• Title/Summary/Keyword: 스포츠 재미요인

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The Relationship between Participation Motivation, Fun factor, Leisure satisfaction and continued exercise of elderly sports (노인 스포츠 참여동기와 재미요인, 여가만족 및 운동지속의 관계)

  • Kim, Hwa-Ryong;Seong, Moon-Jung
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.807-819
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    • 2020
  • The purpose of this study is to investigate the relationship between the motivation to participate in sports for elderly, the factors for fun, leisure satisfaction, and exercise persistence. In order to analyze the data, a total of 200 questionnaires were distributed to senior citizens participating in sports programs at the Senior Citizen Welfare Center in Seoul, and a total of 183 copies (91.5%) of data were used as valid samples excluding 17 unfaithful responses. For data processing, frequency analysis, confirmatory factor analysis, Cronbach's α, concentration validity, discriminant validity, concept reliability, correlation analysis, and structural equation model verification were performed using IBM AMOS 21.First, the motivation to participate in sports for the elderly influenced the fun factor. Second, the motivation to participate in sports for the elderly influenced leisure satisfaction. Third, the motivation to participate in sports for the elderly influenced the exercise continuation. Fourth, the fun factor of sports for the elderly influenced leisure satisfaction. Fifth, the fun factor of elderly sports influenced the exercise continuation. Sixth, the satisfaction of sports for the elderly affected the exercise continuation.

The Study on The Participation Motivation of Dance Sports Activation in Dance Sports Club Members (댄스스포츠 활성화를 위한 동호인의 참여 동기에 관한 연구)

  • Park, Jong-Im
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.97-107
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    • 2020
  • This Study designed to examine the effects of participation motivation of Dance Sports Activation. The dance sports club participants were selected by systematic stratifies cluster random sampling method. The questionnaire was given to 320 members of badminton club members and engaging in the range activity from March 2019 to April 2019. After collecting the questionnaires, I exclude 20 unreliable questionnaires which were incomplete, incorrectly marked or double marked, and used 300 questionnaires for the study. The conclusion of this research was as follows: First, Participation motivation had a effect on enjoyment factor in dance sports club participants. Second, Participation motivation had a effect on exercise dependence in dance sports club participants. Third. Enjoyment factor had a effect on exercise dependence in dance sports club participants. It was concluded that participation motivation would be beneficial for enjoyment factor and exercise dependence in dance sports club participants.

The Effects of Sports Fun Factors on Willingness to Continue Exercise and Psychological Happiness of Table Tennis Club Members (탁구 동호인의 스포츠 재미요인이 운동지속의지 및 심리적 행복감에 미치는 영향)

  • Jum-Soon Kim;Sang-Ook Hong
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.149-156
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    • 2023
  • The purpose of this study is to investigate and analyze the effects of sports fun factors on the willingness to continue exercising and psychological happiness of table tennis club members. The participants in this study collected data using a questionnaire about sports fun factors, willingness to continue exercising, and psychological happiness of 293 table tennis club members. The factors influencing the willingness to continue exercising were identified as victory/competition, interpersonal relationships, practice/benefit, and family support, and the will to continue exercising was found to have a significant static influence on both self-realization and hedonic pleasure. As a result of the mediating effect analysis of the will to continue exercise, the mediating effects of fun factors such as competence/awareness, victory/competition, interpersonal relationships, practice/benefits, and family support, on psychological happiness, self-realization and hedonic pleasure are confirmed as mediating effect except for competence/perception. In particular, it was confirmed that the interpersonal relationship (team atmosphere) factor had a higher mediating effect on self-realization and hedonic pleasure than other factors.

The Effects of the Fun Factor and Immersion of marine Sports on Leisure Satisfaction (해양스포츠 참가자의 재미요인과 몰입이 여가만족에 미치는 영향)

  • Jang, Jae-Yong;Kwon, Oh-Ryun;Kang, Shin-Beum
    • Journal of Navigation and Port Research
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    • v.37 no.1
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    • pp.101-111
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    • 2013
  • The following study holds its purpose on verifying primary fun factors of participation and satisfaction on marine sports. The results are: 1)The efficiency, effectiveness of exercise, self-satisfaction, and family support turned out to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 2) The period of participation, speculation on engagement according to the frequency, and behavioral factors were shown to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 3) Satisfaction on leisure on social, physical, emotional, and educational means were higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 4) The fun factors of marine sports- self-satisfaction, effectiveness of excercise, efficiency, and family support- had a positive effect on increasing satisfaction in leisure. 5) The fun factors of marine sports- effectiveness of excercise, self-satisfaction, and family support- had a positive effect on increasing satisfaction in leisure. 6) The speculation of engagement in sports and the reinforcement of engagement had a positive effect on increasing satisfaction of leisure.

