• Title/Summary/Keyword: sports experience

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University Students' Awareness of the Changes in Mega Sports Events (대학생들의 메가 스포츠이벤트에 대한 의식변화)

  • Kim, Kyung-Ho;Lee, Jae-Hyung
    • Journal of Navigation and Port Research
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    • v.36 no.3
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    • pp.245-252
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    • 2012
  • This research aims to observe the alteration of consciousness that the mega sports event reaches on the university students. In order to attain the purpose of this research, direct and indirect participants in the Daegu World Championship in Athletics, including 228 male and female university students, were surveyed. T-test analysis, one-way Anova analysis, and regression analysis were performed for data processing and the research conclusions are as follows. First and foremost, there is an attentive difference within the group in the degree of participant passion in terms of degree of participation, the advantage of perception, perceived expenses, support as well as sustainability. Additionally, the university students' attachment and the degree of participation did not appear to be high and the economical part was sensitively perceived when taking into consideration of the degree of participation, the advantage of perception, perceived expenses, support as well as sustainability. The competition support as well as its continuity appeared to positively support the opening. Furthermore, the degree of participation, the advantage of perception, perceived expenses, support as well as sustainability appeared to be higher for the group with participating experience compared with the group with no participating experience.

The Relationship among Leisure Experience, Exercise flow Adherence of Senior in Fitness Center (스포츠센터 노인 운동 프로그램 참여자의 여가경험과 여가몰입 및 운동만족의 관계)

  • Lee, Seung-Bum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.159-167
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    • 2021
  • The main purpose of this study is to closely investigate the constructive relationship between leisure satisfaction, leisure ability, exercise satisfaction, and consistent motor behavior patterns of the elderly's participation in leisure life sports. In order to achieve this, we surveyed and utilized the sampling of conveniences that selected Yongin and Seongnam city in Gyeonggi-do sports clubs, and accumulated samples of the elderly in living sports. The sample size was 239 elderly people. Based on this, according to the purpose of the study, statistical techniques, spss 23.0, and amos programs were used for analysis. The satisfaction analysis used in the research for a data analysis includes frequency analysis, exploatory factor analysis, confirmatory facor analysis, reliability analysis, correnlation analysis and structure equation model analysis. The research has drawn the following conclusions, based on the above mentioned research method and its procedures: First, it affects the satisfaction of the leisure satisfaction movement. Second, leisure ability affects exercise satisfaction. Third, exercise satisfaction affects the consistent exercise persistence and immersion satisfaction of exercise. As a result, it can be seen that the leisure immersion according to the experience of leisure competence has an effect on the satisfaction of the exercise. As a result, and the continuation of the exercise.

The Effect of the Sensation Seeking Tendency of Leisure Sports Participants on Exercise Passion and Psychological Well-being (생활체육 참가자의 감각추구성향이 운동열정 및 심리적 행복감에 미치는 영향)

  • Yoo, Jung-In;Kim, Sung-Kue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.211-222
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    • 2020
  • The purpose of this study is to investigate how the influence of sensory weight on the physical fitness participants affects exercise passion and psychological well-being, and to provide basic data for improving the quality of life and well-being of the people. In order to achieve the purpose of this study, data were collected using participants' sensation seeking tendency, excercise passion, and psychological well-being scale, and various statistical analyzes were performed to obtain the following results. As a result of the analysis, first, it was found that there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the gender of participants in leisure sports. Second, there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the careers of participants in leisure sports. Third, the thrill and adventure of the sensation seeking tendency had a positive effect on the pleasure, immersion, and confidence of the psychological well-being, while pursuing experience on the self-realization of the psychological well-being, but it was found that the sense of boredom had a negative effect on the immersion of the psychological well-being. Fourth, the thrill, adventure, and pursuit of experience among the sensation seeking tendencies had a positive effect on the harmonious passion of exercise passion, but negative effect on the sense of boredom. Finally, it was found that exercise passion had a positive effect on all sub-factors of psychological well-being.

Explore the Activation of Marine Sports Experience by Applying the Extended Planned Action Theory (확장된 계획행동이론 적용을 통한 해양스포츠 체험 활성화 탐색)

  • Kim, Sung-Kue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.109-118
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    • 2020
  • This study examines the relative usefulness of the TPB and Extended TPB with the addition of the "Battery" variable to participants in marine sports experiences. The characteristics of behavioral theories (attitude, subjective norms, perceived behavioral control, and revisit intention) were compared. A total of 420 questionnaires were distributed and surveyed using the convenience sampling method to the general public who participated in the marine sports experience in S city in 2019. Finally, 385 copies of valid samples were extracted, except for the questionnaire. The following analyzes were performed using SPSS 21.0 and AMOS 21.0. Frequency analysis, confirmatory factor analysis, concept reliability, AVE value, Cronbach's α correlation analysis, hierarchical regression analysis, and independent sample t-test were performed. First, in the TPB, three predictors were found to have a positive effect on revisit intention. Attitudes, subjective norms, and prior knowledge, except for behavioral control, were found to have a positive effect. Second, the explanatory power to explain the return intention was 51.8% (3.3% more than plan behavior theory, p = .000). It can be seen that when prior knowledge is added as a new variable, it is an important factor in explaining intention to return. Third, prior knowledge variables were classified into high and low groups to compare the characteristics of the extended planning behavior theory. The results of the analysis showed that the group with higher prior knowledge had a higher mean value for the constituent variables of the extended planning behavior theory.

