leisure motivation
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2021 ◽  
Vol 12 ◽  
Author(s):  
Yunlan Wu ◽  
Jianan Sun ◽  
Falu Fan ◽  
Xia Wang ◽  
Yuanqiu Peng

Purpose: To explore the relationship among leisure motivation, barriers, attitude and satisfaction of middle school students in Chengdu, Sichuan, to help students establish a positive leisure attitude and provide a reference for youth leisure counseling.Methods: Based on consulting research literature, this paper designs a survey volume of teenagers’ leisure motivation, barriers, attitude, and satisfaction; 2249 valid questionnaires of middle school students in Chengdu were obtained by stratified random sampling. The data were statistically processed by the combination of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA).Results: (1) There are significant positive correlation effects between leisure motivation and leisure attitude, leisure attitude and leisure satisfaction, and leisure motivation and leisure satisfaction; (2) There is a low degree of positive correlation effect (r = 0.35 *) between leisure barriers and leisure motivation, which is contrary to common sense and needs to be further studied in the follow-up; (3) Leisure barriers has no significant direct impact on leisure satisfaction, but it can have a significant negative impact on leisure satisfaction with the intermediary variable of leisure attitude; (4) Leisure motivation is the most important variable in the whole leisure model structure. It not only has the greatest direct impact on leisure satisfaction but also has a great positive impact on leisure satisfaction through the intermediary of leisure attitude.Conclusion: Adolescent leisure motivation, barriers, attitude, and satisfaction are complementary and interdependent. Among them, leisure motivation is the core variable and leisure attitude is the dual intermediary variable. Through the initiation of leisure motivation, helping adolescents establish a positive leisure attitude may be the key to ensure their leisure satisfaction.


2021 ◽  
Vol 55 (4) ◽  
Author(s):  
Lauren Lee Isaacs ◽  
Rhonda Nelson ◽  
Stephen Trapp

Virtual reality (VR) interventions can be motivating for clients when presented as treatment in healthcare settings. Researchers know little, however, about the elements of specific VR games that contribute to this motivation. This study aimed to describe differences among a sample of commercially available VR games using the four subscales of the Leisure Motivation Scale (LMS). The research team used a mixed-methods design, and compiled an expert panel of recreational therapists (N = 5) who evaluated eight VR games using Q-sort methodology. Semi-structured interviews generated additional data for the evaluation. Results indicated participants viewed certain VR games as containing elements more closely aligned with each of the LMS subscales of intellectual, social, competence-mastery, and stimulus avoidance than others. These findings represent a critical step in developing guidelines for the purposeful selection of VR games as treatment interventions in recreational therapy practice based on a client’s leisure motivation. Subscribe to TRJ


Author(s):  
Lin, Ching-Te ◽  
Lin, Yu-Sheng ◽  
Yang, Chin-Cheng ◽  
Wu, Chen-Ping ◽  
Shen, Chih-Chien

The purpose of this research is to explore the correlation between leisure motivation, leisure attitude, perceived value and happiness of large heavy motorcycle riders. Taking knights in the central region of Taiwan as the research object, the questionnaire was distributed by intentional sampling. A total of 515 questionnaires were distributed, and 427 valid questionnaires (82.9%) were returned. The questionnaire was verified by descriptive statistics, confirmatory factor analysis, and structural equation modeling. The results found that leisure motivation, leisure attitude, and perceived value significantly positively affect happiness, and leisure attitude significantly positively affects perceived value. In addition, leisure attitude and perceived value also play an intermediary role between leisure motivation and happiness. Large heavy-duty riders choose to participate in self-preferred riding activities to obtain a pleasant experience of their self-demand, subtly improve overall life satisfaction, and effectively promote happiness.


Author(s):  
Ece Armagan ◽  
Esma Durukal

Abstract Purpose Covid-19, which affects the whole world, has caused serious changes in many aspects such as lifestyle, habits and purchasing behaviour. New digital consumers and companies that emerged during the epidemic; they realized that mobile devices, especially mobile phones, have become a solution to many real-world problems such as learning and education anytime and anywhere. This study aims to determine the factors affecting the users' mobile learning (m-learning) usage intention during the Covid-19 pandemic process. Design/methodology/approach – This study contributed to the confirmation of the extended TAM model for a mobile device. The sample of the questionnaire is 460 students from different universities in Turkey. These data obtained were analyzed with the Structural Equation Model (SEM) and LISREL program was used for data analysis. Findings – This study proffers a model that the antecedents of the users' mobile learning intention during the Covid-19 pandemic. According to the results of the study, it was concluded that the factor affecting the users' mobile learning (m-learning) intention to use the most is perceived ease of use, the least effective factor is intrinsic leisure motivation, and the future anxiety factor has a meaningless effect. Originality/value – A holistic view of the antecedents of the users' mobile learning intention during the Covid-19 pandemic would be of important use to practitioners and academics alike. This study is different from previous studies; It is thought that it will contribute to the literature by addressing the effects of internal leisure motivation, future anxiety, behavioural spread and system-service quality dimensions on m-learning. For the researchers, this study took an important step towards explaining the m-learning relationship with students' intrinsic leisure motivation, future anxiety, behavioural spread, and system-service quality learning perspectives. Keywords Mobile learning, Mobile CRM, Technology Acceptance Model


2021 ◽  
Vol 53 (8S) ◽  
pp. 327-327
Author(s):  
Dmitriy Bondarev ◽  
Konstantin A. Bochaver ◽  
Alexandra A. Bochaver ◽  
Nikita Nikitin ◽  
Olga Tomashevskaja

2021 ◽  
Vol 13 (14) ◽  
pp. 7714
Author(s):  
Ricardo M. Santos-Labrador ◽  
Alejandra R. Melero-Ventola ◽  
María Cortés-Rodríguez ◽  
Mercedes Sánchez-Barba ◽  
Eva M. Arroyo-Anlló

The aim of this study was to translate and adapt the physical activity and leisure motivation scale (PALMS) into Spanish, and to analyse its validity and reliability. The sample comprised 867 adolescents, with a mean age of 14.04 ± 1.19 years, 53.9% of whom were male. During the translation process, some of the items in the instrument were modified slightly, improving its comprehensibility. On the other hand, the exploratory factor analysis did not present an adequate factor structure, so a more in-depth analysis was carried out, using item response theory and confirmatory factor analysis; the conclusion was that it would be appropriate to eliminate several items from the scale. From this, a final shortened version, consisting of 25 items, was produced, with adequate fit indices—CFI = 0.933, TLI = 0.918, SRMR = 0.042, RMSEA = 0.052 (90% CI 0.048; 0.056)—and good reliability for each of the dimensions, ranging from 0.625 to 0.835. It can be concluded that the abbreviated version of the PALMS instrument, adapted for Spanish adolescents (PALMS-e), is a valid and reliable instrument for assessing their motives for doing physical activity.


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