• Title/Summary/Keyword: Leisure Activity Participants

Search Result 85, Processing Time 0.02 seconds

A Study on the Experience of Photo graphic Activity of the Middle-Class Men in Their 50s: Based on the Perspective of Cultural Capital Theory (50대 중산층 남성들의 사진 활동 이야기 - 문화자본론의 관점에서 -)

  • Lee, Ye Ji
    • Korean Association of Arts Management
    • /
    • no.58
    • /
    • pp.5-47
    • /
    • 2021
  • This paper is a story about five middle-aged men in their 50s who suddenly began their photographic activities as they reached middle age. In the perspective of Borudieu's cultural capital theory, this study observes five men in their 50s by implementing in-depth interviews about the motivation behind taking photographs, the experience of photography activities, and the rewards of these activities. The theory has undergone a theoretical revision with the criticism that factors other than the class can be influential. Based on these ideas, I have proceeded my study by preferentially grasping the notion of the 'field' in accordance with the specific history of Korean society. Therefore, this study sought to more specifically understand the various photographic activities of middle-class men in their 50s by referring Coskuner-Balli and Thompson's argument(2013), which revised 2018's cultural captial theory and proposed the concept of 'subordinate cultural capital' and 'leisure capital' who proposed by Backlund, E. A. & Kuentzel, W. F.(2013). As a middle-class men in their 50s, research participants have grown up and worked in a social atmosphere where economic capital is recognized as an individual's ability. However, they are faced with the value that the knowledge and taste towards culture and arts is one's identity. In addition to the subjective deprivation that arises from this situation, the lifespan characteristic of their age that it is on the brink of the old age appeared to have influenced them to put their psychological motivation immediately into practice. Economic capital was the main conversion terms to move form interest to practice, which includes 'time' as a resource as well as money. With the cultural practices being expanded since their creation of photographs, the reason that these expansions can be maintained more actively lies in their identity as 'cultural artist' that is consolidated in new relationships in the sharing of photographic activities. In this way, photographic activities grant a symbolic status of 'a middle-aged man who actively builds and expresses his identity' through the conversion of accumulating cultural capital and the conversion into social capital. Furthermore, the recognized scope of the symbolic capital acquired by the research participants is in the domain of the private life that is family and acquaintance. Especially, they were gaining a great psychological reward from their children's recognition that they are not just a 'breadwinner' but 'dad who cultivates himself with a culture and arts'. Accordingly, by considering that 'generation' other than class can be a meaningful discussion point when understanding Korea society from the perspective of cultural theory, this study is meaningful that a more flexible understanding of cultural theory can give a glimpse into the possibility of a more specific and diverse approach that will arise in the discussion of culture and arts education.

Analysis on Research Trends in Sport Facilities: Focusing on SCOPUS DB (스포츠시설에 관한 연구 동향 분석: SCOPUS DB를 중심으로)

  • Kim, Il-Gwang;Park, Seong-Taek;Park, Su-Sun;Kim, Mi-Suk;Park, Jong-Chul;Jiang, Jialei
    • Journal of Industrial Convergence
    • /
    • v.19 no.6
    • /
    • pp.11-19
    • /
    • 2021
  • The purpose of this study is to explore trends in research at home and abroad related to "Sport Facilities", and seek the direction of further research. 1,801 abstracts of papers including "Sport Facilities" were collected from the SCOPUS DB from 2016 to 2020. Topic modeling techniques based on Latent Dirichlet Allocation (LDA) algorithm implemented in R language, TD-IDF techniques, and word cluds using Tagxedo was conducted to analyze the data. As a result, 8 topics were optimally determined, and "sports", "facilities", "health", "physical", "data", and "using" were derived as the main keywords for topics. This results indicated that studies on physical activity, health and using facilities regarding sports facilities at home and abroad have been actively carried out in recent years. This indicates that papers in SCOPUS DB are paying attention to the instrumental value of sport facilities, such as health promotion and improving the quality of life. Therefore, various studies that help participants who use sport facilities for a healthy life should be continuously conducted in the future.

The Effect of BMI and Physical Ability on Self-efficacy, Quality of Life, and Self-esteem in Overweight and Obese Children (비만도와 체력이 비만 아동의 자기 효능감, 삶의 질, 자아개념에 미치는 영향)

  • Ahn, Hyun-Sun;Chung, Kyong-Mee;Jeon, Justin
    • Korean Journal of Health Psychology
    • /
    • v.16 no.3
    • /
    • pp.537-555
    • /
    • 2011
  • The purpose of this study was two-fold. First, comparisons on the psychological and physical attributes of normal weight, overweight, and obese children were conducted. Second, the influence of BMI and physical fitness interaction on psychological adaptation in children with obesity was explored. Participants were 245 children between the ages of 9 and 13 years (64.5% males). Data on children considered overweight (n = 45) or obese (n = 78) were gathered from the Korean Obese Children's Physical Activity (KOCPA) projects. Normal weight children (n = 122) were recruited from two Seoul elementary schools. Psychological measurements included Weight Efficacy Life-style Questionnaire (WEL), Physical Self-efficacy Scale (PSES), Child Dietary Self-efficacy Scale (CDSS), Self-concept Inventory (SCI), and the Korean version of the Pediatric Quality of Life Intervention TM Version 4.0 Generic Core Scales (PedsQLTM4.0). BMI (kg/m2) and physical fitness (e.g., aerobic endurance, flexibility) were recorded by experts in exercise physiology. Results showed that children in the high BMI group reported poorer psychological adaption and demonstrated lower physical fitness when compared to the remaining groups. Compared to normal weight children, children considered overweight and obese were found to have lower physical self-efficacy, more negative self-concept, and poorer quality of life. Further, these children also had significantly lower physical fitness levels than their normal weight counterparts. Physical fitness was found to have a significant main effect on weight efficacy (WEL), physical self-efficacy (PSES), and quality of life (PedsQL) in children considered overweight or obese. A significant BMI-physical fitness interaction effect was found for self-concept (SCI) only. Children with higher BMI reported poorer self-concept regardless of fitness level whereas children with lower BMI and higher fitness reported more positive self-concept. Implications and limitations are discussed.

Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
    • /
    • v.9
    • /
    • pp.37-66
    • /
    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

  • PDF

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.129-149
    • /
    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.