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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Background: A paradigm shift in health care from illness to wellbeing requires new assessment technologies and intervention strategies. Self-monitoring tools based on the Experience Sampling Method (ESM) might provide a solution. They enable patients to monitor both vulnerability and resilience in daily life. Although ESM solutions are extensively used in research, a translation from science into daily clinical practice is needed. Objective: To investigate the redesign process of an existing platform for ESM data collection for detailed functional analysis and disease management used by psychological assistants to the general practitioner (PAGPs) in family medicine. Methods: The experience-sampling platform was reconceptualized according to the design thinking framework in three phases. PAGPs were closely involved in co-creation sessions. In the ‘understand’ phase, knowledge about end-users’ characteristics and current eHealth use was collected (nominal group technique – 2 sessions with N = 15). In the ‘explore’ phase, the key needs concerning the platform content and functionalities were evaluated and prioritized (empathy mapping – 1 session with N = 5, moderated user testing – 1 session with N = 4). In the ‘materialize’ phase, the adjusted version of the platform was tested in daily clinical practice (4 months with N = 4). The whole process was extensively logged, analyzed using content analysis, and discussed with an interprofessional project group. Results: In the ‘understand’ phase, PAGPs emphasized the variability in symptoms reported by patients. Therefore, moment-to-moment assessment of mood and behavior in a daily life context could be valuable. In the ‘explore’ phase, (motivational) functionalities, technological performance and instructions turned out to be important user requirements and could be improved. In the ‘materialize’ phase, PAGPs encountered barriers to implement the experience-sampling platform. They were insufficiently facilitated by the regional primary care group and general practitioners. Conclusion: The redesign process in co-creation yielded meaningful insights into the needs, desires and daily routines in family medicine. Severe barriers were encountered related to the use and uptake of the experience-sampling platform in settings where health care professionals lack the time, knowledge and skills. Future research should focus on the applicability of this platform in family medicine and incorporate patient experiences.
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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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