• Title/Summary/Keyword: Serious leisure

Search Result 65, Processing Time 0.028 seconds

The Causal Relationship Analysis among Leisure Facilitators, Leisure Constraints Negotiation, Serious Leisure for Winter Sports Participants (동계스포츠 참여자의 여가촉진, 여가제약협상, 진지한 여가의 인과관계분석)

  • Oh, Sea Bock;Kim, Hyung-Hoon
    • 한국체육학회지인문사회과학편
    • /
    • v.55 no.1
    • /
    • pp.579-588
    • /
    • 2016
  • The purpose of this study was to analyze Structural relations among leisure facilitators, leisure constraints negotiation, and serious leisure for winter sports participants In order to achieve the purpose of this study, total 320 data were collected who are participating in winter sports at 4 Ski resorts located in Gyeonggi and Gangwon area. The collected data analysis were conducted using SPSS 21.0 and Amos 18.o and its result is as follows; First, through the model-fit validation regarding hypothetical model of leisure facilitators, leisure constraints negotiation and serious leisure, the model-fit was satisfied the standard. Second, leisure facilitators showed no significant effect on both leisure constrains negotiation and serious leisure but leisure constraints negotiation showed significant effect on serious leisure. After validation, all suggested hypotheses were selected. Leisure facilitators showed positive effect on continuous participation on planned, strived serious leisure by encouraging leisure participants and boosted constraints negotiation effort that eliminates negative situation which caused by physical, conscious strategic leisure participation overcoming restricting factors.

The Study for the Psychological Functioning of Casual Leisure: Compared with Serious Leisure (일상적 여가의 심리적 기능성에 대하여: 진지한 여가와의 비교를 중심으로)

  • Oh, Sae-Sook;Sohn, Young-Mi;Shin, Kyu-Lee;Oh, Kyung-A
    • 한국체육학회지인문사회과학편
    • /
    • v.51 no.3
    • /
    • pp.273-284
    • /
    • 2012
  • There is a large body of literature that studies serious leisure participants in a wide range of activities. By comparison, casual leisure has received scant attention, bearing few empirical studies. And serious leisure is often cast in an superior role in comparison with casual leisure for optimally healthy or beneficial leisure. The purpose of this study is to investigate the psychological functioning of 'casual leisure-serious leisure'. Especially, we pay more attention to reveal the positive functioning of casual leisure. It draws findings from the data of 291 university students. The results are as follows. First, in comparison with 'casual leisure group', 'serious leisure group' was showed a higher significant increase in leisure related functioning(leisure satisfaction and leisure benefits such as physical health, relationship and self-controlibility). However, There is no significant inter-group differences in 'self-life functioning variables(positive·negative self-esteem, happiness, quality of life)'. It implies even though serious leisure has more relation to positive leisure experiences, people maintain and enhance their self-esteem and experience satisfaction and happiness of their entire lives through casual leisure participation as much as serious leisure.

Recovery of Leisure in Competitive Speed Society (속도경쟁사회에서 여가회복을 위한 성찰)

  • Ji, Hyun-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.6
    • /
    • pp.448-456
    • /
    • 2012
  • This study is to explore what kinds of leisure we really need in our competitive speed society and what the true leisure should be like. The present researcher analyzed the concept of serious casual leisure and its implications on our social values. The conclusions of this study are as follows: First, we might have made a mistake paying too much attention to serious leisure while ignoring the value of casual leisure, because serious leisure has been thought to produce positive effects on self-development and social integration. It is important to note that casual leisure could not only satisfy human's need for balance in life and also contribute to her/his physical and psychological wellbeing. Second, In order to correct an error of sticking to the dichotomy of serious casual leisure, the concept of fast slow leisure, which defines leisure based on the way of its presentation, was also discussed. Third, the way of life which we considered unproductive should be reconsidered as it has a meaning in itself.

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
    • /
    • v.11 no.7
    • /
    • pp.478-488
    • /
    • 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.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.48-61
    • /
    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
    • /
    • v.14 no.4
    • /
    • pp.323-340
    • /
    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

  • PDF

The Effects of Personality Traits on Subjective Well-being and Behavioral Intention Associated with Serious Leisure Experiences

  • HAN, Jang Heon
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.5
    • /
    • pp.167-176
    • /
    • 2020
  • The study examined how the personality traits, manifested during serious leisure experience, i.e., experiences that involve the acquisition of special knowledge or techniques and the participation required to achieve the expertise necessary to express them. This study also investigated how such subjective well-being affected behavioral intention, specifically, the intention to use the same leisure facilities again and to spread this information to acquaintances by positive word of mouth. A survey was administered to 727 research subjects selected from pre-registered panels enrolled by an online research organization. The main constructs examined in this study were measured on 5-point Likert scales using multiple items. A structural equation model was employed to verify the proposed conceptual model and the relationships among variables. The results revealed that, of the personality traits, participants high in extraversion, openness to experience, and agreeableness felt high levels of life satisfaction and positive affect, i.e. a sense of subjective well-being. Second, users who felt a high level of subjective well-being, specifically, high life satisfaction and positive affect, also indicated a high level of behavioral intention. Finally, the academic and practical implications and limitations of the study, as well as future research plans involving the personality traits underlying serious leisure experiences are discussed.

