• Title/Summary/Keyword: leisure activity culture

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Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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A Inquiry of Happiness Pursuit through Sports activity (스포츠와 행복추구)

  • Soojung Park
    • Korean Journal of Culture and Social Issue
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    • v.15 no.1
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    • pp.241-250
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    • 2009
  • This study examines that how can we pursuit the happiness through sport activities. For achieves this purpose, focusing specifically on what is happiness, physical happiness process and psychological happiness process. Therefore, this study was started that sport have an influence of individual's physical and psychological health. The conclusions of this study are like that: Individual's participation in sport is very important. Sport experience requires understanding of inherent meaning attached to sport and ongoing efforts to acquire wisdom to capitalize on sport in an appropriate manner. Sport experience should be deemed as a means of serious activities and pursuit of happiness. In sport participants, someone's age is not meaningful. As getting old, a sport participate rates and happiness are increasing. Especially, In aging society, This facts are very meaningful. Therefore Sport participation is closely related to the perceived quality of life and happiness. It can be further suggested that physically active sport-leisure participation rather than passive or sedentary leisure involvement increases perceived quality of life and happiness. Happiness is life itself.

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Attitudes & Cognition of Daegu City Residents towards Green Tourism (그린투어리즘에 대한 대구 시민의 태도 및 의식조사 연구)

  • Oh, Seung-Hyun;Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.13 no.4
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    • pp.79-86
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    • 2007
  • The purpose of this study is to investigate city residents' attitudes and cognition of Daegu City toward Green Tourism. A Questionnaire survey was conducted in september, 2006. The sum of 515 copies was analyzed. City residents recognized the problems of leisure activities as 'burden of expense', 'lack of program diversity' and the advantages of this as 'withdrawal of stress and increase of vitality', 'promotion of health for themselves and their family'. Among theme experiential activities, they preferred 'health/leports experience' 'traditional food experience', 'traditional culture experience', 'nature-ecological experience', respectively. By the result of cross-table analysis, there are many differences between groups by gender & age. Therefore, further development of specific experiencing activity programs and marketing techniques, are required.

Network Analysis on Ageing Problems : Identifying Network Differences between Types of Cities

  • Seo, Bojun;Lee, Soochang
    • International Journal of Advanced Culture Technology
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    • v.5 no.2
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    • pp.19-25
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    • 2017
  • The research is to identify social networks of problems that have an influence on the quality of ageing people's lives by using social network analysis, based on the premise that there are differences in networks of ageing problems in urban and rural areas. From analyzing network of ageing people's problems using NodeXL, vertices in the networks of both urban and rural areas are well-connected. For urban areas, financial poverty is the core problem related to the quality of life. It has direct connections with illness and health, family responsibility, housing, role loss in community, and employment, which have positive or negative interactions with the quality of older people's lives. For rural areas, on the other hand, role loss in community is the major problem. It has direct connections with the elderly abuse, financial poverty, leisure activity, divorce, isolation and loneliness from society, education, and suicide. As a result, the research shows that the problems of ageing people have strong linkages and interactive effects with a structure of network, and the networks are different depending on types of places for living.

An Analysis of Cultural Meaning on Advertisements for Man′s Cosmetics (남성화장품 광고의 의미 변화 분석)

  • 박수진;박길순
    • The Research Journal of the Costume Culture
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    • v.12 no.5
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    • pp.819-831
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    • 2004
  • Under the social conditions that an understanding of a men change socially and men's interests in their appearances are on the increase, this research intends to study and analyze the changes of people's sensibility of values on ads for men's cosmetics, which is said to be performed the social, cultural function reflecting the social consciousness, the value and the idea creating a new one. The documents for the research was sindonga. The ad showed that they've changed making a difference according to the times. In 1970s, it expressed a man for cleanness and modernity living in urbanized and modernized society. On the other hand, it expressed a man who won success socially and enjoyed a comfortable life in a dignified manner, or a man who was fond of sports leisure activity pursuing a clam and composed life and was interested in the skin and an appearance in 1980s. From 1990 to 2002, it expressed a man of challengeable manly beauty having a strong will toward social achievement, or a man who has a sweet manly beauty with sex appeal to a woman. Besides, it expressed a man who is soft, faithful and affectionate with a liberal and peaceful atmosphere as well.

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The relationship between Social Media Sports Contact Motivation and Sports Activity

  • Lee, Yongseon;Jung, Hana
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.263-271
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    • 2022
  • The purpose of this study is to identify the degree of participation and the impact of social media sports contact motivation on sports activities. In order to clarify the purpose of this study, a total of 300 students from 150 male and 150 female university students in Gwangju and Jeonnam provinces in 2020 were selected by the convenience sampling method. The survey tool used to achieve the purpose of this study is the questionnaire method. Therefore, the questionnaire, which has already been verified for reliability and validity in domestic and foreign previous studies, was re-quoted, modified, or supplemented for the purpose of this study. For data processing, SPSS Windows 20.0 Version was used. For specific statistical analysis, frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis were performed according to the purpose of analysis. The results obtained through these results are as follows. First, it was found that the contact motivation for social media sports partially affected the degree of participation in social media sports. Second, it was found that social media sports contact motivation has a partial influence on sports participation. Third, the degree of social media sports participation was found to have a partial influence on sports participation.

