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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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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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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Up to now, leisure research on the parent-peer orientation of juveniles primarily has focussed on adolescents. The purpose of this study is to investigate the degree to which pre-adolescents as well as adolescents associate with parents and peers in their leisure time. Based on recent theoretical conceptions of childhood sociologists, a questionnaire was designed for children and young teens aged ten to fifteen years. A total of 927 Dutch juveniles from different social classes participated in the current study. A leisure kids typology was constructed by means of Principal Components Analysis for categorical data (PRINCALS). It was found that ten to twelve year old children from higher social classes were family kids. They spend a substantial part of their leisure time with parents and siblings. Fourteen and fifteen year old boys, especially those from higher social classes, strongly focussed on peer groups, whereas girls of the same age had a salient preference for dyadic friendships. Questions on parental attitude towards leisure activities and choice of friends showed that ten to twelve year olds, specially those from higher social classes, experienced most parental interference in their leisure activities. Teenage girls from lower social classes encountered most parental attention concerning peer contacts. Our findings partially support theoretical conceptions regarding the parent-peer orientation of children and teens, but add some important nuances to these general perspectives.
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Parental involvement is a crucial force in children’s development, learning and success at school and in life [1]. Participation, defined by the World Health Organization as ‘a person’s involvement in life situations’ [2] for children means involvement in everyday activities, such as recreational, leisure, school and household activities [3]. Several authors use the term social participation emphasising the importance of engagement in social situations [4, 5]. Children’s participation in daily life is vital for healthy development, social and physical competencies, social-emotional well-being, sense of meaning and purpose in life [6]. Through participation in different social contexts, children gather the knowledge and skills needed to interact, play, work, and live with other people [4, 7, 8]. Unfortunately, research shows that children with a physical disability are at risk of lower participation in everyday activities [9]; they participate less frequently in almost all activities compared with children without physical disabilities [10, 11], have fewer friends and often feel socially isolated [12-14]. Parents, in particular, positively influence the participation of their children with a physical disability at school, at home and in the community [15]. They undertake many actions to improve their child’s participation in daily life [15, 16]. However, little information is available about what parents of children with a physical disability do to enable their child’s participation, what they come across and what kind of needs they have. The overall aim of this thesis was to investigate parents’ actions, challenges, and needs while enhancing the participation of their school-aged child with a physical disability. In order to achieve this aim, two steps have been made. In the first step, the literature has been examined to explore the topic of this thesis (actions, challenges and needs) and to clarify definitions for the concepts of participation and social participation. Second, for the purposes of giving breadth and depth of understanding of the topic of this thesis a mixed methods approach using three different empirical research methods [17-19], was applied to gather information from parents regarding their actions, challenges and needs.
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Purpose: This study aimed to determine the motivations of a select group of South Africans in terms of their potential engagement with cultural tourism; more specifically, the study set out to show whether these motivations influence the cultural activities that the tourists want to participate in and whether their interest in specific cultural activities determines their destination choices. Furthermore, the mediating role of activities in the relationship between cultural motivations and destination choice was also assessed. Design/methodology/approach: An online panel survey collected responses from 1,530 potential cultural tourists across South Africa. Hypotheses were tested, using structural equation modelling. Findings: The results show that tourists' motivations for cultural tourism influence their likelihood of participating in specific cultural activities. Cultural tourism is shown to be influenced by more than learning and includes entertainment, relaxation, novelty and escape dimensions. There also seems to be a difference in the activities engaged in by destination type. For example, tourists likely to take part in indigenous cultural tourism activities are more likely to do so at hedonic destinations. Practical implications: This paper contributes to the understanding of cultural tourism activities, aiding destinations in attracting cultural tourists. Destinations need to develop activities that match visitor motivations, increase satisfaction and encourage visitors to return. Originality/value: The paper increases the understanding of cultural tourism in South Africa and underlines the importance of communities in providing distinctive tourism activities. The study also has an important social dimension, highlighting the role of social status in cultural tourism consumption and destination selection.
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Expressive cultural activities, such as viewing visual art, drama, or dance, are perceived as beneficial to individuals and societies, justifying public funding. However, not everyone benefits and participates equally. We intentionally sampled infrequent and frequent attendees among young adults in the Netherlands. Results indicated that infrequent and frequent attendees differed in expressive cultural activity constraints and socialization, though not on demographic background. Their cultural, social, and emotional experience through self-report and physiological data revealed no significant differences between the groups’ experience of a dramatic performance. These outcomes suggest that, as an example of expressive cultural activity, a dramatic performance experience can be equally emotionally beneficial to frequent and infrequent attendees, an important prerequisite to broader appeal and intergroup contact. Implications of the use of physiological data in leisure experience research are discussed
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This paper presents the results of an evaluation of a technology-supported leisure game for people with dementia in relation to the stimulation of social behavior.
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The influx of migrants in Western Europe raises questions about the potential of leisure spaces and activities to support processes of social inclusion and to allow migrants to develop a sense of belonging. Discussions are ongoing about how this potential is realised or not. In this paper, I propose that the perspective of leisure activities as ritual may help to untangle how leisure spaces and practices build solidarity and a sense of belonging. The paper draws on interviews with Polish migrants to the Netherlands about leisure activities they undertake. Specifically, the paper will examine dance clubs as spaces and going out as activity in which migrants enter into contact with locals. It will show how these spaces and activities ultimately fail as potential sites for developing a sense of belonging.
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The starting meta-trend at the basis of this paper is that lifestyles in the city will continue to “Blur” between work and urban leisure. To describe “Blur”, one might say that the integration of technology and increased connectedness into all aspects of life has led to the hyper-availability of content regardless of setting, breaking down the traditional wall of separation between work and home. Behaviours, activities, and categories will increasingly overlap and complement each other. Business categories themselves will cease to exist as such. They will increasingly blur into new blended propositions, beyond linear innovation. In this dynamic context, perceptions of value and the social construction of notions of luxury will continue to translate into people’s willingness to pay a premium, from mass luxury to high end, restructuring consumption dynamics for commodities, consumables and services at brand, innovation and proposition levels. The paper offers extensive analysis of these themes. Presenting an existing tool from a world-class research programme on urban futures plus two proprietary tools developed for the specific purpose of this paper, as based on reflexivity, anecdotal evidence and a rich apparatus of references.
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