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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제16권 제2호
발행연도
2007.5
수록면
35 - 47 (13page)

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연구주제
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연구배경
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연구방법
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초록· 키워드

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Due to tons of pressure to survive in the highly competitive society, Korean teenagers have less and less opportunities to participate in physical activities such as sound recreations and sports. In this critical situation, this study attempted to examine the mechanism and/or patterns of teenagers' physical activity consumption culture through the identification of its current state.
To accomplish such the purpose of study, this study employed a qualitative research approach. Specifically, the participants of study contained a total of 20 high school students who were sampled with a stratified cluster purpose method. They were in-depth group interviewed with semi-structured research instruments. The qualitative data were analyzed through NUDIST*Vivo program that automatically changes such collected data into a type of quantitative data set such as frequency. Accordingly, the following findings were derived from this study.
First, the major playing culture of teenagers were categorized into three patterns including rest/dispersion, spectating/convergence, and activity/devotion. Second, the major spaces for the teenagers' playing culture included arcade rooms, PC rooms, billiard halls, comic rooms, theaters, singing rooms, rock cafes, night clubs. Third, the major types of playing culture that were mostly perceived by teenagers comprised dance culture, drinking culture, singing culture, computer culture, sport culture, eating culture, tea culture and movie going culture.
In conclusion, the aforementioned patterns of teenagers' consumption culture accrued to such controversial issues as follows. Most of their activities were relative to wasting time, conducting in sealed spaces, formating self centered playing culture, lack of family typed playing culture, lack of traditional playing culture, and aggressive expression of sensory preferences.

목차

Abstract
Ⅰ. 서론
Ⅱ. 연구방법
Ⅲ. 결과 및 논의
Ⅳ. 결론 및 제언
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