912 resultados para Serious Leisure
Resumo:
A sport egyre fontosabb tényezővé válik a társadalomban, és gazdasági súlya is egyre szignifikánsabban jelentkezik. A sportgazdaságtani írások nagy része azonban a hivatásos sporttal foglalkozik, a szabadidősport nem kap elég súlyt. Downward és szerzőtársai még 2009-ben is az elméleti és gyakorlati munkák hiányára hívták fel a figyelmet. Jelen cikk a szabadidősporttal kíván foglalkozni, és célja, hogy bemutassa, milyen értéket teremt a szabadidősport az egyén, a vállalatok, a társadalom és a gazdaság számára, valamint azt, hogy az egyes szereplők a szabadidősport által milyen módon lehetnek versenyképesebbek. A szabadidősport és a versenyképesség rövid fogalmi definiálása után a szerző bemutatja az irodalom-feldolgozás és a 31 kvalitatív mélyinterjú kapcsolódó eredményeit. ___________________ Sport has always been an important part of society but it is now becoming an increasingly important part of the economy. The sport management literature mostly deals with competitive sport, leisure sport has a week position. Downward et al.have written about the lack of theoretical and empirical works in the area of leisure sport. This article deals with leisure sport, the aim of the author’s work is: to present the value creation of leisure sport for individuals, companies, for society and economy, and to examine how they could be more competitive through leisure sport. After presenting short definitions of leisure sport and competitiveness, the author does literature review and presents the most important thoughts of the articles and the results of my 31 qualitative in-depth interviews.
Resumo:
A sporttermékek iránti kereslet kialakulására a sportszocializáció meghatározó befolyással bír. A sport kiemelkedő szerepet játszik a mai modern társadalomban. Jelentős gazdasági súlyt képvisel, továbbá lehetőséget ad a személyes fejlődésre és a társas kapcsolatok kialakítására, ápolására. Az egyéni személyes előnyök mellett a sportolás támogatása révén a társadalom egészségi állapotának költséghatékony megőrzése is biztosítható. Ezzel együtt hazánkban alacsony a szabadidősportban való részvétel, a lakosság egészségi állapota romlik, az ülő életmód egyre terjed. Az elvégzett kutatás célja az volt, hogy olyan ismeretekre tegyen szert, amelyek segítségével megérthető a sportolást befolyásoló legfőbb tényezők hatása, így az egyén szűk környezetének (család, barátok, iskola) jelentősége, a társas befolyás hazai jellegzetességei. Ezek az ismeretek elősegíthetik mind a profit, mind a non-profit szféra számára a lakosság sikeresebb megszólítását, hozzájárulva egy aktívabb társadalom megteremtéséhez. _______ Sport socialization has high relevance to generate demand for sport. Sport plays an important role in today’s modern societies. It has enormous economic significance and provides opportunity for personal development and for establishing new or keeping existing social relationships. Besides individual personal benefits, supporting sport also ensures the costefficient maintenance of good health on a social level. However sport participation and sport spectatorship are both low in Hungary. At the same time the health status of residents are worsening and the society is characterized by a sitting, sedentary lifestyle. The goal of the study is to gather information on the primary factors influencing sport participation, especially the significance of the close social environment of the individual (family, friends and education). Understanding why people participate in sports and how they can be motivated to do so is of primary importance to both the private and the state sector, explained by business interest and by the need to ensure the healthy operation of the society.
Resumo:
Napjainkra a sport, a valamikori egyértelműen civil tevékenység összetett, folyamatosan változó és jelentős üzleti lehetőségeket rejtő iparággá fejlődött. Ebben az iparágban a hivatásos sport esetében öt piac működik: a fogyasztói piac, a játékos piac, a szponzori piac, a közvetítési jogok piaca és a merchandising piac. A szabadidősport esetében is azonosíthatók piacok. A szerző célja e piacok magyarországi működésének bemutatása, amit 31 kvalitatív mélyinterjúhoz kapcsolódó eredményei segítségével tesz meg _____ Sport, which was the activity of the civil sphere, has become a complex, continuously changing industry with significant business opportunities. In the case of professional sports there are five markets: consumer, player, sponsor, media (broadcasting) and merchandising markets. In the case of leisure sports the author can also identify different markets. The aim of this paper is to present these markets in Hungary with the help of the results of the author’s 31 qualitative in-depth interviews.
