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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

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

categories of leisure objects

Physical (physical objects)


Social (people involved/interacting)


Symbolic (ideas, philosophies,)

Outcome based programming benefits

Personal: various health benefits


Social: socialization


Economic: government benefits, tourism,


Environmental: green spaces, nature

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

Programming

designing and delivering leisure opportunities

Leisure

perceived freedom, intrinsic motivation


variety, unobligated block of time, social interaction



Perceived Freedom

deciding what you want to do and when you want to do it

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

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

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

Infancy

new born- 2 YO


- dependent on care giver/parent


- how will they fit in? what will they gain?


- often focus on bonding/development

Pre-School

3-4 YO


- child centered play w careful supervision


- gross motor movements


- short attention span


- immediate gratification



Childhood

5-11 YO


- increased social skills


- seek approval/ perform and please


- development of fine motor skills


- emphasis on skill development and fun



Adolescence

12-18 YO


- finding meaningful relationships


- seek peer acceptance


- social awkwardness


- males more active unless separated females and males

Adulthood

19-60 YO


- social commitments involving children, work, civic responsibilities


- learn through experience rather than textbook



Older Adulthood

60+ YO


- plenty of time, money


- physical and biological change


- seek social connections


- low impact

Cohort

Group of individuals who were born in the same time interval and share certain characteristics

Demographics

data relating to the population and particular groups within it

Macro Segmentation

developing programs for a cohort of individuals who are seeking similar benefits from participation

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)

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

Leisure Objects

- Physical


- Social


- Symbolic


- only key objects necessary for program to occur successfully

Structure

- set of rules and formats that guide interaction


- well written can foster perceived freedom


- workshops, clinics, classes, competition, clubs,



Relationships

- how do they affect the program


- is it necessary?


- do not force if not necessary

Animation

how is the program set into motion?


- the way you get the participants to move through the program to yield the most benefit

Products

inclusive term used to identify goods, services, experiences

Goods

physical/tangible entities


- Supplies: consumable products used in leisure


- Equipment: non-consumable

Services

intangible entity


- personal services: helpful function for which a fee is charged


- Equipment and Venue rentals

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

Traditionalists

1922-1945 : Always Faithful


- Newspaper, Radio


- Post WWI Stock market crash, Great Depression


- conservative, old-fashioned

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

Gen X

1965-1980 : Get Real


- technological age


- divorce rates higher


- AIDS, MTV Generation, Financial Issues

Gen Y

1981-2000 : Believe In Yourself


- technology


- instant gratification and feedback


- lazy, entitled, poor work ethic

Gen Z

2000- Present : Its All About Me


- social media


- expect convenience