• Title/Summary/Keyword: Leisure Sports Activities

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Preference of Experiential Activities and Behavioral Intention on Rural Tourism - On parents group of elementary students in Daegu city - (농촌관광에 있어 체험활동 선호도 및 행동의도 - 대구광역시 초등학생 학부모 집단을 대상으로 -)

  • Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.21 no.4
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    • pp.115-125
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    • 2015
  • This study is to analyze the preference of experiential activities and behavioral intention on rural tourism, with special focus on parents group of elementary students. The result can be utilized as basic data for demanding aspect of rural experiencing tourism. Two-step questionnaire survey was conducted, during May to July, 2915. Sample group was selected at 4 elementary school in Daegu city. 347 valid responses were analyzed with SPSS. Major results are as follows. Firstly, suggested model for 23 experiential activities in 7 types, were verified as valid by verifying factor analysis. Factor 1 was verified and named as 'Rual Life Experience', Factor 2 was verified and named as 'Health/Healing Experience', Factor 3, as 'Agricultural Product Experience', Factor 4, as 'Eco-Cultural Experience', Factor 5, as 'Leisure/Sports Experience', Factor 6, as 'Traditional Wellbeing Food Experience', and Factor 7, as 'Traditional Culture Experience'. All 7 factors explained 75.39% of total variance. Secondly, mean score of preference by each activity showed high in 'Health-care experience', 'Traditional food experience' and comparatively low in 'Collecting experience', 'Agricultural experience'. Thirdly, all 7 types(factors) of experience showed significant affecting relation to satisfaction, intention to participation and recommendation. Specially, 'Eco-Cultural Experience' and 'Rural Life Experience' showed high affecting relation. This could be the characteristics of parents group of elementary students.

A Study on Mode Choice of Trips to Sport Facilities Using SP Survey Data (SP조사자료를 활용한 스포츠시설 이용 수단선택에 관한 연구)

  • KIM, Joo Young;LEE, Seungjae;KIM, Jae-Young;PARK, Hyeon
    • Journal of Korean Society of Transportation
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    • v.35 no.3
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    • pp.197-209
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    • 2017
  • With the advent of age that people spend more time and money on leisure activities, there is increasing interest in professional sport games. The location of large scale sport facilities has substantial impacts on existing transportation pattern because the facility attracts and generates massive traffic volume within a short period of time. This study aims to develop a mode choice model of leisure trips of which the destinations are a sport facility. A structured SP (stated preference) survey questionnaires were developed through an experimental design, and professional sport spectators were asked to state their preference in the choice of transport mode to the sport facility. The survey results show that public transportation is preferred to passenger cars for their trip to big sports event, implying that the convenience of back home trip after the event is an important factor of their mode choice. This study is a rare research on the trip pattern to sports complex in Korea, which provides policy implications on the provision of mass transit including subway system to large scale sport complexes. And it is also expected that this study contributes to future researches on leisure trip pattern.

Effect of Busan Yacht Experience Tourism on the Stress Recovery and Behavioral Intention of Tourists (해양 요트 체험 매력 속성이 스트레스 회복과 행동 의도에 미치는 영향 연구)

  • Park, Seung-Hwa;Jeong, Chul
    • Journal of Korea Port Economic Association
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    • v.39 no.2
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    • pp.111-128
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    • 2023
  • Due to the coronavirus pandemic, interest in outdoor leisure activities is growing. Among outdoor leisure activities, marine sports can be seen as having good conditions to enjoy in Korea. In the case of yachting among marine sports, a number of yacht experience programs have recently been operated centered on Gwanganli and Suyeong Bay in Busan. This yacht experience is an attractive tourism product that can be enjoyed casually, and can bring stress relief to many users. This study tried to verify the effect of the attractiveness of the yacht experience on the stress recovery based on the tourists' experiences using the yacht experience tour. In addition, we tried to verify the intention of revisiting the yacht experience or sharing it with others through SNS through this stress recovery. In addition, as a moderator variable, the difference between the MZ generation and other generations, which use SNS more actively than other generations, was presented and its significance was verified. The survey of this study was conducted online for tourists who experienced yacht experience in Busan. As a result of the analysis, among the attractive factors of the yacht experience, the program, landscape, facilities and service was found to have a significant influence on the users' stress recovery, and satisfaction through stress recovery had a significant effect on the intention to revisit and to share the SNS. In the verification of the moderating effect according to age, a generational difference in revisit intention between the MZ generation and other generations was confirmed. Through this study, it was suggested that various programs of yacht experience should be developed to induce users to revisit, and various marketing using SNS should be carried out.

Analysis of Load Input to Vehicle Body Due to Diversification of Environment of Towing Device (견인 장치 사용 환경 다양화에 따른 차체 입력하중 분석)

  • Choi, Jaesung
    • Journal of Applied Reliability
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    • v.18 no.1
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    • pp.40-48
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    • 2018
  • Purpose: This research is to develop Trailer Durability Test of towing device, in order to cover usage conditions of bike type as well as general type trailer. With the diversification of leisure activities, the population that enjoys various sports and leisure has increased rapidly, and the number of vehicles equipped with camping trailers and bike carriers is also increasing steadily. The purpose of this study is to develop a durable vehicle that has no problem in various customer conditions. Methods: We measured the input load under various conditions of the user by attaching load cell to the body fixing part and towing ball of the towing device. The load in various modes was measured, and the difference between the trailer and the bike carrier type was compared and analyzed. Results: Due to the difference in fixing method and weight between the two types, the trailer has a large longitudinal force and the bike type has a large vertical force. Therefore, it is necessary to durability test method capable of satisfying all longitudinal force and vertical force. Conclusion: We improved the durability test of the towing device by changing the test surface. The new mode has made it possible to shorten the durability test schedule by increasing test efficiency.

