• Title/Summary/Keyword: 여가 스포츠

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The Relationship between Sensory Processing Feature, Leisure Participation Type, Perception of Occupational Participation and Quality of Life for University Students' Life Care (대학생의 라이프케어를 위한 감각처리특성과 여가참여유형, 작업참여인식 및 삶의 질과의 관련성)

  • Park, Young-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.203-210
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    • 2019
  • The purpose of this study was to investigate the correlation between sensory processing feature, leisure participation type, perception of occupational participation, and quality of life (QoL) for life care in university students. The survey was conducted from February 2019 to March for 169 university students. The author used the Adolescent / Adult Sensory Profiles (AASP) for sensory processing, and used the leisure activity questionnaire to find out the type of leisure participation, and used the Occupational Self Assessment (OSA) for perception of occupational participation, and the Satisfaction With Life Scale (SWLS) for QoL. Pearson correlation analysis was used for the relationship between sensory processing feature, leisure participation type, perception of occupational participation, and QoL. Among the sensory processing feature, there was a positive correlation between low registration and sports. And there was a positive correlation between sensory seeking and sports, social activities, tourism. There was a negative correlation between perception of occupational participation and low registration, sensory sensitivity, sensory avoiding. Hobbies, appreciativeness and social activities showed a significant positive correlation with perception of occupational participation. And also there was a positive correlation between perception of occupational participation and QoL (p <.05, p <.01). Sensory processing feature correlated with leisure participation type, occupational participation perception, and QoL. Future research should develop evaluation tool for leisure activities, occupational participation and QoL based on sensory processing.

The Effects of Sports Club Participation in School Physical Education Classes (스포츠클럽 활동 참여가 학교 체육수업에 미치는 영향)

  • Choi, Jae-Suk;Lee, Jeng-Heun;Kim, Hyun-Mi;Juen, Duck-Hayng;Kim, Sun-Kong
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.913-923
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    • 2013
  • The purpose of this study was to provide a basis for the efficient and systematic management of the school physical education classes and to investigate the influence of sports club participation in school physical education classes. Three male and female middle school students by taking advantage of the simple random sampling method based on the D Metropolitan final 438 were selected for the study. The collected data, exploratory factor analysis, analysis of variance, correlation analysis, regression analysis was performed using the SPSS 20.0 program. The differences were most similar to the sports clubs and school physical education classes, according to the characteristics of personal satisfaction. The sports club activities, was affecting school physical education classes.

Relationships Among Participation Satisfaction, Organizational Effectiveness and Organizational Commitment in Leisure Sports Participants of Police Organization (경찰조직 여가스포츠참여자의 참여만족과 조직유효성 및 조직헌신도의 관계)

  • Kim, Jong-Pil;Song, Kang-Young;Chang, Soon-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.410-420
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    • 2010
  • The purpose of this study was to identify organizational effectiveness and organizational commitment according to participation satisfaction in leisure sports activities of police organization. To do this, the researcher selected five police stations using convenience sampling method targeting the police officers who participated in leisure sports activities among those police officers who were working in Gwangju Metropolitan City as of 2009. And as for the subjects of this study, total 200 police officers were sampled. Excluding 27 responses which were insincerely answered or not returned, 173 questionnaires were used for final analysis. The results were made as follows. First, the results from analysis revealed that contribution to public goods, social recognition, and individual accomplishment, which are sub variables of participation satisfaction, had influences on both job satisfaction and organization immersion which are sub variables of organization effectiveness. Second, results from analysis showed that value commitment and continuance commitment which are sub variables of organizational commitment were affected by contribution to public goods social recognition and public goods individual accomplishment, respectively. Third, the results from analysis revealed that both job satisfaction and organization immersion which are sub variables of organizational effectiveness affected value contribution, and that, only organization immersion had an influence on the continuance commitment.

Life and leisure of healthcare major adult student (헬스케어전공 만학도의 삶과 여가에 대한 소고)

  • Do-Jin Kim
    • Journal of Advanced Technology Convergence
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    • v.2 no.1
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    • pp.41-47
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    • 2023
  • This study was aimed at adult students majoring in the healthcare field to hear stories about life and leisure following work and study at the same time. To this end, four adult students were asked to describe their current life and leisure, positive and negative aspects of their leisure, and future life and leisure, along with interviews, focusing on the daily content they felt during the course of work and study. Afterwards, the technical contents were mutually reinforced with the interview contents and described in the form of self-recording. The decrease in leisure time in adult students' work and study balance inevitably reduces the quality of life. However, each of them was making an effort not to lose the balance between the purpose of their studies and their leisure time. A student's work-study balance is a choice and process for balancing life and leisure, and the joys and sorrows in the process are thought to be the value and hope of life.