Resumo:
The use of permanent prompts for individuals with severe disabilities has been shown to be effective in acquiring new skills, improving the accuracy and maintenance of existing skills, and in eliminating the need for trainer prompts. However, this technology has not been evaluated for its potential impact in promoting leisure participation. In this study, two men with mental retardation were administered auditory and/or visual prompts to investigate their effect on increasing participation in a leisure activity. In addition, their performance was evaluated to establish whether continuous versus intermittent schedules of the prompts would influence participation. The data were collected using a partial interval observation system and evaluated using a multiple baseline and an alternating treatment design. While both men increased their participation modestly in the leisure activity, there was no substantial difference between the two prompting schedules. ^
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The rate of fatal crashes in Florida has remained significantly higher than the national average for the last several years. The 2003 statistics from the National Highway Traffic Safety Administration (NHTSA), the latest available, show a fatality rate in Florida of 1.71 per 100 million vehicle-miles traveled compared to the national average of 1.48 per 100 million vehicle-miles traveled. The objective of this research is to better understand the driver, environmental, and roadway factors that affect the probability of injury severity in Florida. ^ In this research, the ordered logit model was used to develop six injury severity models; single-vehicle and two-vehicle crashes on urban freeways and urban principal arterials and two-vehicle crashes at urban signalized and unsignalized intersections. The data used in this research included all crashes that occurred on the state highway system for the period from 2001 to 2003 in the Southeast Florida region, which includes the Miami-Dade, Broward and Palm Beach Counties.^ The results of the analysis indicate that the age group and gender of the driver at fault were significant factors of injury severity risk across all models. The greatest risk of severe injury was observed for the age groups 55 to 65 and 66 and older. A positive association between injury severity and the race of the driver at fault was also found. Driver at fault of Hispanic origin was associated with a higher risk of severe injury for both freeway models and for the two-vehicle crash model on arterial roads. A higher risk of more severe injury crash involvement was also found when an African-American was the at fault driver on two-vehicle crashes on freeways. In addition, the arterial class was also found to be positively associated with a higher risk of severe crashes. Six-lane divided arterials exhibited the highest injury severity risk of all arterial classes. The lowest severe injury risk was found for one way roads. Alcohol involvement by the driver at fault was also found to be a significant risk of severe injury for the single-vehicle crash model on freeways. ^
Resumo:
Manystudies have been conducted about hotel attributesrelated tothehotel choice decision as a part ofacustomer’s pre- purchase behavior(Dolnicar&Otter, 2003). Althoughit iscritical for hotel managerstounderstand post-trip behavior because such behaviorsmaydirectlyinfluence their futurebehavior, therearefew researchstudieswhich examine hotel attributesrelated to acustomer’spost-trip behavior.This studyteststhe relationship between leisure traveler’shotel attribute satisfaction and overall satisfaction in the post-trip behaviorperspectiveina hotel setting andexaminestherelative impactofhotel attributesatisfaction in influencing overall satisfaction. Multiple regressionwas used totestthe relationship and hotel attribute satisfaction isan important antecedent tooverall satisfaction. Theoretical and practical implications ofthe studyare discussed.
Resumo:
Manystudies have been conducted about hotel attributesrelated tothehotel choice decision as a part ofacustomer’s pre- purchase behavior(Dolnicar&Otter, 2003). Althoughit iscritical for hotel managerstounderstand post-trip behavior because such behaviorsmaydirectlyinfluence their futurebehavior, therearefew researchstudieswhich examine hotel attributesrelated to acustomer’spost-trip behavior.This studyteststhe relationship between leisure traveler’shotel attribute satisfaction and overall satisfaction in the post-trip behaviorperspectiveina hotel setting andexaminestherelative impactofhotel attributesatisfaction in influencing overall satisfaction. Multiple regressionwas used totestthe relationship and hotel attribute satisfaction isan important antecedent tooverall satisfaction. Theoretical and practical implications ofthe studyare discussed.
