• Title/Summary/Keyword: Leisure experience

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Analysis of Correlation between Personal Characteristics and Musculoskeletal Symptoms of Small Size Enterprises (중소규모 사업장의 개인적 특성과 근골격계증상간의 상관관계 분석)

  • Kim, Ho-Seob;Jung, Myeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.155-161
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    • 2021
  • We surveyed 27 workplaces and 1897 workers and analyzed the correlation between Personal characteristics of workers and Musculoskeletal Symptoms. The presence or absence of Symptoms of Musculoskeletal Disease in workers was based on The Management Target or higher in accordance with the guidelines for The Investigation of Harmful Factors in Musculoskeletal Burdened Work of the Korea Occupational Safety and Health Agency. Personal characteristics were divided into age, work load, housework burden, work experience, leisure type, gender, and marital status. In the survey, correlations were investigated through binominal logistic regression analysis for rank variables of work load, household burden, and work experience, and the significance of the results was confirmed by crosstabulation and chi-square analysis for other nominal variables. And in the case of other variables, there was a slight trend, but it was confirmed that it was not statistically significant. As a result, We confirmed that the incidence rate of Musculoskeletal Disease Symptoms increased as the age of the workers was lower, the higher the workload and housework, if they were women, if they did not engage in leisure activities. However, considering that the results of this study are slightly different as a result of comparing the results of other studies, the data of this study can be used as rough indicators for the prevention of musculoskeletal disorders, but additional research is needed before using it as quantitative indicators.

A Qualitative Study of the Aging Experience among Korean Older Adults Residing in Urban, Rural, and the US Immigrant Context (도시, 농촌, 재미 이민사회에 거주하는 한국노인의 노화 경험에 관한 질적 연구)

  • Lee, Jun-woo;Pak, Jenny H;Lee, Hyuna
    • 한국노년학
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    • v.39 no.3
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    • pp.589-612
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    • 2019
  • Korea has undergone rapid modernization and globalization process in the last few decades. The purpose of this study is to explore how shifting traditional values are impacting Korean elderlies and their perceptions of aging experience. In order to understand how changing social and cultural practices are affecting older adults, the similarities and differences among Korean elderlies living in three different geographical locations are examined in a multidimensional comparative framework. Life story interviews were conducted with 30 Korean elderlies (10 urban residents in Korea, 10 rural residents in Korea, and 10 residents in the US). Paying attention to within-group variation, this study particularly focused on analyzing the psychological, social, emotional, and spiritual experiences that made lives meaningful and resilient in old age in spite of physical decline. Based on analysis of narrative, the following major areas were identified as having positive or negative influence on aging experiences: physical health, emotional health, family relationship, work, leisure/social activity, and spirituality. Common themes of aging well across all settings included: "life not indebted to their offspring," "physical and mental health," and "dying well." Spirituality played a critical role in cultivating perspectives on life and accepting aging process, which were rooted in specific religious traditions participants identified (e.g., Christianity or Buddhism). Interesting differences in the meaning of work and leisure were also found between elderlies residing in Korea and the US immigrant context. One unique factor continuing to negatively affect Korean elderly in rural community was related to shame of not obtaining higher education. Implications for future research are also addressed.

A Study on Middle-aged women playing internet web-board games (고스톱 치는 아줌마들: 중년 기혼 여성들의 웹보드 게임 경험에 관한 연구)

  • Yoon, Tae-Jin;Jang, Min-Gi
    • Korean journal of communication and information
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    • v.62
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    • pp.51-73
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    • 2013
  • This study is an attempt to find out the meaning of game to middle-aged women who enjoy internet web board game as part of the leisure. In order to discover the perceptions and emotions of middle-aged women regarding game, in-depth interviews with the five women of 48 to 63-year-old were conducted. The results are: First, the web board games to middle-aged women is an opposition of labor, but at the same time a part of day-long procedure of labor. Second, most middle-aged women are not in an autonomous environment where they can pursue active hobbies. Third, middle-aged women do not tolerate sacrificing money or housework on game because the web board games are regarded as a worthless activity. Finally, middle-aged women do not transform the existing social relationships into online relationships, nor form new social relationships through internet. Based on these results, we could draw a rough picture overviewing the gaming experience of middle-aged women, which has been more or less ignored in academic field. game experiences; middle-aged women; web board game; leisure/labor; game culture;