A Seach for Methods of Development of Marine Leisure Sport through the SWOT Analysis (SWOT분석을 통한 해양레저스포츠 발전 방안 모색)

  • Suh, Dong-Hwan;Kang, Myung-Goo;Lee, Sheng-Yen
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.537-546
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    • 2017
  • This study is for a search for methods of development of marine leisure sports. As worldwide trend of marine leisure sports is developing rapidly and people more concern about their quality of life and leisure in Korea, the ear of marine leisure sports should be coming in Korea soon. This study is for a search for methods of development though the SWOT analysis. The results of the study are as below. First, the Strength of enlargement of the base in Korea are elation of concern of government and local governments, expanding local event of marine leisure sports with existing facilities and various programs. Second, the weakness of enlargement of the base in Korea are lack of awareness of marine leisure sports, frequent accident occurrence and lack of experts of marine leisure sports. Third, the Opportunity of enlargement of the base in Korea are more budget due to elation of concern of government and local governments and more preference of people in Korea. Fourth, the Threaten of enlargement of the base in Korea are low efficiency of high cost investment construction from government and local governments, huge fee of using facilities due to high cost investment construction and requiring treatment improvement of instructors of leisure sports facilities.

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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Research Trend on Leisure and Acculturation of Immigrant (이주민 문화적응에 관한 여가연구 동향)

  • Sohn, Young mi;Oh, Sae sook
    • Journal of Leisure Studies
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    • v.10 no.1
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    • pp.1-27
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    • 2012
  • According as the number of immigrants has dramatically increased since last 10years, immigrants' acculturation has become a matter of great importance to Korean society. This study reviews theories on acculturation in leisure studies, specifically marginality vs ethnicity theory, assimilation theory and it's extended models, Berry's box and it's extended models, and cross-cultural vs cultural perspectives on acculturation research. Moreover, It also examines domestic research trend for some aspects such as the number of publishing articles a year, major issues and theories applied to domestic studies, methodology and employees. Finally, some kinds of suggestion for domestic studies in the near future are discussed.

International Comparative Study on Sports for All Policy Patterns (생활체육정책 유형에 관한 국가 간 비교연구)

  • Jo, Woog-Yeon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.457-467
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    • 2012
  • The purpose of the study was to explore the general characteristics of sports for all through the patterns of sports for all policy and analysis of causal relation of the determinants. To achieve this goal, 26 countries among OECD 30 members which provide useful data sources were selected. The data were analyzed by Qualitative Comparative Analysis(QCA) with cluster analysis. GDP, leisure time, social expenditure, Gini's coefficient, poverty rate and tax burden ratio were used as casual variables for Qualitative Comparative Analysis. The findings of this study were as follows. First, three patterns were examined and Korea was classified into the pattern which has low sports for all participation and sportsclub participation. Second, as a result of Qualitative Comparative Analysis for analyzing the determinants of sports for all patterns, the pattern in which includes Korea showed that GDP, leisure time, social expenditure, tax burden ratio had negative relationship and Gini's coefficient, poverty rate had positive relationship.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

The Present State and Development Plans of Related Subjects of Leisure Sports (레저스포츠 관련학과의 현황과 발전방안)

  • Song, Kang-Young
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.227-236
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    • 2008
  • The purpose of this study is to look around operation's present state of national universities and colleges sports and related subjects of leisure sports, and to propose the alternative and solution. I confirmed subject and major title by visiting address list of national universities and colleges which registered in education human resources department, in 2008 now. After the inquiry of that how many are the titles of sports and leisure sports related subjects in the inside of the country by using the internet and the other data, it is appeared that they use similar titles in the case of universities is about 50 and colleges is 43. As different as titles which uses by each subject, I expect the subject curriculum also be different, but actually it is not. It is appeared that the whole subject curriculum can't escape almost identical phase. we must see we can be selected in keen life competition stage. It is judged it is needed choice and concentration's decision in leisure sports related subjects.