• Title/Summary/Keyword: Leisure activities

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Cyber Leisure Activities and Physical Activities in Adolescents with Temporomandibular Disorder (청소년 측두하악장애 환자의 사이버여가활동과 신체활동 특성)

  • Kim, Byeong-Soo;Heo, Jun-Young;Ok, Soo-Min;Kim, Kyung-Hee;Jeong, Sung-Hee;Ko, Myung-Yun;Ahn, Yong-Woo
    • Journal of Oral Medicine and Pain
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    • v.38 no.2
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    • pp.187-201
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    • 2013
  • The purpose of this study is to investigate the relationship between the symptoms and adolescents TMD patient's personal characteristics, physical activity, and cyber leisure activity. We investigated 219 adolescents patients aged 11 to 19 who visited the Department of Oral Medicine in Pusan National University Dental Hospital and 90 control group, personal characteristics, physical activity, cyber leisure activities, and the relationship of the TMD symptoms, and the following results were obtained. TMD group compared to the control group, the sleep quality was lower, cyber-leisure time is longer and more frequent. In TMD group, the shorter sleep time was, first visit NAS was higher. The more stress was, physical activity was less. The more TMD symptoms were severe, cyber-leisure time was shorter.

Study on Life Satisfaction of Groups According to Farm Work and Leisure Activity in Rural Elderly (농촌 노인의 일.여가활동 유형에 따른 삶의 만족감)

  • Kim, Jong-In;Kim, Yun-Jeong
    • Journal of Agricultural Extension & Community Development
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    • v.19 no.2
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    • pp.321-353
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    • 2012
  • This study aims to find out ways of improving life satisfaction of rural elderly by investigating their work and leisure activity, two significant axis of the life in later life. For this purpose, researchers and one assistant researcher visited house, senior citizen's center and health center, in order to have interviews with senior citizen above 65, who are currently working in the field. The summary of the research findings are as follows; First, the average size of the farm land which each senior citizen works on is $9,237.92m^2$ and they mostly work for economic reason. During farming season, they work on average 8.62 hour per day. As primary reasons for why farming work is difficult, "insufficient income" was picked. In fact, the average annual income senior citizens earn from farming is about 15.4 million won. 49.1% of sample senior citizens work both on watered farm and farm, and they are engaged in farming 48.82 years on average, showing that most of their lives have been spent on farming. In spite of these difficulties, most senior citizens showed high intention to continue farming work further. Second, senior citizens turn out to spend their leisure time mostly on public leisure activities such as watching TV, hearing radio and gatherings with families, relatives. However, individual activities such as meditation, yoga, drawing and calligraphy turn out to be low because they require foundations to enjoy. Third, senior citizen in rural areas were divided into four groups by farm work and leisure activity: group separated from work and leisure activity(27.09%), group centered to leisure activity(24.42%), group centered to work(23.75%), and group integrated work and leisure activity(23.75%). Fourth, the groups were different depending on demographic characteristics. Namely, male senior citizen, higher educational level, living in elderly couple households, and satisfied with their economic level belonged to the group integrated work and leisure activity. But senior citizen aged above 65 years old and working for their livelihood belonged to the group centered to work, and most of female and senior citizen aged above 80 years old belonged to the group separated from work and leisure activity. Finally, as the result of analysis of differences in life satisfaction according to farm work and leisure activity of senior citizen in rural areas, the group integrated work and leisure activity, and group centered to leisure activity were higher in life satisfaction than the group separated from work and leisure activity, and group centered to work. The above result indicates that life satisfaction of senior citizen depends upon leisure activity rather than work.

Comparative Analysis of the Use of Leisure Resources and Leisure Activity According to the Execution of Forty-hour-a-week Working System: Based on 2012 Survey on National Leisure Activity (근로자의 주 40시간 근무제 시행 유무에 따른 여가자원 이용 및 여가활동 비교분석: 2012년 국민여가활동 조사 결과를 기초로)

