• Title/Summary/Keyword: 여가스포츠 활동

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Living-Alone Older Adults' Depressive Symptoms According to Social Participation and Gender (사회참여영역과 성별에 따른 독거노인의 우울감)

  • Lee, Seung-Hyun;Lee, Kyu-Ho
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.607-620
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    • 2021
  • In the current study, the effects of living-alone older adults' social participation on their depressive symptoms were assessed. Data of 924 older adults from the Aging Research Panel Survey were analyzed. The results show that the effects of older adults' social participation on depressive symptoms vary depending on the types of social participation and gender. Men attending school or hometown alumni meetings and clan gatherings showed fewer depressive symptoms; women participating in informal social gatherings or organizations for leisure, culture, and sports had fewer depressive symptoms. The results suggest that living-alone older adults' gender and dimensions of social participation should be considered when designing programs and services to reduce their depressive symptoms.

Actor and Partner Effects of Marital Intimacy according to Personality Characteristics of Couples Participating in Dance Sports (댄스스포츠 참여 부부의 성격특성에 따른 부부친밀감의 자기 및 상대효과)

  • Jang, Chae-ouk;Seo, Soo-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.317-326
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    • 2021
  • The purpose of this study is to identify Actor and Partner Effects of Marital Intimacy according to Personality Characteristics of Couples Participating in Dance Sports. The study participants collected data on 148 couples participating in dance sports. After analyzing the APIM model using SPSS 25.0 and AMOS 25.0 to solve the research problem, The following conclusions were obtained the following conclusions were obtained: First, there were significant differences between husband and wife in relation to neurosis among personality traits, and the wife's neurosis about the husband's marital intimacy was affected by amulets and the wife was found to have relatively low static effects. Second, there were significant differences only to the husband in relation to openness among personality characteristics, and the wife's openness to the husband's marital intimacy was found to be relatively malleable, and the wife was found to be subject to the same level of static influence. Third, there were significant differences in personality traits in relation to extroversion only to the wife, and it was found that the wife was subject to relatively low static influence. Fourth, there were no significant differences between husband and wife in relation to sincerity among personality characteristics and they appeared to have a static effect on each other. Fifth, significant differences were found only to the wife in relation to affinity among personality characteristics, and the wife was found to be subject to relatively low static influence.

A Study on the Planning Direction of the Large Sports Facilities in Korea - Based on the Servicescape Korea·U.S.A·Japan Baseball Stadium- (국내 대규모 스포츠시설의 계획방향에 대한 연구 - 서비스스케이프에 따른 한미일 야구장을 중심으로-)

  • Baek, Song-Min;Lee, Kyung-Min;Seo, Myeong-Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.819-829
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    • 2022
  • Professional baseball is one of the spectator sports that has been loved for a long time by the citizens as a recreational activity since its establishment in 1982, and has been playing pivotal role as a national sport. However, there has been decline in the number of audiences since 2019. Hence, this research paper aimed to provide strategic direction for planning and improvement of professional baseball stadiums by applying the concept of servicescape. In this research, five key factors of servicescape that affects players performance and the level of immersion of spectators were derived through literature review, and based on these key factors, case study analysis were carried out for 51 domestic and foreign baseball stadiums while focusing on the factors derived. Domestic baseball stadiums highly concentrate on spectatorship without effectively responding to change in spectators demand and its effective use of space rather than baseball games. As in foreign cases, it is critical to modify mangement process and planning direction, and improve policies while perceiving baseball stadium as recreational and cultural space.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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Adult Physical Activity and Health Related Quality of Life : National Big Data Utilization (7th National Health and Nutrition Survey) (성인의 신체활동과 건강관련 삶의 질 : 국가빅데이터를 중심으로)

  • Kim, Seung-Ju;Jeon, Min-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.455-465
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    • 2020
  • The purpose of this study was to investigate the relationship between physical activity and health-related quality of life of adults using the 7th National Health and Nutrition Survey. The study was conducted with 11,211 adults, and the health-related quality of life was defined using the EuroQol group's EQ-5D and physical activity using GPAQ. Data analysis was performed using the SAS 9.4 program, the general characteristics and degree of physical activity of the subject, Chi-square for KEQ-5D index, and Logistic Regression Analysis for the relationship between physical activity and quality of life. As a result of the study, the general characteristics of the subjects were marital status, educational status, occupation, smoking, alcohol consumption, economic status, stress, chronic disease, chronic disease treatment, physical activity due to leisure and physical activity due to occupation, depending on gender. There was a difference (p<0.05). As for the quality of life related to physical activity and health, the quality of life was significantly lower by 37% in the 'minimum physical activity group' of occupational physical activity (p<0.05). The results of this study are expected to be provided as basic data for physical activity-related health policy establishment and physical activity programs.

