• Title/Summary/Keyword: satisfaction on leisure activity

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A Comparative Study of Domestic Travel Patterns and Determinant Factors Affecting Satisfaction by Generations (대한민국 국민의 세대별 국내여행 방식 및 만족도 영향요인)

  • Mi-Sook Lee;Yoon-Joo Park
    • Information Systems Review
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    • v.22 no.2
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    • pp.137-166
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    • 2020
  • While South Koreans overseas travelling rate has been increased every year, domestic travelling rate has been at a standstill for several years. The purpose of this study is to analyze domestic traveling styles of Koreans according to their generations in order to provide generation-specific traveling services. For this purpose, we categorized the survey respondents into four different generations, which are Millennium (age 19~34), X generation (35~54), Baby Boomer (55~64) and senior by following the criterions of the Korea National Tourism Organization. After then, we analyze factors related to travel preparation process, the actual traveling activities and satisfaction after the travel. In this study, 16,713 data collected by the Ministry of Culture, Sports and Tourism are used. The results of this study show that Korean people tends to acquire domestic traveling information from their own or acquaintances past experiences. Also, they do not prefer the organized trip for domestic travels, thus do not buy package products a lot. In addition, natural scenery, rich in cultural heritage, and convenient accommodation are the most important determinant factors affecting the overall travel satisfaction of level for all generations. The traveling characteristics for each generation are as follows. Millennium get traveling information from the internet a lot, and more specifically, they refer portal sites and social network services (SNS) in many cases. Also, they tend to travel in summer peak season to popular destinations and pursues active traveling experiences. Generation X has similar traveling patterns with Millennium, however they major transportation method is using their own car. Also, transportation convenience and satisfactory leisure activity are important factors affecting the overall satisfaction level to Generation X. On the other hand, Baby boomer generation has a greater emphasis on appreciation of nature, visiting famous restaurants, and relaxation, rather than actively participating experiencing programs. They travel evenly in summer and spring/fall season to many different areas instead of focusing on popular tourist spots. In addition, shopping and eating delicious food are the important factors affecting the overall satisfaction level for them. Lastly, Senior generation has similar characteristics with Baby boomer in many ways, however, they travel a lot on the same day using public transportations or car rental service. They prefer spring and autumn trips rather than summer peak season, and tend to buy packaged travel products a lot compared with other generations. If these different traveling characteristics of each generation are considered for organizing and customizing tourism services, it is expected that domestic tourism satisfaction level will be ultimately increased.

The Effects of Social Support, Self-Efficacy on Aging Anxiety of the Middle-Aged Women (중년여성의 사회적지지, 자기효능감이 노화불안에 미치는 영향)

  • Park, Jung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.569-577
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    • 2018
  • This study was conducted to determine the effects of middle-aged women's social support and self-efficacy on their aging anxiety, with the ultimate goal of providing basic information for devising educational and interventive programs to help reduce aging anxiety. Participants of this study were 210 middle-aged women living in B Metropolitan City. Data were collected from May 10 to 28, 2018, and statistically processed using t-tests, ANOVA, Pearson's correlation coefficient and stepwise multiple regression analysis. Participants showed significant differences in aging anxiety depending on age, education, monthly income, marital life satisfaction, leisure time activities, and number of friends. In addition, aging anxiety had significant negative correlations with social support and self-efficacy, and the main factors affecting middle-aged women's aging anxiety were found to be self-efficacy, marital satisfaction and social support. Of these, self-efficacy had the greatest effect, explaining 42.7% of the participants' aging anxiety. To help middle-aged women reduce their aging anxiety, it is necessary to provide them with programs that improve social activity participation, raise self-efficacy and promote relationships with family and communities. It is also recommended that these women be provided with educational and interventive programs that help them adjust to aging and develop a positive awareness of it.

A Study on the Social Exclusion Types of Middle-aged Single-person Households (중년1인가구의 사회적 배제 잠재집단 유형과 영향요인)

  • Chang, On Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.3
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    • pp.1-17
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    • 2022
  • This study focused on the heterogeneity of groups in single-person households, to identify how middle-aged single-person households is categorized by sub-groups and to come up with policy measures to overcome social exclusion by examining predictive factors for the type of social exclusion. Potential class analysis and multinomial logistic regression analysis were conducted on a total of 361 middle-aged single-person households using the 14th Korea Replication Panel data. The social exclusion index of these households was measured consisting of 10 six-dimensional indicators. The results showed that middle-aged single-person households had five different types: "non-exclusion"(29.6%), "health restriction"(14.3%), "interact restriction and middle-risk multiple-exclusion" (12.0%), "income and health exclusion"(14.1%), and "high-risk multiple-exclusion"(30.0%). More than 70% of the respondents experienced social exclusion, and most of the exclusion types were multiple exclusion. When examining the factors affecting each exclusion type, the 'subjective health level' was a common major predictor, and family interact, age and leisure activity satisfaction variables were significant predictors of the 'high-risk multiple exclusion type' and 'the interact restriction and middle-risk multiple-exclusion type'. Based on these results, a multidimensional intervention strategy is an effective measure to solve the social exclusion problem of middle-aged single-person households, and practical measures should be considered by strengthening 'health' and exchanges.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.