  • Bark, Min-Jeng;Yoon, So-Young
    • Journal of Family Resource Management and Policy Review
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    • v.17 no.4
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    • pp.19-37
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    • 2013
  • From the perspective of labor welfare, forty-hour-a-week working system:(FWS) has been an important goal throughout world, and in fact, advanced countries implemented this a long time ago. However, there are differences in opinions concerning FWS; some people emphasizes the improvement in life quality, while others point out that this measure increases the cost of wages and has limited effectiveness. Thus, discussions about the success of FWS have emerged from diverse perspectives; One thing that should be made clear before debating FWS is that reducing laborers' working hours is already a global trend, and Korea, also intends to extend it. Therefore, in order to maximize the benefits resulting from the execution of the system and to identify measures that can be used to solve the problems related to FWS, it is necessary to consider actual laborers' use of leisure resources and whether they have increased or decreased as a result of FWS. It is also necessary to look at the differences in workers' leisure activity with and without the system. To evaluate and diagnose FWS's political effect from the perspective of laborers' leisure satisfaction and improvements in life quality, this study examines differences in leisure expenses, leisure hours, use of and demand for leisure resources such as leisure space, and types of leisure activity, according to the execution of FWS, This research is based on the "2012 Survey on National Leisure Activity" conducted by the Ministry of Culture, Sports and Tourism. In addition, through analysis of the differences in leisure satisfaction and happiness levels, the study intends to confirm the necessity of executing FWS and ensuring that the system is in use. The study results can be briefly summed up as followa:: First, regarding the general findings of the study, a significant result was shown in terms of the execution of FWS according to income level. The finding that the execution of FWS works differently according to the working environment or life quality reassures us of the common notion in society that working environment or life quality may differ in relation to social characteristics. The utility of weekday leisure hours did not indicate a statistically significant difference, but in terms of weekend leisure hours, laborers practicing FWS had an additional 30 minutes of leisure time than those who did not. Furthermore, regarding leisure expenses, laborers practicing FWS indicated more monthly average leisure expenses or expected leisure expenses. In relation to leisure activity, those working at a company executing FWS engaged in culture and art activities more frequently than those working at the companies that did not. On the other hand, those working at companies without FWS indicated more hobbies, amusement activities, rest, and other activities than those working at the companies with FWS. In terms of vacation experience, those working at companies with FWS had more vacation time than those working at companies without it; on average, they had longer vacations by 1.64 days. Regarding their leisure life satisfaction and happiness level, those working at companies with FWS indicated higher satisfaction and greater happiness than those working at companies without it. The findings mentioned above represent the preliminary results of this paper, and the remainder of the research will provide more detailed analysis results and suggestions corresponding to them.

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Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
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    • v.10 no.4
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    • pp.18-22
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    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.

Shared Leisure Time with Couples, Preschool Children, and Other Family Members and Their Determinants (가족공유 여가시간 및 결정요인: 부부, 미취학자녀, 그 외 가족 및 친척을 중심으로)

  • Lee, Yon-Suk;Kim, Oi-Sook;Lee, Ki-Young;Cho, Hee-Keum;Lee, Seung-Mi;Kim, Ha-Nui;Han, Young-Sun
    • Journal of Family Resource Management and Policy Review
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    • v.16 no.1
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    • pp.199-227
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    • 2012
  • Studies of leisure time generally have been concentrated on the amount of time spent by each family member in Korea. In this study, the shared leisure time among family members in various leisure activities was mainly investigated. Purposes of this study were to describe how family members spent the leisure time together and to investigate the determinants that affected whether or not family shared leisure time together. The data source was the '2009 Time Use Survey' conducted by the Korea National Statistical Office. The person involved in each activity was surveyed for the first time in the survey. The data from 17,470 diaries(10,359 weekdays and 3,549 Sunday) from 8,745 individuals aged from 20 to 59 who had a spouse were analyzed. The descriptive statistics and logistic regressions were used. On average, married couples spent leisure time together with spouses 36 minutes a day on weekdays and 1 hour and 38 minutes on Sunday, respectively. Parent did with preschool children 5 minutes a day on weekdays and 15 minutes on Sunday, respectively. The shared leisure time with other family and relatives was 22 minutes a day on weekdays and 1 hour and 13 minutes on Sunday, respectively. Although there was a wide variation on the shared family leisure time by the types of activities, the main shared leisure activity was using mass media, which accounts for about two third of all shared leisure time together with family. Independent variables, including the age, sex, education level, working hours, personal income, presence of preschool children, marital status, sex role attitude, and dual or single income earner were the significant determinants of family's or couple's parent-preschool children's shared leisure time on weekdays or Sunday. Based on the results of this study, family and leisure policy were suggested to increase active family shared leisure time.

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The Influence of IADL to Life Satisfaction and the Double-mediating Effects of Self-Rated Health, Leisure Activities in Adolescents with Disabilities (장애청소년의 수단적 일상생활 수행능력이 생활만족도에 미치는 영향과 주관적 건강인식, 문화·여가활동참여의 이중매개효과)

  • Choi, Jang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.582-592
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    • 2019
  • This study was conducted to identify the causal pathways of variables affecting life satisfaction in adolescents with disabilities to establish a basis for concrete intervention in their daily lives. This study was conducted on 239 adolescents with disabilities aged 9 to 24 years who responded to the survey on the actual conditions of people with disability in 2017. The SPSS macro process was used for analysis of the dual mediation effect. The results showed that there was a statistically significant correlation between instrumental daily life performance capacity, life satisfaction, Self-Rated Health, and participation in culture and leisure activities. It confirmed the mediating effects of Self-Rated Health and cultural leisure activities when the instrumental daily life performance capacity affected life satisfaction. This confirmed the dual mediating effect of instrumental daily life performance capacity on life satisfaction through causal pathways of Self-Rated Health and participation in cultural leisure activities. Based on the results of this study, it was possible to identify the focus of practical intervention through the identification of sequential pathways of Self-Rated Health and cultural and leisure activities on influence of instrumental daily life performance capacity and life satisfaction in adolescents with disabilities.

