• Title/Summary/Keyword: serious leisure

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Frame Analysis of Newspaper's Coverage Related to Leisure of Older Adults (노인여가관련 신문보도의 프레임 분석)

  • Oh, Sae-Sook;Kim, Jong-Soon;Shin, Kyu-Lee
    • Journal of Wellness
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    • v.7 no.2
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    • pp.25-37
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    • 2012
  • The purpose of this study was to analyze the mass media's news framing on the elderly leisure. For this, researchers collected news articles from daily newspapers such as Chosun Ilbo, Hankyoreh, Kyunghyang Shinmun, and analysed the news framing of them through text-analytic approach. Total of 153 news the about elderly leisure between 1990 and 2010 were used for frame analysis. The Frame analyses were divided by formal frame and content frame. The formal frame was formed by deduction based on the classification method of Iyergar(1991) and the content frame was formed by induction according to the analysis of overall themes and titles of news. The main result could be summarized as follows: First, the analysis of formal frame showed that the episodic frame was predominantly high which focused on specific event or occurrences about elderly leisure. Second, it was found by content frame analysis that elderly leisure's facilities, health, serious leisure, policy frame were main subjects of news framing.

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.

Analysis of the Needs of Middle and Elder Generation on Serious Game for the Elderly (노인용 기능성 게임개발을 위한 중노년층의 수요분석)

  • Lee, Yoon-Jung;Ahn, Joon-Hee;Lim, Kyunq-Choon
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.75-101
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    • 2009
  • The purpose of this article is to analyze the needs of middle and elder generation about serious game for the elderly. The results of this study are; (1) elder generation prefers leisure activities such as mountain climbing, yoga, golf, walking and travel, etc., for health, interest, the development for oneself and relieving stress; (2) they don't prefer game activity for leisure, but prefer to use serious game for health, simulation, medical treatment and sports than middle generation; (3) elder generation has various characteristics and needs so that we should consider their demographical variables when we research and develop serious game contents for the elderly.

An Exploratory Study on Outcome Variable for Educational Serious Game (교육기능성게임의 효과성 측정에 대한 연구)

  • Yoon, Clara;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.546-552
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    • 2016
  • With the increasing popularity of computer games as a leisure activity, there has been a rise in the interest in the effectiveness of serious games. Many of the earlier researches are focused on evaluation of effects, types, developments of serious games, whereas little is known about the after effects of serious games. The aim of this paper is to examine the previous literatures on serious games in regard to their impacts and outcomes of gaming for the purpose of empirical evidence as impacts and outcomes are needed for exploratory study of variable outcomes of educational serious games. It is worth noting that current review would be used as an outcome indicator for verifying the after effects of both cognitive and educational after the usage of these educational serious games.

Actual Analysis and Solution of Aquatic Leisure Activity Safety Accident Around Coast (연안역 수상레저활동 안전사고 실태분석 및 개선방안)

  • Jeong Jong-Seok
    • Journal of Navigation and Port Research
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    • v.30 no.3 s.109
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    • pp.247-251
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    • 2006
  • By becoming 21st century which run be charactered as highly industrialized society which spreads diversification and individualization, there have been elevation of income level and increase of time for leisure activity by introducing 5 working days system. And this brings out increasing of aquatic leisure activity population and the contents of the leisure becomes very active. Static indoor activity which was the main current of the leisure activity in the past, however, it is now called for outdoor activity accompanied by the society growth and even expands towards that people get into action and experience by their own free will. With this point of view, the aquatic leisure run become a safe activity. But with a rapid growth of aquatic leisure activity, safety concerns become a serious problem. To prevent safety accident, training should be given, safety inspection and registration should be requested, and strong support of system is needed so users can have an insurance for safety accident. These complements are necessary for overall nourishment and management measure to charge in systematical safety for the users.

people who live with two wheels: MTB's life who changed their jobs through their leisure (두 바퀴 인생을 사는 사람들: 여가활동을 통해 관련 직업으로 이직한 MTB 참여자의 삶)

  • Ham, Hyung-Seok;Won, Young-Shin;Im, Sung-Chul
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.95-110
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    • 2016
  • The purpose of this research is to analyze and understand MTB(mountain bike) participants' life in subcultural perspective. This research was completed by 8 people live in Seoul, Gyeonggi and Incheon who regularly participated their activity and changed their job to MTB. Observe them by participation, in-depth interview, field notes and researcher's daily records were methods to collect these data. To accomplish this purpose of study, I chose ethnographic Research. As a result, feeling doubt of their previous life, be caught in unique fun of MTB that made them to think MTB leisure seriously as a job, experience of its professionalism they learnt, and changed their job voluntarily were majority opinions. After they changed their job, they seems to have weisure life, more enthusiastic, got positive attitudes than before. Final conclusion of this report is 'close relationship between MTB facility and day life ' and 'tourism's attraction brought them to change their job. This changes gave them satisfaction to their personal life. In socially, it made a large contribution for development of leisure industry by creating new jobs like MTB tour guide and MTB assemblyman.

