This study used a trait-state-occasion (TSO) model to isolate stable trait variance, occasion-specific state variance, and shared method related variance in a measure for leisure satisfaction in a Dutch nationally representative nine-year panel study. Findings indicate that satisfaction with leisure time is a consistently stronger indicator of overall leisure satisfaction than satisfaction with leisure activities. About half of the variance in leisure satisfaction is stable trait variance, with the remaining variance being mostly occasion-specific and to a lesser extent attributable to shared method variance and error. However, these findings depend on the age group we consider.Several socio-demographic variables relate directly to the trait aspect of leisure satisfaction. Our study underscores the importance of recognizing that over time leisure satisfaction measurements have considerable stable and more volatile elements and that one should control for shared method effects.
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Leisure constraints affecting participation can be divided into intrapersonal, interpersonal, and structural constraints. Only a few studies in the event industry have investigated the role of leisure constraints. These studies show different effects of leisure constraints on participation. The purpose of this article is to examine the influence of leisure constraints on revisit intention regarding music festivals. This study is of quantitative nature and utilizes survey research. A sample of 1,063 respondents was used within the analyses, measuring the influence of perceived constraints on revisit intention. The results show that intrapersonal constraints (a lack of importance and interest) and structural constraints (travel time, a lack of time, costs, and a lack of satisfaction with the festival area) significantly influence revisit intention. In line with results from other leisure industries, intrapersonal constraints show the strongest effects. Interpersonal constraints do not affect revisit intentions. Music festivals should ideally maintain a high level of engagement with the visitors throughout the year to ensure continuous involvement.
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The COVID-19 virus and the measures taken to prevent its spread have had enormous impact on society, and specifically on people’s leisure behaviour in the Netherlands. The Dutch government implemented a so-called “intelligent lockdown” mid-March 2020. This constituted a partial closing of the economy, particularly those locations and businesses where social distancing could not be practiced. By July of 2020, many restrictions had already been lifted, but the concept of the “1.5 meter society” was retained, thus still prohibiting large-scale gatherings such as festivals, and severely limiting the capacity of leisure venues. During the lockdown period, people spent more leisure time at home and with their family. This caused a spike in the popularity of social media-related leisure, gaming, television (especially streaming services), but also a revaluing of more “traditional” forms of leisure. Since many leisure facilities were closed, self-organized outdoor leisure activities such as hiking, running, and cycling became even more popular. The psychological impact included heightened stress, anxiety, and confusion. The economic impact is expected to be significant, but the leisure sector is showing its resilience by figuring out new ways of continuing operations.
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Kick-off of Special Interest Group Leisure and Human Rights.
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Purpose Worldwide, there are 30 million people with dementia (PWD) in 2009 and 100 million in 2050, respectively.These numbers show the need for a change in care for PWD. Leisure is one of these care aspects. Leisure activities can support PWD in several ways: meeting basic needs, providing comfort and social interaction, and reducing boredom, agitation, and isolation. An exemplary activity targeted at meeting these needs is ‘De Klessebessers (KB)’ (The Chitchatters), which aims to stimulate social interaction among PWD and provide comfort with supporting technology. This is innovative since technology for PWD generally concentrates on safety and monitoring activities. The activity comprises a radio, television, telephone, and treasure box. Method This study’s focus follows from the original aim of the KB-designers; to stimulate social interaction. In a nursing home and day care centre, the KB game was played with different groups of PWD (n=21: 12 females, 9 males, mean MMSE=17, range 3-28). In the morning KB (with technology), and in the afternoon an activity called ‘Questiongame’ (without technology) were played for 45 minutes. These activities were played twice in a two-month period, and outcomes were compared in terms of impact on social interaction. Group sizes ranged from 3 to 8 PWD assisted by 1 or 2 activity therapists. Two researchers observed the players during the activity with the Oshkosh Social Behavior Coding (OSBC) scale, which encompasses both verbal and nonverbal social and nonsocial behaviour. These behaviours can have a person-initiated and otherinitiated character (quantitative study). A total of 6 activity therapists were interviewed on the KB afterwards (qualitative study). Results & Discussion The quantitative results showed significantly higher scores for KB for the total of social interaction compared to Questiongame. Most of the behaviour is other-initiated (activity therapist). PWD with a lower MMSE score showed more non-verbal behaviour. For PWD with a MMSE score below 7, there was no difference in social interaction between the two activities. According to the qualitative research, KB triggered more social interaction, since the movies and music were stimulating the players to initiate a conversation, to which other players responded. The results of this research correspond with earlier research, which concludes that leisure activities with technology can show positive results on well-being.
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There is ample evidence to suggest that positive emotions lead to valuable life outcomes. This study examines daily positive emotion development before, during, and after a leisure travel experience. The study measured positive emotions on a daily basis in 25 mature adult participants before, during, and after two leisure travel experiences. Consistent with the "peak" model in previous research, positive emotions overall-and joy and interest in particular-increased before leisure travel, were elevated during travel, and declined afterward. Implications for practice include managing positive emotions before and after leisure travel. Future research should consider positive emotions in other populations and other leisure experiences.
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Workshop Streefbeeld Toerisme & Recreatie Twente, Kansen voor Toerisme Identificatie en waardering van kernkwaliteiten in een leisure scan als input voor het streefbeeld Twente
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Onderwijs en onderzoek, maar dan midden in de stad en zo uitgevoerd dat burgers en zo uitgevoerd dat burgers, ondernemers en overheid er iets aan hebben – dat is Urban Leisure & Tourism Lab Amsterdam-Noord. Het lab pakt grote vraagstukken op en weet steeds vaker ondernemers en overheden te verleiden om nieuwe producten te realiseren.
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I had the honor of hosting a distinguished special track on the topic of "Leisure & Love" at the ATLAS 2024 conference, where I invited scholars to come together and share their research findings and innovative ideas in this intriguing area. At the end of the session, I presented key research questions that have been answered, as well as avenues worth exploring. It was well received, fostering engaging discussions and sparking new collaborative opportunities. I look forward to hosting similar sessions in the future.
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The purpose of this study was to examine whether Canadian, Chinese, and Japanese university students' leisure satisfaction affected their subjective well-being (SWB) and, if so, how this process was similar and different cross-culturally/nationally. A series of stepwise multiple regressions indicated that, in general, satisfying leisure significantly and positively impacted SWB across all three cultures, but there were also differences between (a) Canada and both China and Japan in terms of aesthetic leisure satisfaction and (b) China and Japan in terms of psychological and physiological leisure satisfaction. Overall, our results suggest that while satisfying leisure significantly, positively, and substantively impacts SWB in both Western and East Asian cultural contexts, culture frequently influences which specific elements are pertinent. This cross-cultural/national study has important theoretical and practical implications for the currently Western-centric leisure literature and for the understanding of the different roles leisure plays in enhancing SWB across cultures, respectively.
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