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Cross-sectional analysis on recreation specialization of surfing participants (서핑 참여자의 레크리에이션 전문화에 관한 횡단적 분석)

  • Yeom, Sang-geun;Kang, Hyun-Wook
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.2
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    • pp.340-353
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    • 2020
  • The purpose of this study is to introduce surfing which is not a familiar leisure activity in Korea and provide understanding of surfing participants through the cross-sectional analysis on the process of forming recreational specialization from introductory levels with enthusiastic surfing participants. This study employs a qualitative approach to analyze each participant's experience on recreation specialization in detail, and in particular uses ethnographic research methods to derive participants' meaning of life and daily routines and cultural behavioral patterns changed through surfing. First, through the analysis of in-depth interview data, total 531 conceptual words were identified and the first categorization was established. Second, surfing participants mentioned that they had high expectations of surfing even before they first encountered it. Third, surfing participants noted that they experienced leisure constraints and made efforts to resolve this issue before reaching the recreation specialization process. Fourth, surfing participants were found to go through a recreation specialization process. Fifth, surfing participants were found to undergo life changes. They worked hard in their everyday life through physical training, improvement of surfing skills, and analysis of their own videos to be better at surfing.

A Field Survey on Facility Management and Anglers' Requirements at Recreational Sea-fishing Parks (바다낚시공원 시설운영 및 낚시인 요구사항 조사 연구)

  • Kang, Young-Hun;Hong, Sung-Ki;Lee, Han-Seok
    • Journal of Navigation and Port Research
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    • v.39 no.6
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    • pp.529-538
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    • 2015
  • This paper was intended to empirically identify problems with recreational sea fishing park facilities installed to help reinvigorate local economy of fishing villages in order to mitigate shortage of fishing facilities amid an increase in sea fishers and spur evolution of sea fishing into a marine leisure activity, on which basis this researcher presented direction for facility planning which is deemed necessary to map out the plan for sea fishing parks, along with measures designed to improve sea fishing park facilities. To analyze the problems related to sea fishing park facilities, we conducted a survey on facility operations involving 9 sea fishing parks and 2 sea ranches and had an investigative interview with facility manager. Moreover, a survey was conducted of fishers in 25 sea fishing places, including sea fishing park, fishing experience village, etc., in order to investigate their demand for facilities. The results of survey suggested that there was a significant demand for expansion of amenities such as safety facilities, toilets, lounge facilities, etc., which can accommodate the increase in the number of people fishing with family. Furthermore, the results showed that there was a huge demand for introduction of facilities aiding leisure activities in addition to facilities for fishing activities including education facilities such as fishing site at the corner exclusive for beginners, experiential facilities, camping site, seaside park, promenade, etc. Thus, sea fishing park should be the complex leisure space with a focus on fishing activities and requires facility configuration and facility planning suited to activity requirements within fishing park.

A Study on the Behavior of the Older Adults for Senior Leisure Welfare Facilities (고령자의 노인여가복지시설 공간이용 행태에 관한 연구)

  • Choi, Yerim;Oh, Jiyoung;Park, Heykyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.381-386
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    • 2022
  • The purpose of this study is to investigate the conditions for improving space use and satisfaction by examing the behavior, focusing on the senior center, one of the leisure welfare facilities for the older adults. An online survey was conducted on 300 older adults aged 65 years old (104 males, 196 females) who had experience using senior centers. The results are as follows. First, the frequency of use per older adults was 1-3 times a month the most, and the preferred frequency of use was 1-3 times a week. The results showed that they wanted to use the Senior center frequently, but they could not use it often. Considering the high preference for health promotion activity programs in senior centers, it is understood that the use of space programs for health promotion can be increased if provided. Second, as the usage time per route ranges from a minimum of 1 hour to a maximum of 5 hours, it is considered that satisfaction and usability can be improved if a space to support various personal activities is provided. Third, it is considered to be helpful to improve the program or space composition that can strengthen friendship or improve accessibility by appearing as difficulties in friendship and accessibility for the reasons not used per senior citizen.