A Study on the Satisfaction and Environmentally-friendly Behaviors in the Urban Parks (친환경적 도시공원 만족도 및 이용형태에 관한 연구)

  • Joo, Shin-Ha
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.6
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    • pp.91-103
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    • 2008
  • The purpose of this study is to compare the satisfaction of the urban parks and to classify and assess the environmentally-friendly behaviors in the urban parks. For this purpose, the park user's behaviors and satisfactions were surveyed in 10 parks in Seoul and its suburb area. Parks are divided into 2 types, the walking-distance parks and the metropolitan parks, by time to reach, visit frequency and visit purpose. The park users are generally satisfied with the facilities, but not satisfied with some specific items, such as cultural facilities, accommodations for the handicapped, safety facilities and sports facilities. The environmentally-friendly behaviors are positively assessed in general, but the behavior of the natural experience was negatively assessed. The environmentally-friendly behaviors in the urban parks are classified into 2 factors; the experience factor and the activity factor. The parks are categorized into 3 types by these factors. For type I parks, the experience factor is dominant, but the activity factor is relatively low. For type II parks, the both factors are low and the parks are necessary to improve. And type III parks are positively assessed in the aspect of the environmentally-friendly behaviors, even though some park are necessary to complement.

The Prevalence and Associated Factors of the in-home Falls of the Elderly (재가노인의 낙상에 영향을 미치는 요인)

  • Mun, Young-Hee
    • Journal of Korean Public Health Nursing
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    • v.19 no.2
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    • pp.249-260
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    • 2005
  • Purpose: The purpose of this study is to analyze the realities related with the in-home falls of the elderly and also the factors that affect on the fails. Method: The data collection was carried out from January 10 to 13, 2005. The subjects of this study were 201 in-home elderly people over age 60 who resided at G city of Jeollabuk-do. Result: The following are the results from the analysis of collected data with using the SPSS program. 1. The number of people who experienced fall injuries was 51.7% within three years. Most cases of falls occurred in winter (52.4%), on roads (52.9%), wearing sports shoes (56.7%), when walking (56.7%), loosing their balance (54.8%), and slipping (54.8%). 2. The factors yielding the difference between the groups of elderly with the experience of fail injury and the group of elderly with no experience of falls showed a statistical significance for gender (p=.000), last academic career (p=.049), and number of people in the family (p=.041). 3. Among the factors related with health, the factors yielding the difference between the group of elderly with the experience of falls and the group of elderly with no experience of fails showed statistical significance for drinking (p=.015), dizziness (p=.000) and level of drug intakes (p=.015). 4. The elderly with the experience of fall injury as compared with the group of aged people with no experience of falls showed a higher degree of depression (p=.009). 5. From the result of logistic regression analysis to explore the factors affecting the experience of fall injury, it was found that there was a significant result for gender (p=.002) and depression (p=.018). Women as compared with men and the elderly with depression showed a higher rate of danger in falls. Conclusion: Based on the above results, it is expected that fall prevention programs are needed with regard to the general characteristics and health related characteristics, that is, the individual danger factors should be focused on such depression and gender as being the most important variables affecting the experience of falls.

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Image Quality for TV Genre Depending on Viewers Experience (시청자 경험에 의한 TV장르별 화질)

  • Park, YungKyung
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.308-320
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    • 2021
  • Conventional image quality studies have been focused on 'naturalness' and has relied on memory color. Memory colors are mainly formed for familiar objects with prior experience, and the more faithfully these memories are reflected, the more naturalness of the reproduced image quality increases. In particular, the brightness and saturation of memory colors play an important role in increasing the preference of image quality as well as naturalness. Therefore, in the case of existing image quality studies, image quality characteristics were studied focusing on natural objects and people with memory. We extracted representative images of each genre (sports, documentaries, news, entertainment and music, and movies), adjusted the brightness, contrast, and saturation of each image, and conducted an experiment to evaluate perceived quality. Based on situational context, the results of this classification indicated that genres of television content can be divided into two categories: proximate and indirect experiences. Proximate experience best characterizes outdoor sports, dramas, and nature documentaries, where their image qualities have shown to have a strong correlation with brightness and contrast. On the other hand, indirect experience best characterizes news, music shows and SF/action movies. The image quality perception for indirect experiences was shown to be closely related to and optimized by contrast and saturation.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

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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Body Image, Eating Behavior, and Weight Control Practices among Korean Adolescent Girls

  • Kim, Jung-Hyun;Lee, Myung-Hee;Lee, Joung-Ja
    • Nutritional Sciences
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    • v.5 no.4
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    • pp.245-255
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    • 2002
  • This study was designed to investigate body image, objective and subjective measurements of body size and shape, eating behavior, and weight control practices in 650 Korean adolescent girls; 500 of the subjects were 14 years old and enrolled in middle schools, while the remaining 150 were 17 years old and enrolled in high schools. Subjects responded anonymously to a self-administered questionnaire. The results showed that average height and weight of the subjects were 157cm and 49.5kg, respectively, while subjects ideal heights and weights averaged 164cm and 48kg, respectively. The ideal adult body heights and weights proposed by the subjects averaged 172cm and 55kg respectively. Over 50% of the subjects were dissatisfied with their body image; the degree of dissatisfaction with body image was higher in those who believed themselves to be fat. Most of the subjects wanted to lose weight and had tried to lose weight. Self-reported weight control practice methods included reducing food intake (31.9%), skipping meals (29.6%), exercise (25.8%), using slimming machines (6.9%), and using diet pills (5.1%). The heavier the subjects weight was, the greater the difference between the subjective and objective evaluations of body size. The body image scores of subjects who perceived themselves as fat were significantly lower than those of subjects who perceived themselves as normal or underweight. The difference between subjective and objective evaluations of body size, and the degree of obesity, were significantly higher in those subjects who had experience of weight control than those who had no experience of weight control. These results suggest that nutrition and health education programs for adolescent girls should be researched and implemented in order to establish a more realistic body image, positive habits in weight control, and healthful eating habits.