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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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.

Analysis of trends in diving suits for development of technical diving suits - with focus on wet and semi-dry types - (테크니컬 다이빙 슈트 개발을 위한 잠수복 동향 분석 - 습식 잠수복과 반건식 잠수복을 중심으로 -)

  • Kim, Hyo Sook;Choi, In Young;Shin, Hyun-Suk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.3
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    • pp.33-47
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    • 2020
  • As people have gained leisure time and become more interested in sports, various industries catering to these sports, including aquatic and underwater activities are growing. Many people are getting into scuba diving, where people can explore the sea at depths of more than 40-meters. Despite the increasing demand, there are limited studies on the sport. This study aims to provide basic research on materials suitable for developing technical scuba diving suits by analyzing several areas, such as design, material, sewing patterns, etc. The following trends were observed in all wetsuits: closure designs, ergonomic patterns, practical and functional details. Neoprene was the primary material of diving suits, and various functional materials were attached to the outer fabric or lining. The seam technique which minimized water contact and improved durability was sewing. Various techniques were also applied, such as flatlock stitching, GBS, LFS, etc. Subsequent studies shall investigate consumer preference etc. and other aspects, and continue to allow for the research and development of technical diving suits.

Present State of Experiencing Villages for Green Tourism in Rural Area (그린투어리즘을 위한 농산어촌 체험마을 현황 분석 - 농촌관광 인터넷 포털사이트 분석을 중심으로 -)

  • Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.12 no.4 s.33
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    • pp.125-133
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    • 2006
  • Recently, Environmentally friendliness and sustainability become the main concern of rural tourism. Green-tourism is the emerging and best alternative tourism development. This paper deals with the present state of experiencing villages for green-tourism in rural areas. Several internet portal sites for rural tourism were reviewed and analyzed. Totally, 863 village are designated for experiencing villages by several portal sites. There are 281 information oriented villages, 208 farm-stay villages, 122 green experiencing villages, 93 mountain villages, 93 fishing villages. Some villages were designated duplicately for each projects. In 'Green-tour' site, the distribution of experiencing villages by region were, 49 for Gangwon, 43 for Gyungbuk, 41 for Jeonnam, respectively. The types of experiencing villages were, green experiencing village, traditional theme village, mountain village, fishing village, information-oriented village, etc. Themes of experiencing activities were 6 types, experiencing agricultural life, fishing life, traditional foods, traditional culture, ecological nature, and health/leisure sports. The kinds of experiencing activities were abundant by agricultural life, traditional culture. Otherwise, fishing life experiencing activities were dull. Also, development of ecological nature experiencing programs are suggested.

The Mediating Effect of Self-esteem on the Relationship between Middle Aged Golf Participant's Leisure Function and Social Role Loss (중년 골프참여자의 여가기능과 사회적 역할 상실감의 관계에서 자아존중감의 매개효과)

  • Choi, Suk-Hwan;Seol, Su-Hwang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.440-447
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    • 2019
  • The purpose of this study was to identify the relationship between leisure function, self-esteem and social role loss among golf players in the middle age. Furthermore, it was meaningful to provide basic data on leisure activities and healthy retirement preparation through golf at the present time of the aging society. The subjects of study who adults were recruited from Seoul, Gyeonggi-do. For the data processing, it conducted frequency, reliability, confirmatory factor, correlation, and structure equaling modeling analyses. The results were as follows; First, leisure function of middle age golf participant had a positive influence on self-esteem(p<.05). Second, leisure function of middle age golf participant had a positive influence on social role loss(p<.05). Third, self-esteem of middle age golf participant had a positive influence on social role loss(p<.05). Forth, self-esteem mediated the relationship between middle age golf participant leisure function and social role loss.(p<.05).

Structural Relationship Model of Satisfaction, Last Intention, Recreation Specialization, and Wellness in Leisure Sports-based Tourism Activities (레저스포츠 중심의 관광활동 참여자의 만족, 지속의도, 레크레에이션 전문화, 웰니스 간의 구조적 관계)

  • Ahn, Byoung-Wook;Hwang, Sun-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.145-146
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    • 2012
  • 현대사회가 여가 중심형으로 변화하면서 개인의 건강과 삶의 질 향상에 많은 관심을 보이게 되었다. 특히 관광과 결합된 레저스포츠 참여에 대한 만족, 지속의도, 레크리에이션 전문화, 웰니스 간의 관계에 대해서 연구하자 한다. 레저스포츠 중심의 관광활동 참여자의 만족은 지속의도에 긍정적인 영향을 미치고 있다. 레저스포츠 중심의 관광활동 참여자의 만족은 전문화에 영향을 미치지 않았다. 레저스포츠 중심의 관광활동 참여자의 만족은 웰니스에 긍정적인 영향을 미치고 있다. 레저스포츠 중심의 관광활동 참여자의 지속의도는 웰니스에 긍정적인 영향을 미치고 있다. 레저스포츠 중심의 관광활동 참여자의 전문화는 웰니스에 영향을 미치지 않았다. 레저스포츠 중심의 관광활동 참여자의 지속의도는 웰니스에 긍정적인 영향을 미치고 있다.

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