The Longitudinal Effect of Leisure on Happiness and Health in Midlife (중년기 여가생활이 행복과 건강에 미치는 영향에 대한 종단 연구)

  • Seungah Ryu ;Kyoungmi Kim ;Incheol Choi
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.415-434
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    • 2011
  • Leisure is an important role on happiness and health in midlife. Nevertheless, there has been little research using a longitudinal method in Korea to identify the influence of leisure on happiness and health. Current study examined the effect of leisure satisfaction and time for leisure activities on happiness(SHS) and health-related variables(psychological symptoms, physical symptoms, and quality of sleep) in middle aged adults(40-65 years) by longitudinal data. Two surveys were conducted with 10 months' interval and total 145 respondents(M=49.45) participated in both surveys. Hierarchical regression analysis was employed to investigate that both leisure satisfaction and time for leisure activities in the first time have an effect on happiness and health-related variables in the second time after controlling for each happiness and health variables in the first time as well as demographic variables. We found that leisure satisfaction influenced beneficially on happiness(SHS), psychological symptoms, and quality of sleep after 10-month. Similarly, time for leisure activities had effect on happiness(SHS), psychological symptoms, and physical symptoms after 10-month. The implication for study were discussed.

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The Effect of Leisure Satisfaction of the Elderly in China on Their Self-Efficacy and Psychological Well-Being in Calligraphy Activities (서예활동에 대한 노인의 여가만족이 자기효능감 및 심리적 안녕감에 미치는 영향)

  • Qin Yu;Feng Meng;Lee Jaewoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.365-371
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    • 2024
  • The purpose of this study was to investigate the effect of leisure satisfaction according to calligraphy activities of the elderly on self-efficacy and psychological well-being. In order to conduct this study, the researchers surveyed 306 elderly people aged 65-76 or older from late November to early December 2023 in Anyang City and Xinxiang City, Henan Province, China. In order to verify the research hypothesis, the researchers performed frequency analysis, descriptive statistics analysis, and Pearson correlation analysis using IBM SPSS Statistics 25, and then performed independent sample T-test and one-way analysis of variance (One-Way ANOVA). To verify the hypothesis through the measurement concept, related verification was conducted for Hayes PROCESS macro and Bootstrap. As a result of the study, first, there is a gender difference in leisure satisfaction, leisure satisfaction, self-efficacy, and psychological well-being, and leisure satisfaction and psychological well-being differ significantly according to age. Second, it was found that leisure satisfaction had a positive effect on self-efficacy. Third, it was found that leisure satisfaction had a positive effect on psychological well-being. Fourth, leisure satisfaction was found to have a positive effect on psychological well-being. Therefore, in order to increase the leisure satisfaction and psychological well-being of the elderly, it is necessary to carefully develop a calligraphy activity system to increase self-efficacy.

Life Styles and Value Systems in Different Generations of Korean People (한국인의 세대별 가치관과 생활행동)

  • 김기연;신수진;최혜경
    • Journal of Families and Better Life
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    • v.21 no.3
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    • pp.87-99
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    • 2003
  • The purpose of this study was to examine how the life styles of Korean people are influenced by the value systems of different generations. We analyzed the survey data of the 869 Korean participants aged from 20 to 69. The following results were obtained. First, differences exist among generations in various values such as collectivism, authoritarianism, environmental control, individualism , universalism, egalitarianism, and environmental accommodation. Especially, the older generation shows high scores in collectivism, authoritarianism and environmental accommodation, among traditional values. On the other hand, younger generation scored a higher level in individualism and egalitarianism. Second, there is a generation gap in the life style, as shown in family activities, household work, consumption activities, and leisure activities. In family activities, leisure activities and consumption activities, the younger generations gained higher scores than the older generations. Third, Korean people's value systems affect their life styles. Also, it was found that the interaction between the genera(ion and the value systems affects the life styles of Korean people.

Multilevel analysis approach to analyzing the effects of team diversity on team members' individual creativity and creative activities such as exploitation and exploration

  • Chae, Seong Wook;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.77-88
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    • 2015
  • This study attempts to investigate the effect of team diversity on individual creativity and team members' creative activities such as exploration and exploitation. We have garnered 40 team data from 249 respondents who have been participating in the team learning activities during semester in a private university. They were asked by instructor to show their creativity, and exploration and exploitation activities. The 40 teams were made up of team diversity factors such as study hour and leisure activity. We used a multilevel analysis to analyze the effects of team diversity factors on team member's creativity, and exploration and exploitation. Results showed that in general, team diversity factors like study hour and leisure activities have significant effects on the individual creativity, and exploration and exploitation. Practical implications represent that teams need to be organized considering the team diversity factors in order to improve team member's creativity, and their exploration and exploitation activities.