Resumo:
This is a qualitative and reflexive research with focus on digital literacy. Among the digital media that could support the teaching of argumentation in the Science & Technology and Information Technology undergraduate courses of the Federal University of Rio Grande do Norte, we chose a serious game as object of research. Given the object of study in the discipline of reading and writing II – argumentation and genre from the order of argumentative writing -, common to the undergraduate courses mentioned, we invest on the development of a serious game, named ArgumentACTION, because we believe that it may, in fact, become a promising didactic instrument. Therefore we intend to understand whether and how this game can help students develop their reading and writing skills more independently, specifically towards an argumentative order genre: the opinion piece. With this research, we intend to contribute to the teaching of the Portuguese language on three bases: extending theoretical scope, in order to generate greater intelligibility on the teaching-learning process of argumenting; proposing a new methodological possibility, with the incorporation of a serious games to teaching; perfecting the game with which we are working, in order to build – and make available – a more refined digital tool to subsidize the teaching and learning of reading and writing of opinion pieces. To do so, we use the following as theoretical-methodological: Studies of Literacy (KLEIMAN, 2012b; TINOCO, 2008; OLIVEIRA, 2010; GEE, 2009; 2010; ROJO, 2012), The Applied Linguistics (KLEIMAN, 1998; BUSH-LEE, 2009), The Philosophy of Language (BAKHTIN, VOLOSHINOV, 2012) and Critical Pedagogy (DEWEY, 2010). A group of students from the upper mentioned undergraduate courses collaborated with this research by playing and analyzing the game. They were also interviewed about their experience in this matter. From the data generated, we established the categories of analysis: decollection, interest, multimodality/multisemiosis and interactivity, agent of literacy, learning principles. The conclusions we obtained show that the investment in applications, especially games, can bring real benefits to the teaching/learning of the Portuguese language; moreover they reveal that the work on argumenting has much to gain with the incorporation of serious games; however the possible advantages depend on a focused teaching practice and constant improvements and updates of this type of interactive tool, as well as the pedagogical practice from those who use and develop the games.
Resumo:
The Brazilian prison system is going through a serious crisis, not only due to the growth in the number of prisoners and the consequent overcrowding of prisons, but also for the violation of human rights, institutionalization and difficulty in social rehabilitation of inmates. Furthermore, the harmful effects of the prison system affect their workers, who generally are not prioritized by researchers, health programs and government policies. The literature pointing to some consequences of work in prison, among them, the mental illness, stress, alcohol abuse, etc., but little is known about this profession, their problems, the difficulties of their work routine, so as subjective processes involved. So, what are the effects of this work in the prison in the lives of correctional officers? What strategies developed to address the work in prison? This research aims to analyze the effects of this work in the prison in the lives of correctional officers from the state prison in Parnamirim, located in the metropolitan region of Natal-RN. Within the theoretical and methodological perspective of institutional analysis and cartography were carried conversation circles, interviews, in addition to participant observation of the correctional officers work’s routine. The results point to a working routine marked by the performance of procedures that involve risk to the worker, generating situations of tension and stress. Besides, the culture of violence (which is implemented in jail everyday) as well as the training and initial learning of the profession, are responsible for the militarization process of the subjectivities of the correctional officers, producing hard subject, disciplined, stiff, likely to violent practices and other rights violations. Other mapped effects relate to the acquisition of knowledge about the human (“psy” knowledge) responsible for forging the conception of the criminal as "dangerous subject", which, in turn, acts as subjectivity vector in the daily life of prison guards by setting up a way of life crossed by fear and insecurity outside the work environment. Produces a control in the open about their lives and their families, limiting them with regard to family and community life and the realization of leisure activities in public spaces. In this sense, it appears that the arrest acts producing “bad meetings” (from Espinosa's perspective), once it produces sad affections responsible for weakening the conatus, limiting the possibilities of action of these subjects. Although agents develop some strategies to deal with the difficulties of working in prison (among which stand out the development of other professional or leisure activities, spirituality / religiosity and the ability to separate the labor moments from those of their the personal lives, is advocated that such strategies do not offer significant resistance, since they do not question the contemporary legal-criminal logic. The thesis presented supports the proposals of penal abolitionism to present other conceptions of crime and justice through the invention of other practical and conceptual strategies.
