should be used as a recreational spaces in the urban areas. So, This study attempt to comprehend the function, quantity and quality of the urban park system in Taegu. It is clear that the quantity is inappropriate. Because of inappropriate disposition and management, its coefficiency of utilization is low. In view of the population and park ratio, Dong Gu, Nam Gu, Suseong Gu and Dalseong Gun have comparative good, environments. However, Dalseo Qu, Seo Gu and Jung Gu have less geographical features. There are some methods to provide expansion of the aggregate of urban parks. We can use the school-grounds and their facilities. which were moved from C.B.D. to the outskirts of Daegu, or some parts of urban redevelopment, or the riverside of Sincheon river. In the urban park-program, users' satisfaction-factors are analyzed. We must reconsider the efficiency. The above problems are improved. Active administration and inhabitants' Positive participation are demanded so that the sound development of cities and daily life-surroundings are promoted.

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