• Title/Summary/Keyword: Leisure experience

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Development of parent Education for Family Leisure - Focus on the parent of adolescent - (가족여가부모교육 프로그램 개발 - 청소년 자녀의 부모를 대상으로 -)

  • Han, Sang-Keum;Kim, Soon-Ok
    • Journal of the Korean Home Economics Association
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    • v.46 no.5
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    • pp.35-61
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    • 2008
  • This study aimed at developing parent education program for family leisure for parents of adolescent children to enable them to pursue happy lives as healthy families with adequate balance of cohesiveness and adaptability and smooth communication between the members of their families after parent education for family leisure. Research procedure of parent education program for family leisure proceeded with establishment of theory and requirement survey through precedent research, design of program, practice of program, evaluation of program and suggestion of revised program model after evaluation. On the basis of evaluation results, parent education program for family leisure aiming at parents of adolescent children can conclusively be revised as follows. The first session aims at understanding of family leisure; the second session aims at improvement of learning effect through education & experience-oriented activities; the third session aims at understanding and paying regard to their children through hobby-oriented activities; the fourth session aims at improvement of social relations through society-oriented activities; the fifth session aims at helping children education through check of communication in family-oriented activities and home-visiting education for etiquette; and the sixth session, the final session, aims at providing information and knowledge on family leisure and letting them gain better understanding of adolescent children.

A Study on the Internal Marketing Network for Airport Employees' Leisure Satisfaction and Restrictions (공항근무 직원의 여가만족과 여가제약에 대한 내부마케팅 연결망 연구)

  • Lee, Sun-Mi
    • Journal of Distribution Science
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    • v.15 no.7
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    • pp.53-59
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    • 2017
  • Purpose - In the airline industry, an airport plays an important role. There are a lot of employees who work at an airport, and most of the workers experience restraints regarding leisure activities. Thus, there is a need for studying the internal marketing in the airport to better serve the worker. Although there is a lack of well-structured research regarding the restrictions and satisfaction factors experienced by the airport employees for their leisure activities, this research studies how the restrictions and satisfaction factors influence each other in relation to the internal marketing in the airport. The purpose of this research is to provide a detailed, real time research method for studying the restrictions and satisfaction factors in relation to the internal marketing that are experienced by the airport employees regarding their leisure activities. Research design, data, and methodology - This survey was conducted for airport employees working in two shifts. The questionnaire is 152 copies. The analysis method was used as SPSS statistical package 21.0 and Netminer 4.0 program. Social networks were analyzed for leisure satisfaction and leisure restrictions. Results - As a result of analyzing the linkage between variables for leisure satisfaction, most of the variables of leisure satisfaction are satisfied with "psychological factor" and "social factor". However, "educational factor" and "environmental factor" are not satisfied. In order to improve the leisure satisfaction of airport workers in the future, it is necessary to have an environment where leisure activities can be performed and related education. As a result of analyzing the linkage between variables of leisure restrictions, most of the variables in leisure restrictions are "personal factors" and "temporal factors". However, there are few restrictions on "cost-efficient" and "environment-friendly". Conclusions - In the future, in order to reduce the leisure restrictions of airport workers, they need to reduce work stress, psychological time and leisure allowance for leisure activities. However, it is difficult to solve these problems due to realistic problems including the specificity of working at the airport. This research presents an interdisciplinary analysis of how the restrictions and satisfaction factors influence each other in order to further advance the understanding of the constraints and satisfaction that are experienced by the airport employees.

A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

Qualitative Inquiry on the Formation of Serious Leisure Experience for Water Sports Mania (해양스포츠 매니아의 진지한 여가체험 형성에 관한 질적탐구)

  • KWON, Il-Kwon;NAM, Sang-Back
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.6
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    • pp.1783-1796
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    • 2015
  • The purpose of this study was to verify the formation of serious leisure experience for water sports mania using grounded theory method approach. Research participants were selected 6 water sports mania by reputational sampling method. Six participants who usually participated in water sports club were selected as research participants. The data for this study included participants' observation and in-depth interview. This study categorized the coding paradigm which was presented by using the findings derived from data as they were into casual condition, contextual element, central phenomenon, critical situation, mediative element, interaction, final result and core category to draw out the process of becoming a water sports mania and its significances. The results of were as follows. First, water sports mania recognized the environmentally safe pleasure and value. Second, water sports mania was in a race against myself. Third, water sports mania felt the social and environmental changes. Fourth, water sports mania was looking for alternative method. Fifth, water sports mania overcome physical limitations and liberation from fear of water. Lastly, water sports mania felt alive through the enthusiastic participation.