Development of User Decision Support System for Leisure Kayak Model Design (레저용 카약 디자인 설계를 위한 사용자 의사결정 지원 시스템 개발)

  • Seong, Hyeon-Kyeong;Choi, Yong-Seok;Park, Byeong-Ho;Park, Chan-Hong;Lim, Lee-Young
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.227-235
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    • 2014
  • The change from people's work-centered values to their leisure-centered values leads into the change in their life styles. In the circumstance, people's participation into sports activities seems to be an important means to improve their quality of life. Along with the change of the times, more people take part in water leisure sports including kayak. As a result, people's needs for various designs of water leisure goods are on the rise. In this sense, it is necessary to come up with strategies to actively respond to such a change. In this paper, we proposed a user decision-making support system for designing kayaks for leisure. Based on the previous studies and literatures and a questionnaire survey with consumers, it chose the sensitivity related to design. By conducting factor analysis and evaluation, it drew sensitivity and proposed kayak design layouts in the aspect of customer sensitivity preference. It is expected that the result of this study will be used not only for kayak design, but as a design guide for the equipment of water leisure sports, and will be applied for user-friendly design.

Correlation Analysis of Marine Leisure Sports Wear -Focused on Body Shape, Age and Variable

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.179-188
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    • 2021
  • This study investigated the purchase status, wearing status, purchase satisfaction, selection criteria, and improvement marin leports wear for subjects who enjoy marine leisure sports in the southwestern region of Jeollanam-do, and examines the correlation between age and body type and the correlation between variables. SPSS Ver. 26.0 program was used for analysis. In the correlation between the motivation for participation and the selection criteria, when participating to increase physical strength, it was selected based on the fit. When participating for leisure or hobbies, they were selected based on design and color. The relationship between the selection criteria and purchase satisfaction was not satisfied in terms of price when they were selected based on activity or utilization of other uses. As for the selection criteria according to the body type, clothing was selected based on price and fashion for large triangles and squares, and elasticity for inverted triangles. As for the preferred color by age, only those in their 40s preferred blue and other age groups preferred achromatic color. In future studies, it is thought that a study on the preference of each marine leisure sports item should be conducted.

A Test to Compare the Water Resistance Sun Protection Factor of General Water, Artificial Seawater, and Natural Seawater of Sunscreen (자외선 차단제의 일반 물, 인공 해수, 자연 해수의 내수성 차단지수를 비교하기 위한 시험)

  • Hyoung Hoon Hwang;Eun Young Kang;Su Yeong Kim;Hui Jeong Jung;Jun Seong Yang;Won Kyu Hong;Hong Suk Kim
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.49 no.4
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    • pp.349-354
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    • 2023
  • Sunscreen is a product that protects against ultraviolet rays by blocking and scattering ultraviolet rays, and has now become a daily necessity beyond cosmetics. Applying sunscreen is a common and easy way to prevent skin damage caused by ultraviolet rays. Due to its significance, the evaluation of sunscreen has evolved since its regulation by the FDA in 1978, progressing to standardized methods established by ISO. Additionally, to assess the loss of sunscreen due to activities such as water exposure or sweating, the Ministry of Food and Drug Safety in Korea and ISO have established protocols for evaluating the water-resistant sun protection factor (SPF). However, existing evaluations of water resistance have been mainly confined to test methods involving plain water, and methods accounting for the impact of seawater during activities like beach leisure, sports, and recreation are yet to be established. Based on the existing guidelines for testing the water-resistant UV protection index, this study compared the water-resistant UV protection index in water, artificial seawater (salt water) and natural seawater (sea water) to evaluate the UV protection index in real-world situations such as marine leisure, sports, and leisure activities. Through these results, we were able to compare the differences between water resistance sun protection index tests in ordinary water, artificial seawater, and natural seawater, and suggest a method for water resistance sun protection index tests using natural seawater.

An Analysis on Marathon Participants' Convergence Recognition about attending Marathon Activities in their 20s and 30s Using the Q Methodology (Q방법론을 활용한 20~30대 마라톤 동호회 활동 참가자의 마라톤 활동에 대한 융합적 인식 분석)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.73-81
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    • 2020
  • The purpose of this study was to analyze the recognition of 20s~30s' young people in marathon activities using Q methodology. P-sample was composed of 30 young marathoners. The selected Q samples were arranged in the normal distribution form. The collected data were analyzed by factor analysis through varimax rotation using QUANL 1.2PC program. Three distinct were emerged throughout the analysis: the first type is 'the type of giving special meaning.' which is improving their physical fitness, healthy and enjoying runner's high. The second type is 'the enjoying leisure' which is releasing stress and enjoying their common interest.' The last type is 'the type of enjoying crew activity.' which is enjoying marathon festival and managed their healthy and life. This result hints that young marathoners' sports culture trends.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.