Golf Clothing Norms and Golf Wear Stylistic Expressions -Centered on Golfers in 20·30s- (골프 복식규범과 골프웨어 스타일 표현 -20·30대 골퍼를 중심으로-)

  • Kim, Koh Woon;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.40 no.6
    • /
    • pp.1134-1149
    • /
    • 2016
  • This study identified domestic and foreign golf clothing norms and extended recognition and attitude on golf clothing norms expressed in a golf wear style for golfer groups in their 20s-30s. Domestic golf clothing norms were derived from a theoretical research and case study; subsequently, golfers in their 20s-30s were classified into 4 groups. In-depth interviews were conducted using a serious leisure concept to analyze attitudes and stylistic expressions. Domestic golf clothing norms derived from stipulated and implicit norms varied as a type and situation of a golf course, gender of the golfer, and domestic golfers in their 20s-30s perceived such a point. For golfers in their 20s-30s, attitudes on golf clothing norms and their stylistic expressions showed differences according to gender and leisure type. As for gender characteristics, female golfers focused on 'look prettier' in stylistic expressions through experiences with a double-standard clothing norm; however, male golfers showed strict application and observance of a clothing norm in stylistic expressions compared to female golfers. However, male golfer groups in their 20s-30s as 'casual leisure participants' and those as 'serious leisure participants' showed differences becuase the former showed a tendency to observe clothing norms from other viewpoints and evaluations and the latter showed off their abilities and careers as a means of distinction. As for characteristic of stylistic expressions according to a leisure type, golfers in their 20s-30s showed distinction as serious leisure participants through forming new and independent clothing norms. Research findings are expected to provide an opportunity to reconsidering the influence of clothing norms in young people who have a strong tendency to express clothing style as a means to pursue individuality and taste.

A Study on University Students' Intention to Use Video Contents as an Information Source of Serious Leisure Activities (대학생의 진지한 여가 활동 정보원으로서 동영상 콘텐츠 이용 의도에 관한 연구)

  • Back, Ga Yeon;Park, Ji-Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.2
    • /
    • pp.69-99
    • /
    • 2021
  • This study aims at exploring what kinds of factors affect university students to choose video contents as information sources of serious leisure activities. Among other, It focuses on the effect of information quality and cognitive authority. This study analyzed 209 sets of data collected by conducting an online survey of university students from across the country. The implications and results of this study are as follows: First, among the sub-components of information quality, timeliness, relevance, and accuracy had a positive effect significantly on the intention of video contents use as an serious leisure information source, and among those of cognitive authority, the characteristics of platforms was the most influential one. Second, the multiple regression analysis was used to figure out that, some sub-components of cognitive authority turned out to have a positive effect significantly on the evaluation of information quality. This study has a significant meaning in that it investigated the intention of video content use with the two factors (information quality and cognitive authority), especially at this time when more and more people are enjoying video contents as an serious leisure information source.

The Assistant Experiences for Disabled College Students and the Serious Leisure (장애 대학생 도우미 경험과 진지한 여가)

  • Lim, Jin Sun;Lee, Chul Won
    • Journal of Leisure Studies
    • /
    • v.9 no.2
    • /
    • pp.61-83
    • /
    • 2011
  • The purpose of this study was to find out whether or not the disabled students' assistance could be interpreted as a serious leisure. t is academically worth because this study reviewed if college students voluntarism could be considered a leisure and provided fundamental information about the interaction between the volunteered and the disabled. Voluntarism in the college level, in general, is spontaneous. The volunteered are expected to experience a psychological well-being, and their participation in voluntary activity helps them have a chance to develop socially, emotionally, and psychologically. In addition, as Stebbins(2001) claims, a serious leisure could be kept with one's enjoyment and play a role of leisure. Therefore, this study interviewed 6 college students who played a role of a spontaneous assistant. As results, 103 conceptual terms and 13 sub-categories and 5 higher categories were come out. The volunteered had stress at the early stage and experienced a state of being identified with the disabled. They, however, had an opportunity to foster expertise for volunteering, which contributes to their increased enjoyment and consistent volunteering thereafter. Some, even quitted in the middle, showed effort to find an appropriate substitute. It was revealed through this study that college students' assistance to the disabled has attributes for a serious leisure.