Adolescents' Shopping Orientation and Price Perception According to Their Experience on Internet Shopping Mall (인터넷쇼핑몰 이용에 따른 청소년의 쇼핑성향과 가격지각)

  • Lim, Soo-Yeon;Na, Young-Joo
    • Fashion & Textile Research Journal
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    • v.7 no.6
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    • pp.594-600
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    • 2005
  • This study investigated adolescents' shopping orientation and price perception according to socio statistics and their experience of internet shopping mall. We distributed the questionnaire to 411 high school students in near Seoul. In the order of high shopping orientation, they showed 'compare products', 'enjoy as leisure', 'shop loyalty', 'discount shopping', and 'brand shopping' orientation. In the order of high price perception, they showed 'economic', 'value', 'brand-quality', and 'price knowledge'. The higher in 'shop loyalty', 'enjoy as leisure' in the shopping orientation, the higher in the price concept of 'price knowledge'. Adolescents who have experience to shopping through internet shopping mall, have the higher enjoy as leisure, shop loyalty, compare products' in shopping orientation, and the higher 'economic, price knowledge' in price perception than those who have not. Socio-statistics parameters are found to affect adolescents' shopping orientation and price perception. Adolescents had average scores in 'shop loyalty', while they had high scores in 'compare products'. Thus, in order to have superior position in adolescent's market, detailed product specification and information are necessary to enhance their shop loyalty. Adolescents thought the price was economical, and they had less concept in 'price knowledge' due to their position. Unlike adults, adolescent's gender does not have effects on their 'economic concept. Male students also had high scores in 'economic concept' as much as female students did.

Research on the Wearing Conditions of Rash Guard in Marine Leisure Activities (해양 레저활동에 따른 래시가드의 착용실태 연구)

  • Lee, Myung Hee
    • Fashion & Textile Research Journal
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    • v.14 no.6
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    • pp.977-982
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    • 2012
  • We investigated the characteristics of subjects in marine leisure activities and the wearing conditions of a rash guard through a consumer survey. The questionnaire examined the number of rash guards owned by different styles, wearing size, choice of rash guard compared with ordinary clothes, and the satisfaction in a rash guard (color, textile, size, quality, price, function, and design) using Likeret Scales. The subjects were 105 adult men and the data analysis utilized an SPSS 20.0 Package. The results were significant for wearing conditions correspondent with the marine leisure activities. More years of experience resulted in a higher number of rash guards owned. A higher level of participation in sport resulted in more different styles of rash guards. More years of experience resulted in an increase preference for tight rash guards. In the case of wearing L and XL size that selected the smaller rash guard over the ordinary clothes, it was evaluated at "satisfaction" level in color, textile, size, quality, function, design. In the case of wearing XS, S and M size that did the larger and same as ordinary, it was at "ordinary" level and bellow.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

The Effect of Changes in Leisure Consumption Culture on the Modern Economy

  • SEONG, Dong-Ho
    • The Journal of Industrial Distribution & Business
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    • v.13 no.7
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    • pp.37-45
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    • 2022
  • Purpose: Leisure time is an intrinsic part of the work-life balance that enables people to rejuvenate their energy and provides a platform to maintain their health while sustaining their productivity levels. The purpose of this study is to investigate the effects of changes in leisure consumption culture on the modern economy through various research materials. Research design, data and methodology: To have completeness in published systematic reviews and meta-analyses, the use of the standard Preferred Reporting Items for Systematic Reviews and Meta-Analyses checklist is essential and the present research selected this research design. Results: This research figured out that individuals who spend most of their leisure time watching TV have been shown to experience lesser satisfaction in their job designation and less happiness overall and also found that Leukocyte Telomere Length is influenced by the type of leisure an individual engages in. Conclusions: Overall, this research points out that the income effect may provide an inverse relationship between work time and labor in that high income from labor makes an individual less inclined to work to make the same money they made before the increased benefits. It is a narrative that may need further research in finding the principles that govern leisure in the labor force.

A Structural Relationships among Leisure Activity, Psychological Capital, and Quality of Life in Rural Healing Tourists (농촌 치유관광객의 여가활동 참여, 심리적 자본, 삶의 질의 구조관계 분석)

  • Kyung-Hee Kim;Yae-Na Park
    • Journal of Agricultural Extension & Community Development
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    • v.30 no.3
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    • pp.131-141
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    • 2023
  • This study aims to examine the structural relationships among leisure activity, psychological capital, and quality of life in rural healing tourists. Data were collected from 407 workers who had experience in rural healing tourism through an online survey. SPSS 28.0 and AMOS 28.0 were used for frequency, confirmatory factor, and structural equation modelling analysis. The results of structural equation modelling indicate participation in leisure activities had a positive effect on psychological capital. Psychological capital had a positive effect on quality of life. The results of this study suggest that leisure activities play an important role in improving workers' psychological capital. Through rural healing tourism, various outdoor activities, cultural activities, and social interaction with people using rural resources can help improve the psychological capital of workers.

The Effect of Tourism Experience on the Quality of Life of the Elderly (노인의 관광경험이 삶의 질에 미치는 영향)

  • Kim, Hyelin;Hyun, Insook;Woo, Eunjoo
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.232-240
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    • 2014
  • The study aimed to explore the association between tourism experience and the quality of life among the elderly over aged 65. Using a sample from Jeju, this study clarifies tourism experiences of the elderly and examines the relationship among tourism experience, six different life domains, and overall quality of life by generating theoretical and practical implications. Structural Equation Modeling approach was used to identify the relationships among the constructs. The results revealed that travel experience positively influences satisfaction with family, social, material, psychological, health, and leisure life domain. However, not all life domain satisfaction affects overall quality of life. Satisfaction with family, leisure, health, psychological well-being life domains was linked to overall life satisfaction among the elderly.