The Effect of Achievement Goal Orientation and Enjoyment of Winter Sports Participants on Participation Satisfaction (동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 미치는 영향)

  • Seok-Yeon Cho;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1092-1103
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    • 2023
  • This study is a study to investigate how the achievement goal orientation of domestic winter sports participants has an effect on fun factors and participation satisfaction. A total of 326 questionnaires were used in this study, SPSS(Version 27.0) was used as a data processing method, and frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and multiple regression analysis were used as statistical methods. The results of verifying the statistical effects of achievement goal tendency, fun factors, and participation satisfaction are as follows. First, as a result of verifying the effect of achievement goal orientation on fun factors, self-goal orientation and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on exercise ability, exercise utility, promotion of friendship, and self-satisfaction factors. Second, self-goal and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on facilities, costs, classes, interpersonal relationships, and health factors. Third, the sub-factors of fun factors such as exercise ability, exercise utility, promotion of friendship, and self-satisfaction had significant impacts on facilities, costs, lessons, interpersonal relationships and health factors.

Effects of Advanced Level Skier's Sport Enjoyment on Leisure Identity and Ski Participation (상급 스키어의 스포츠 재미가 여가 정체성 및 스키참가에 미치는 영향)

  • Kim, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.399-409
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    • 2010
  • The purpose of this study was to examine the effect of sport enjoyment on leisure identity and ski participation. To collect data, the purposive sampling method was used. The collected 256 samples of advanced level skiers were analyzed using SPSS 12.0 program. Through statistical analysis, following results were extracted. First, some factors of sport enjoyment had differences in the mean score based on some demographical characteristics. However, leisure identity had no difference. The degree of ski participation had some differences in the mean score based on some demographical characteristics. Second, some factors of sport enjoyment influenced leisure identity. Third, some factors of sport enjoyment influenced the degree of ski participation. The results of this study are expected to be used for understanding advanced level skiers and satisfying the needs of advanced level skiers.

The effect of fun factors on re-particitation intention to traditional play: Verification of the moderating effect of challenge spirit (전통놀이 참여자들의 재미요인이 재참여의사에 미치는 영향: 도전정신의 조절효과 검증)

  • Oh, Youngtaek
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.133-142
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    • 2022
  • The purpose of this study was to verify the moderating effect of the challenging spirit on the relationship between fun factors and re-participation intentions of participants in traditional play. The subjects of this study were 164 participants in the traditional play Hanmadang contest held in Jeju Special Self-Governing Province in 2021. They measured fun factors, challenging spirit, and re-particitation intention to participate. In order to analyze the collected measurement paper, the analysis was performed using SPSS18.0, PROCESS Macro(V.2.13), Interaction program. The major results were as follows. First, the interaction between promote health and challenge spirit was found to have a significant effect on re-particitation intention at high and medium levels. Second, it was found that the interaction between the foster of social and the challenge spirit did not have a significant effect on the re-particitation intention. Third, the interaction between sense of achievement and the challenge spirit was found to have a significant effect on the re-particitation intention at the high and medium levels.

Analysis of the Relationships among Fun, the Learning Satisfaction, and the Flow in Social Service Personnel Job Training Education (사회복무요원 직무교육 재미요인과 학습만족, 몰입 간 관계 분석)

  • Lee, Seung-Hoon;Yu, Byeong-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.674-683
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    • 2015
  • 'Fun' may be a basic desire of all human beings, but studies that combine both education and enjoyment were very limited, with the exception of the sports and games subjects. As a result, this study focused on the fun induced from the actual site of education, beginning under the premise that this can increase the effectiveness of education. In particular, it has been concluded that more fun is especially required in compulsory education that disregards one's opinion, with the Social Service Personnel that are required to undergo two weeks of compulsory job training selected as the test subjects. In order to comprehend how the 'fun factor' from the Social Service Personnel' job training influences the educational effectiveness, the causal relationship between learning flow, group flow and learning satisfaction has been proven using the structural equation model. Through this, the median between fun and education was found, as well as whether fun education has an actual effect on educational effectiveness. In addition, it is an opportuniy to emphasise the need for enjoyable education for not just Social Service Personnel, but for all involuntary learners.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.