Resumo:
The number of overweight people has increased in the last few years. Factors such as attention to diet and changes in lifestyle are crucial in the prevention and control of obesity and diseases related to it. Experts believe that such actions are most effective when initiated during childhood, and that children raised in an environment that encourages physical activity ultimately become healthier adults. However, to arouse and maintain interest in such activities represent a major challenge, which are initially perceived as repetitive and boring, and, thus, soon abandoned. Computer games, traditionally seen as stimulants to a sedentary lifestyle are changing this perception using non-conventional controls that require constant movement of the player. Applications that combine the playfulness of such games to physical activity through devices, like Microsoft Kinect, might become interesting tools in this scenario, by using the familiarity of Natural User Interfaces along with the challenge and the fun of video games, in order to make attractive exercise routines for schoolchildren. The project carried out consists of an exergame composed of several activities designed and implemented with the participation of a Physical Educator, aimed at children between eight and ten years old, whose performance and progress can be remotely monitored by a professional via web interface. The application arising from this work was accompanied by tests with a group of graduating Physical Education students from the University of Rio Verde GO, and subsequently validated through questionnaires whose results are shown on this work.
Resumo:
Los juegos serios (o videojuegos educativos), se consideran una herramienta importante para la educación en el futuro. Por ello, se está invirtiendo mucho esfuerzo en el análisis de su corrección e idoneidad para alcanzar los objetivos educativos pretendidos. El campo de análisis de aprendizaje con juegos pretende proporcionar herramientas que verifiquen estas características mejorando la calidad y efectividad de los juegos serios. Para ello, se necesitan normalmente tres etapas: 1), monitorizar los datos de la interacción del jugador con el juego; 2), analizar esos datos recolectados; y 3), visualizar los resultados. En este contexto, hay algunos asuntos importantes a considerar: nivel de conocimiento del juego, receptor de las visualizaciones finales o cantidad y complejidad de los datos. Estas ideas se ponen en práctica con dos ejemplos de juegos serios centrándonos en las dos últimas etapas del proceso. Se realizan varios análisis y visualizaciones con ellos considerando los diferentes aspectos antes mencionados. Entre las conclusiones que se pueden extraer, destaca que, a pesar de haber algunos aspectos aún por mejorar, el análisis de aprendizaje con juegos es una herramienta esencial para muchos usuarios con una amplia variedad de intereses en juego serios.
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Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.
Resumo:
Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.
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The use of serious games in education and their pedagogical benefit is being widely recognized. However, effective integration of serious games in education depends on addressing two big challenges: the successful incorporation of motivation and engagement that can lead to learning; and the highly specialised skills associated with customised development to meet the required pedagogical objectives. This paper presents the Westminster Serious Games Platform (wmin-SGP) an authoring tool that allows educators/domain experts without games design and development technical skills to create bespoke roleplay simulations in three dimensional scenes featuring fully embodied virtual humans capable of verbal and non-verbal interaction with users fit for specific educational objectives. The paper presents the wmin-SGP system architecture and it evaluates its effectiveness in fulfilling its purpose via the implementation of two roleplay simulations, one for Politics and one for Law. In addition, it presents the results of two types of evaluation that address how successfully the wmin-SGP combines usability principles and game core drives based on the Octalysis gamification framework that lead to motivating games experiences. The evaluation results shows that the wmin-SGP: provides an intuitive environment and tools that support users without advanced technical skills to create in real-time bespoke roleplay simulations in advanced graphical interfaces; satisfies most of the usability principles; and provides balanced simulations based on the Octalysis framework core drives. The paper concludes with a discussion of future extension of this real time authoring tool and directions for further development of the Octalysis framework to address learning.