• 제목/요약/키워드: need on leisure

검색결과 250건 처리시간 0.02초

노인 여가프로그램 설계를 위한 기초연구 (A Preliminary Study on the Tentative Plan of Leisure Program for the Elderly)

  • 윤소영
    • 가족자원경영과 정책
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    • 제10권4호
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    • pp.47-63
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    • 2006
  • The purpose of this study was to discuss leisure program to guarantee the leisure right of the elderly. In order to study on the change of leisure perspective and the existence of leisure need, it has based on the leisure program of the elderly in welfare institutions. It was suggested that; The contents of leisure program of the elderly would contain the change of leisure perspective, discovery of leisure need, improvement of the elderly's function(physical health, psychological satisfaction, and social relations), and development of new interest. In specific context, it was varied from the conditions and environments(space or equipment) in each institutes.

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A Study on the Current Status and Librarian Perception of Readers' Advisory in Korean University Libraries: A focus on Leisure Reading

  • Jeong, Dae-Keun
    • International Journal of Knowledge Content Development & Technology
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    • 제10권4호
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    • pp.83-101
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    • 2020
  • This study attempted to establish the role of university libraries for leisure reading by identifying the current status of university libraries about leisure reading, which is a part of the reading support service and by investigating and analyzing the university library librarian's percep tion of the necessity of leisure reading. To this end, a survey was conducte d on university libraries. As a result of the survey, 78% of university libraries were conducting leisure reading, and 72% of them provided separate space. Separate manpower was provided only in 30% of libraries, and book lists were provided mainly by best sellers. Regarding the need for leisure reading (4.28) and the role of university libraries (4.32), librarians responded that it was a necessary service for university libraries, and university library librarians that currently provide spaces and program s were more aware of the need.

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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    • 제10권4호
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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.

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

  • 이선미
    • 유통과학연구
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    • 제15권7호
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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.

속도경쟁사회에서 여가회복을 위한 성찰 (Recovery of Leisure in Competitive Speed Society)

  • 지현진
    • 한국콘텐츠학회논문지
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    • 제12권6호
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    • pp.448-456
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    • 2012
  • 본 연구의 목적은 무엇이 여가다운 여가인가를 되짚어 보고, 속도경쟁 사회에서 우리에게 진정으로 필요한 여가는 무엇인가에 대한 성찰의 기회를 제공하는 것이다. 이를 위해 주요 여가개념을 분석하여 이 개념 안에 함축된 우리 사회의 가치판단을 읽어내고, 여가 본연의 가치를 회복하기 위해 필요한 논의를 전개하였다. 결론은 다음과 같다: 첫째, 자기계발과 사회통합 등 사회 순기능적 효과를 가져 오는 진지한 여가의 상대적 우월성을 강조하다보니 일상적 여가가 지닌 본연의 가치는 하향 평가되는 오류를 범하였다. 일상적 여가는 그 자체를 수행함으로써 삶의 균형을 이루려는 인간 본연의 욕구를 충족시켜줄 뿐 아니라 신체적, 심리적으로도 긍정적인 효과를 동반한다는 점을 간과하지 말아야 한다. 둘째, 진지한 일상적 여가의 이분법적 구조의 오류를 극복하기 위해 여가행위의 재연방식으로 정의한 빠른 느린 여가 개념에 대한 이론적 검토가 좀 더 세밀히 이루어져야 할 것이다. 셋째, 우리가 구태의연하고 생산적이지 못하다고 배척해온 삶의 방식도 그 자체를 구현함으로써 충분히 의미가 있다는 의식의 전환이 필요하다.

여가활성화 방안 모색을 위한 여가실태 및 요구에 관한 연구 - 중년층을 대상으로 - (A Study on the Actual Status and Needs of Leisure of Middle Age)

  • 신환경;이준민
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2004년도 추계학술대회 논문집
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    • pp.207-212
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    • 2004
  • The propose of this study is to grasp actual status and needs of leisure of middle age. The questionnaire survey is used, the subjects are middle age from 40${\sim}$50's living in big city. The questionnaire consists of leisure, leisure actual condition, leisure satisfaction and need. Frequency, percent, average, x2-test, t-test and ANOVA are used for data analysis. The results of this study are as following; First, leisure is necessary to elevate Quality of life in terms of spiritual , psychological stability and physical health. Second, subjects have more leisure time in weekend the characteristics of leisure time are scattered in woman. Third, in the future the subjects wish to have leisure with family. Therefore, it is necessary to develop leisure program and facilities to promote family leisure. Fourth, the subjects are not satisfied with current leisure for unsufficiency of leisure time, cost, facility and program. Fifth, present leisure behavior characteristics are restrictive and passive. In the near future, however, they showed desire to engage in divers forms of leisure including active and participant leisure.