Longitudinal Study on Factors Affecting Older Adults' Welfare Service Utilization (노인의 노인복지서비스 이용경험에 영향을 미치는 요인에 관한 종단연구 -서울과 춘천 노인들을 중심으로)

  • Lim, Yeon Ok;Yoon, Hyunsook
    • 한국노년학
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    • v.29 no.3
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    • pp.1063-1085
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    • 2009
  • The purposes of this study were to investigate the transition of elderly's welfare service utilization and to examine the factors affecting their utilization as time passed. To solve these research questions, the behavioral model presented by Andersen and Newman(1973) was applied. Using Hallym Aging Panel data consisted of 3 waves from 2003 to 2007, autoregressive modeling and regression analysis were applied for research purposes. The results of this study were as follows; (1) The experiences of welfare service utilization were increasing gradually. The complimentary service for the aged was utilized generally, but leisure service and community service were not used in common. (2) Past experience of service affected service utilization in the following times. (3) The factors affecting older adult's service utilization were different among the types of services. Nonetheless, the factors affecting continuously during the periods were found: age as predisposing factor and area as enabling factor in the complimentary service; area and existence of spouse as enabling factor in leisure service; education as predisposing factor and service cognition as enabling factor in community service. Enabling factor has affected more consistently than other factors. The results showed that special attention should be paid to balanced regional arrangement for welfare resources and the public relation considering the elderly's intellectual level.

The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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Research on 'Flow' and Creativity as Observed in the Daily Lives of Science-Gifted Students (과학 영재학생들의 일상에서 나타나는 몰입과 창의성에 대한 연구)

  • Lee, Nam Ju;Paik, Seoung Hey
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.147-153
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    • 2014
  • The purpose of this study is to investigate various types of 'flow' that can be observed in the daily lives of science-gifted students, and the correlation between 'flow' and creativity. For two months, we have gathered data on 'flow' in the main activities of science-gifted students through a qualitative application of the Experience Sampling Method (ESM). We then use correlation analysis to determine whether there have been correlations between 'flow' and creativity. Among the four channels, activities involving 'flow' have been the most common (40.4%) in the daily lives of the students. The types of tasks done by the students are, in descending order of frequency, productive activities, social activities, leisure activities, and basic activities. The students have shown the least interest in tasks that do not require specific skills or pose significant challenges; thus the least interest show in basic activities and the most interest has been shown in productive activities. 'Flow' and creativity are significantly correlated at the level of 0.01, which means that the more the students experience 'flow,' the more they express creativity. Based on the results above, we have found that there is a need for the development of science programs or environments, including productivity while at the same time, to reduce uneasiness and patience raising activities, where students can experience more 'flow' in daily life.

Usage and Management according to Visitor Characteristics of Natural Monument Marsh Plants of Daesong-ri, Haman (천연기념물 함안 대송리 늪지식물의 방문객 특성에 따른 활용 및 관리방안)

  • Lee, Nara;Won, Son-Ji;Shin, Jin-Ho
    • Korean Journal of Environment and Ecology
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    • v.31 no.6
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    • pp.578-585
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    • 2017
  • This study was intended to analyze the visitors' awareness of the cultural asset value of Marsh Plants of Daesong-ri, Haman (Natural Monument 346) as well as the requirement for use and management of the only marsh designated as a National Monument in order to provide the implication for future management. The result of the analysis showed that the public awareness and the awareness level of the natural monuments were low and that the motivations for visiting were the experience and education of nature, rest and leisure, and experience of the cultural heritage, in that order. The analysis of motivation for visiting according to the awareness level showed that the group with a high awareness level of the Marsh Plants or the group that thought highly of its cultural asset value tended to visit it more for the experience of nature or the experience of the cultural heritage than for simple resting. For usage, the visitors required the basic amenities such as guide board and the more active promotion. They also preferred the discovery of traditional resources using the marsh plants and the experience of nature. Both local residents and outside visitors pointed out the lack of systematic management policy and lack of communication with local residents as the main problems. They recognized that the policy that balanced the preservation and usage through the cooperation of various stakeholder including local residents must be established and applied in the field to ensure proper management.