Impact of Gratifications Obtained on Behavioral Intention Watching OTT Services (OTT 시청에 따른 획득충족이 이용자의 행동 의도에 미치는 영향)

  • Song, Keun-Tae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.331-338
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    • 2022
  • The purpose of this study is to examine the effect of Gratifications Obtained (GO) on behavioral intention targeting Over-the-Top (OTT). The study chooses quality of content, variety of content, leisure activity, entertainment, the convenience of watching, and reasonable rate ratio as factors of GO. The number of subjects for the research is 330 people aged from their twenties to thirties in Daegu and Gyeongbok province. This study employs multi-regression analysis to analyze the impacts of GO on behavioral intention. The analysis shows that quality of content and variety of content influence behavioral intention at a significance level of 0.01, and entertainment and the convenience of watching influence at a significance level of 0.05.

A Study on Middle-aged women playing internet web-board games (고스톱 치는 아줌마들: 중년 기혼 여성들의 웹보드 게임 경험에 관한 연구)

  • Yoon, Tae-Jin;Jang, Min-Gi
    • Korean journal of communication and information
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    • v.62
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    • pp.51-73
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    • 2013
  • This study is an attempt to find out the meaning of game to middle-aged women who enjoy internet web board game as part of the leisure. In order to discover the perceptions and emotions of middle-aged women regarding game, in-depth interviews with the five women of 48 to 63-year-old were conducted. The results are: First, the web board games to middle-aged women is an opposition of labor, but at the same time a part of day-long procedure of labor. Second, most middle-aged women are not in an autonomous environment where they can pursue active hobbies. Third, middle-aged women do not tolerate sacrificing money or housework on game because the web board games are regarded as a worthless activity. Finally, middle-aged women do not transform the existing social relationships into online relationships, nor form new social relationships through internet. Based on these results, we could draw a rough picture overviewing the gaming experience of middle-aged women, which has been more or less ignored in academic field. game experiences; middle-aged women; web board game; leisure/labor; game culture;

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A Study on the Behavior of the Older Adults for Senior Leisure Welfare Facilities (고령자의 노인여가복지시설 공간이용 행태에 관한 연구)

  • Choi, Yerim;Oh, Jiyoung;Park, Heykyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.381-386
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    • 2022
  • The purpose of this study is to investigate the conditions for improving space use and satisfaction by examing the behavior, focusing on the senior center, one of the leisure welfare facilities for the older adults. An online survey was conducted on 300 older adults aged 65 years old (104 males, 196 females) who had experience using senior centers. The results are as follows. First, the frequency of use per older adults was 1-3 times a month the most, and the preferred frequency of use was 1-3 times a week. The results showed that they wanted to use the Senior center frequently, but they could not use it often. Considering the high preference for health promotion activity programs in senior centers, it is understood that the use of space programs for health promotion can be increased if provided. Second, as the usage time per route ranges from a minimum of 1 hour to a maximum of 5 hours, it is considered that satisfaction and usability can be improved if a space to support various personal activities is provided. Third, it is considered to be helpful to improve the program or space composition that can strengthen friendship or improve accessibility by appearing as difficulties in friendship and accessibility for the reasons not used per senior citizen.

A Study on Elderly Women's Experience of the Convergent Tea Culture Therapy Program: Focusing on female elders who use the day care center (여성노인의 차(茶)문화치료 융합프로그램 경험 현상 연구: 주간보호센터 이용 노인대상으로)

  • Kim, In-Sook;Park, Sun-Hee
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.35-41
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    • 2021
  • The purpose of this study is to explore elderly women's experience of the convergent tea culture therapy program when they use day care centers, ultimately getting a better understanding of such experience. For the purpose, the study made profound interviews with 4 old women who experienced the convergent tea culture therapy program from its start to final session. That program was provided by H day care center located in P city. And then, this research analyzed data from those interviews by using the phenomenological methods. As a result of the analysis, the study could divided the surveyed female elders' experience of the above mentioned program largely into 4 categories, which are, 'getting away from daily routines', 'feeling as if I'm the queen when having tea', 'finding myself feeling younger with tea', and 'feeling the true sense of happiness with tea'. With this result taken into serious consideration, this study suggested that more attention and intervention be urgently needed in the field of senior welfare practices, especially leisure activity for elders which is currently in trouble due to the covid-19 crisis.