An investigation of factors influencing the participation of stroke survivors in social and leisure activities

  • Ahn, Si-Nae;Hwang, Sujin
    • Physical Therapy Rehabilitation Science
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    • v.7 no.2
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    • pp.67-71
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    • 2018
  • Objective: Participation restrictions are serious problems that stroke survivors experience while reintegrating into family, work, community, and social situations after participating in rehabilitation programs. The purpose of this study was to explore the factors affecting participation in activities of daily living (ADL), as well as social and leisure activities of individuals with hemiparetic stroke. Design: Cross-sectional study. Methods: The study involved 96 participants who were diagnosed with a first stroke 6 months before the study (58 men, 38 women; $60.3{\pm}14.3years$). The Berg Balance Scale, Modified Barthel Index, Manual Function test, and Activity Card Sort were used to assess static and dynamic balance function, upper limb function, level of independence, and their level of participation within the community. A regression analysis was used to identify the influence of factors affecting participation in ADL, social and recreational activities. Results: The Activity Card Sort scores were significantly affected by the Manual Function test and Modified Barthel Index scores (p<0.05). Participation in leisure activities was affected by the level of independence. Participation in social activities was affected by the balance function and level of independence of the participants. Conclusions: The results of this study have shown that participation restrictions are affected by upper limb function, balance function, and the level of independence in individuals with hemiparetic stroke.

A Study on Martial art for suggesting the role of Martial art Sports as a Leisure Activity (여가활동으로서의 무도스포츠 역할 재고를 위한 고찰)

  • Lim, Young-Sam
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.564-570
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    • 2020
  • The purpose of this study is to examine the preceding studies and suggest alternatives to establish the role and value of martial arts sports as a leisure activity. To achieve the purpose of this study, the keywords and themes of leisure-related journals were extracted and the articles and current status of martial arts-related journals in Korea were derived using SPSS descriptive statistics method. The subjects of the analysis were 'mudo' and 'leisure' of leisure-related journals between 2005 and 2017, and an interpretative textual analysis was conducted to analyze the contents of individual studies. According to the results of the survey on the actual condition of participation in the 2016 National Sports for all, Taekwondo was ranked 5th among the top 5 sports with 6.1% of the sports for all, and Taekwondo and Kendo were ranked 1st and 2nd respectively in the sports for all students and the clubs that they want to join in the future. Second, the study on martial arts in the journals related to leisure was found most in 2006 and 2010, but only one study was not conducted after 2014, which confirmed that the absolute number of studies was very insufficient. Third, the research themes of the journals related to leisure were serious leisure, female college students, physical self-concept, social development, leisure recreation class, job satisfaction, life satisfaction, training, leisure constraints, etc., and the study of martial arts related to leisure was found to require quantitative and qualitative multilateral approaches. Fourth, in the current status of dance related studies by year in domestic journals, two of 23 studies in 2007 were conducted on leisure topics, and the average number of studies related to domestic martial arts and leisure related papers was 5.65%, which is very low. In conclusion, as a result of analyzing the trend of research on leisure as a martial arts sport, it is necessary to suggest the direction of future research that can reconsider the role and value of martial arts sport as a leisure activity that can improve the quality of life and happiness in future society through quantitative and qualitative improvement.

Subjective Quality of Life According to the Recreation Specialization and Serious Leisure (레크리에이션 전문화와 진지한 여가에 따른 주관적 삶의 질)

  • Woo, Hyo-Dong;Hwang, Sun-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.159-160
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    • 2014
  • 본 연구는 레크리에이션 전문화와 진지한 여가의 하위요인 특성에 따라 여가활동 참가자들을 다섯 개의 집단으로 군집화하고, 집단 간 비교분석을 통해 주관적 삶의 질 인지수준에 차이가 있는가를 검증했다. 연구결과는 다음과 같다. 레크리에이션 전문화와 진지한 여가의 하위 요인 특성과 주관적 삶의 질 인지 수준은 차이가 있는 것으로 나타났다.

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ENFORCING RIGHTS OVER DIGITAL ASSETS

  • Chan Leng Sun
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.69-93
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    • 2023
  • For many people, the digital domain is becoming as important as the real world. The virtual environment is no longer just a place for entertainment and leisure. Blockchain transactions are serious business. Digital assets are seen as investments, with as much real value as physical assets. Does the law protect rights in digital assets, such as cryptocurrencies and NFTs? This article discusses recent case law that expands the common law concept of property to digital assets.