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지역사회 여가시설 개발을 위한 주 5일 근무자들의 여가행태 분석 연구 (A Study on the Characteristics of Leisure Behavior of the Five-Day Workweek Company Employees for Developing Leisure Facilities in Residential Environment)

  • 신화경
    • 가정과삶의질연구
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    • 제23권5호
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    • pp.181-190
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    • 2005
  • The purpose of this study was to investigate the characteristics of leisure behavior of the five-day workweek company employees for developing leisure facilities in residential environment. The questionnaire survey was used. The subjects of questionnaire survey were 247 staffs of 4 banks. The questionnaire consisted of leisure time, the cost of leisure, consciousness of leisure, actual condition and need of leisure activities and spaces, leisure satisfaction and limitation on leisure. Frequency, percentage, and mean, correlation, $x^2-test$, and factor analysis were used for data analysis. The major results were as follows. 1) Leisure is necessary to strengthen the unity of family and cultivate the sentiment. 2) The degree of satisfaction of leisure facilities was lower than neutral. The satisfaction of leisure facilities related with cost, time of leisure, information of leisure facilities and program, and leisure environment. 3) Present leisure behavioral characteristics were restrictive and passive. However, the subjects showed hopes to increase their leisure activities and to engage in diverse forms of leisure in the future. Also, they showed an increased desired ratios in participating in each leisure activities. 4) In terms of location, they needed leisure facilities which was closer to their house.

농촌지역 청소년여가문화센터 개발계획에 관한 연구 - 거창군 청소년여가문화센터 개발계획을 중심으로 - (A Study on Development Planning of Cultural Center of Leisure for Teenagers in a Rural Area - Focused on Development Planning of Cultural Center of Leisure in Geochang-gun -)

  • 주우일;권현철;김근성
    • 한국농촌건축학회논문집
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    • 제9권2호
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    • pp.75-85
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    • 2007
  • This study is purposed to setting up leisure facilities for provincial teenagers. And this center will be constructed facilities considering young boys and girls's need in geochang-gun. It is carried out those as follows;(1) it is, first of all, examined architectural factors concerned about an demand of young boys and girls in geochang-gun;(2) it is, secondly, established spaces and programs that it is analyzed an alternative proposal considering merits and faults;(3) it is, finally, suggested facilities of It's. The result of study, A development planning of "geochang-gun leisure cultural center" is suggested that it is induced to 'cultural building', 'physical exercise facilities' and 'a boarding house for students of the back regions'. It is, Ultimately, focused development of leisure facilities on demands and feelings of teenagers in a rural area.

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여가활동 참여자의 여가태도가 심리적 행복감에 미치는 영향: 여가만족의 매개효과 검증 (Investigating the Mediation Effect of Leisure Satisfaction on Relationship between Leisure Attitude and Psychology Happiness)

  • 안병욱
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제9권4호
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    • pp.725-733
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    • 2019
  • 본 연구는 한국의 여가활동 참여자들의 여가태도가 심리적 행복감에 미치는 영향을 분석하는데 여가만족이 매개변인으로서의 효과를 검증하고자 한다. 본 연구의 대상자는 서울과 경기도에 거주하는 성인남녀 179명으로 편의표본추출법을 사용하여 모집하였다. 본 연구의 목적을 규명하기 위하여 SPSS 18.0과 AMOS 18.0 프로그램을 사용하여 빈도분석, 신뢰도 분석, 확인적 요인분석, 상관관계 분석, 구조방정식모형 분석 등을 사용하였다. 위와 같은 연구 과정을 거쳐 다음과 같은 연구결과를 도출하였다. 첫째, 여가활동 참여자의 여가태도는 여가만족에 긍정적인 영향을 미쳤다. 둘째, 여가활동 참여자의 여가태도는 심리적 행복감에 영향을 미치지 않았다. 셋째, 여가활동 참여자의 여가만족은 심리적 행복감에 영향을 미치지 않았다. 여가활동에 대한 참여자들의 태도, 즉 여가태도는 여가만족에 긍정적인 영향을 미쳤으나, 심리적 행복감에는 영향을 미치지 않았다. 여가만족은 여가태도와 심리적 행복감 간에 매개효과가 없는 것을 알 수 있다. 하지만, 여가태도가 여가만족에 영향을 미치는 것으로 보아, 지속적으로 여가활동에 참여할 수 있는 인프라 구축이 필요하다.

한국과 중국 아동의 방과 후 생활실태와 여가요구 및 학업스트레스 (The After-School Lives of Korean and Chinese Children, Their Need for Leisure, and Academic Stress)

  • 장위천;이완정
    • 가정과삶의질연구
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    • 제27권6호
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    • pp.31-42
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    • 2009
  • The purpose of this study was to compare the after-school lives of Korean and Chinese children, as well as their need on leisure, and academic stress. A total of 746 subjects participated in the study: 369 4th graders and 377 3rd graders; some were sampled in Incheon City, South Korea, and others in Dandong City, China. The SPSS WIN 12.0 Program was used to analyze the collected data, and the statistical methods employed were Frequency, the Chi-square test, the two-way ANOVA. The main results showed that neither Korean nor Chinese children had various after school.activities, or had enough time for leisure. Whereas the Korean children tended to study or use computers during their after-school time, their Chinese counterparts mainly studied or did homework, and they experienced a higher level of academic stress from their parents than the Korean children.