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35 Cards in this Set
- Front
- Back
phases of experiencing leisure |
anticipation: building excitement prior participation reflection: post program interventions - often only focus on participation, must focus on all 3 |
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leisure objects |
- are consciously dealt with during interaction - people act toward objects on the basis of the meanings that the objects have derived through interaction |
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categories of leisure objects |
Physical (physical objects) Social (people involved/interacting) Symbolic (ideas, philosophies,) |
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Outcome based programming benefits |
Personal: various health benefits Social: socialization Economic: government benefits, tourism, Environmental: green spaces, nature |
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Program |
- designed opportunity for leisure to occur - notion of design in which programmer intervenes to stage leisure experience - Providing ball diamonds or face-to-face interactions |
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Programming |
designing and delivering leisure opportunities |
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Leisure |
perceived freedom, intrinsic motivation variety, unobligated block of time, social interaction |
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Perceived Freedom |
deciding what you want to do and when you want to do it |
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Types of Leisure experiences |
Games: formal rules define interaction, attempt to equalize, skill and/or chance Sport: rules, competition, standardized, specific skills Recreation: restorative and break from work Play: unstructured, purposeless, most difficult to program --> spontaneous Tourism: escape from routine, renewal from work, change of pace Event: infrequent, departure from everyday activities, Leisure: most general and encompassing, all above are forms of leisure |
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6 Key Elements of Programs |
Interacting People Physical Setting Leisure Objects Structure Animation Relationships - affect the interaction of individuals in leisure - changing one changes the program - all programs are variations of these elements |
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Interacting People |
- who is the program for - programmer must consider: development of individual, gender, age, skill level (info) - Programmers must anticipate who will participate, design the program for specific type of participant - needs of different age groups, - programs specific more successful, more you understand |
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Infancy |
new born- 2 YO - dependent on care giver/parent - how will they fit in? what will they gain? - often focus on bonding/development |
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Pre-School |
3-4 YO - child centered play w careful supervision - gross motor movements - short attention span - immediate gratification |
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Childhood |
5-11 YO - increased social skills - seek approval/ perform and please - development of fine motor skills - emphasis on skill development and fun |
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Adolescence |
12-18 YO - finding meaningful relationships - seek peer acceptance - social awkwardness - males more active unless separated females and males |
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Adulthood |
19-60 YO - social commitments involving children, work, civic responsibilities - learn through experience rather than textbook |
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Older Adulthood |
60+ YO - plenty of time, money - physical and biological change - seek social connections - low impact |
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Cohort |
Group of individuals who were born in the same time interval and share certain characteristics |
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Demographics |
data relating to the population and particular groups within it |
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Macro Segmentation |
developing programs for a cohort of individuals who are seeking similar benefits from participation |
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Micro Segmentation |
cohorts are defined by using variables from one of three categories: (specific segment of a population) - Geographic (neighbourhood) -Sociodemographic (age, gender) - Behavioural Descriptors (usage/skill) |
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Physical Setting |
- includes one+ of: visual, aural, olfactory, tactile, taste - change setting program change - setting can be very important, must be suitable - more you change a setting the more expensive becomes |
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Leisure Objects |
- Physical - Social - Symbolic - only key objects necessary for program to occur successfully |
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Structure |
- set of rules and formats that guide interaction - well written can foster perceived freedom - workshops, clinics, classes, competition, clubs, |
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Relationships |
- how do they affect the program - is it necessary? - do not force if not necessary |
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Animation |
how is the program set into motion? - the way you get the participants to move through the program to yield the most benefit |
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Products |
inclusive term used to identify goods, services, experiences |
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Goods |
physical/tangible entities - Supplies: consumable products used in leisure - Equipment: non-consumable |
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Services |
intangible entity - personal services: helpful function for which a fee is charged - Equipment and Venue rentals |
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Experience |
- series of staged events engage a participant and result in pleasant memories - Activities: participation in a specific occasion of interaction - Event: collection of activities |
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Traditionalists |
1922-1945 : Always Faithful - Newspaper, Radio - Post WWI Stock market crash, Great Depression - conservative, old-fashioned |
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Baby Boomers |
1946-1964 : Do Your Own Thing - economic growth/technological advancement - ambitious workaholics - changing society new ideas birth control, civil rights movement - Financially conservative |
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Gen X |
1965-1980 : Get Real - technological age - divorce rates higher - AIDS, MTV Generation, Financial Issues |
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Gen Y |
1981-2000 : Believe In Yourself - technology - instant gratification and feedback - lazy, entitled, poor work ethic |
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Gen Z |
2000- Present : Its All About Me - social media - expect convenience |