Family types in Asian countries are rapidly changing as the society is changing. Thus, in this study, we analyzed and compared how the newly evolving family types (multicultural/dual-income) affect adolescents’ online game addiction, delinquency, and online gaming (eSports) participation motivation. Multiple regression analysis was performed to examine the causal relationships between the variables, and multivariate analysis of variance and analysis of variance were performed for comparative analyses. The results indicate that adolescents from dual-income families scored significantly higher on all factors related to juvenile delinquency and addiction factors (“salience”, “tolerance” and “withdrawal”). Additionally, adolescents from multicultural families revealed significantly higher scores on an addiction factor, “mood modification”. Lastly, adolescents in dual-income families were motivated to play online games to pass the time, and adolescents in multicultural families play online games to engage in social interaction. Results of this study may provide the answers required to help address societal issues related to adolescents in a changing society.
Academic interest in athletic performance is ongoing. To examine the correlation between athletic performance and athletes’ personality types, data extraction in line with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines was completed in October 2021, and a meta-analysis was performed using 180 data from 18 selected papers using the “meta” package version 4.8-4 of R Studio 3.3.3. As a result, these selected studies proved to have reliable quality in proceeding with this study via quality assessment. The overall effect of personality on athletic performance (AP) was ESr = 0.124, p < 0.01. Furthermore, only conscientiousness (ESr = 0.178, p < 0.001) and extroversion (ESr = 0.145, p < 0.01), among the five personality types, showed statistically significant results, and these two personality types had a positive correlation with performance. In the publication bias test, this study found that (a) agreeableness had a publication bias; but, with an additional test using trim-and-fill, (b) the effect was not significant enough to be considered. In addition, the analysis of the moderating effects was conducted in four aspects, and all moderating effect analyses showed statistically significant differences between the groups, demonstrating the heterogeneity of this study. Therefore, this study found a significant relationship between personality and athletic performance and showed the importance of conscientiousness and extroversion.
The advanced technology of virtual reality (VR) has brought about significant changes in our society, and leisure sports are no exception. The purpose of this study was to assess how leisure satisfaction with leisure sports and degree of sustainable participation affect men and women in actual sports and virtual reality (VR) sports. Exploratory factor analysis was applied to confirm scale validity and reliability, and multivariate analysis of variance and multiple regression were conducted for comparative analysis and linear relationships between variances. The results showed that while men typically participate in ‘masculine’ sports and women in ‘feminine’ sports, both genders equally enjoy the same types of VR sports. In terms of gender differences, female VR sport participants placed importance on educational leisure satisfaction and the intent of sustainable participation. Interestingly, there were no significant differences in the physical, psychological, or social leisure satisfaction factors, indicating no differences in satisfaction between performing actual sports and those in the VR environment. In addition, all factors except relaxation factor, had a positive impact on intent of sustainable participation. This study implied that VR sports offer an opportunity for people to be together, regardless of gender, and that it is becoming a part of healthy leisure sports culture.
This study classified leisure activity types into active, passive, and social leisure activities based on theory, and focused on determining the type that has a significant influence on the self-efficacy and social adjustment of immigrants staying in South Korea. The results of multivariate analysis of variance (MANOVA), including post-hoc analysis using SPSS 23.0, were as follows: in principle, immigrants who participate in active or social leisure activities perceive their self-efficacy and social adjustment to be high. Differing slightly from this, the passive leisure activity type, which includes activities such as reading alone, listening to music, and surfing the web, may relieve their stress or provide them with psychological stability, but it was not found to be helpful in their adjustment to the new culture. The significance of this study lies in the finding that leisure activities help immigrants with social adjustment, in addition to physical and psychological aids that are already well known. We hope that the findings of the present study can be used as basic data for helping immigrants with smooth social adjustment and increasing their quality of life.
Previous studies have shown that burnout negatively affects athletes’ mental health. To further explore this subject, we conducted a systematic review and meta-analysis by combining data from previous studies. This study followed the PRISMA guidelines for systematic and reliable research and completed data extraction using 10 databases and 8 keywords in December 2021. There were 93 cases of initially extracted data from the selected articles (n = 14) and the meta-analysis was conducted using the “meta” package, version 4.8-4 of R Studio 3.3.3, with data (k = 77) excluding other-oriented perfectionism data (k = 16). The results showed that self-oriented perfectionism had a negative effect on sports devaluation (SD) (ESr = −0.246, p < 0.001), and socially prescribed perfectionism had a positive effect on emotional/physical exhaustion (ESr = 0.150, p < 0.05) and SD (ESr = 0.138, p < 0.05). Furthermore, the test for publication bias showed that no groups had asymmetrical data, and four moderator analyses were conducted to prove the heterogeneity (I2) of the total effect size; however, there was no difference among groups (QB), thereby resulting in unexplained variance. Consequently, this study presents variable data that determine the effects of perfectionism and burnout on elite athletes.
Exergaming, a new type of sport, combined with virtual reality, has provided new opportunities for the aging population. This study analyzed the differences in leisure constraints, participation benefits, and continuous participation intention in virtual golf (represented as an exergame) depending on the participants’ ages. Data collection was conducted from August 2023 to November 2023. A quantitative research design and a convenience sampling method were employed, targeting 310 regular virtual golf participants aged 20 years or older in the Republic of Korea. For comparative analysis, the survey participants were segmented into three groups: Group 1, young adults (18–35 years); Group 2, middle-aged adults (36–55 years); and Group 3, older adults (56–69 years). To compare and analyze participation behaviors in virtual golf, the dependent variables were identified: (a) leisure constraints (four factors) to limit formation and participation in leisure; (b) participation benefits (four factors) to encourage participation in leisure; and (c) continuous participation intention (single factor) to show likelihood to participate in leisure in the future. The results revealed that the young adult group showed statistically high results for costs under leisure constraints (F = 14.949, p < 0.001, ηp2 = 0.089), and the older adult group reported statistically high results in physical (F = 9.346, p < 0.001, ηp2 = 0.057) and mental (F = 7.249, p < 0.001, ηp2 = 0.045) participation benefits and continuous participation intention (F = 6.486, p < 0.01, ηp2 = 0.041). This study confirmed that virtual golf using advanced technology brings physical and mental benefits to older people based on reasonable cost and enables continuous participation in physical activity.