recreation summary

1
8/9/2019 recreation summary http://slidepdf.com/reader/full/recreation-summary 1/1 The article merely discussing the issue of leisure time according to economy, social and psychological perspectives. Several views of socioeconomic experts has been elaborated through their studies. The expenses spending of leisure and entertainment has been transformed since year 1999 recession period. Recent studies between year 2007 and 2009 once again showed . For example, the share of income spent on away-from-home entertainment decreased for the lowest 60% of households by income. Thus, people are tend to practice to make safe of their money rather than spending on leisure outside of the house. Most of the subjects spending their income more to their daily expenses such as groceries and spend less than 20 percent in indoor leisure activities such as board game or electronic and cyberspace social page. On the other hand, leisure time in the future will have a drastic transformation where the purchasing power of currency which may affects the profits index rate of the hotel and amusement parks that contribute to the economy of a state in tourism sector. Thus, study found over one-third of consumers (36%) report they are entertaining at home more. Over the next year, 40% of consumers expect to entertain at home more, often in order to socialize with friends and family. Besides, they can having quality time with family at the same time saving their budget. This article also showed us how recession burst the index of indoor games and household sales. For example,the average American household spent $515 (1.6% of total expenditures) on electronic (audio and visual) equipment and services (basically purchases and rentals of music and video games) in year 2000. However during pre recession 2007, that grew to $987 (2% of total expenditures). After adjustment for inflation, that is a 33% increase in dollars spent and a 25% increase of the percentage of total expenditures. During the same time period, average household out-of-home entertainment (for entertainment fees and admissions) spending grew from $622 in 2000 to $658 in 2007, only a 7% increase after adjustment for inflation. Its percentage of all household expenditures fell from 1.4% in 2000 to 1.3% in 2007. Those figures was an impact of technology transitions which inflicting people how to entertaining themselves without going anywhere and having their family members around them. Besides, the internet and virtual entertainment hubs giving them wide space to interact to another person far away from home. Meanwhile the board games and electronic gadgets became too important towards public as crucial for them to owned one. Besides, the consumer expenses style also giving very good impact to the improvement of technology. By providing new ideas to the entertainment and mass media industry how to turn their products into a different innovation specification. For example, advertising company only have to create any advertisement on web page and users can click to order their products. As we can foresee, the transitional behavior in leisure could be constantly changed and as far the economic growth in stability, public may have options to end their time and expenses broadly. On the hand, human psychological needs also experiencing new era of leisure and amusement block. The increasing desire for transformation or self-actualization experiences is also growing due to the increasing education levels of people in America and other societies. In 2008, 34% of Americans 30-34 years old had a bachelor’s degree or higher. That compares with only 21% for the generation of those who are 70-74. These figures indicting that people are getting self-conscience and try getting better life. Hence, people nowadays realize the importance of pleasure and entertainment. This article predicting the concept of location-based-leisure that will be undoubtedly accepted by people. But, need to offer greater value for two major reasons which are value for money package and greater than internet and in-home electronics appeal by creating environments that facilitate social experiences between family members and friends is another. Offering experiences that cannot be duplicated at home is still another. All in all, transformation in leisure and amusement industry should be react to the changes occurred around public environment at the same time maintaining good quality of time spent in joy and happiness.

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Page 1: recreation summary

8/9/2019 recreation summary

http://slidepdf.com/reader/full/recreation-summary 1/1

The article merely discussing the issue of leisure time according to economy, social andpsychological perspectives. Several views of socioeconomic experts has been elaborated throughtheir studies. The expenses spending of leisure and entertainment has been transformed since year 1999 recession period. Recent studies between year 2007 and 2009 once again showed . For example, the share of income spent on away-from-home entertainment decreased for the lowest 60%of households by income. Thus, people are tend to practice to make safe of their money rather thanspending on leisure outside of the house. Most of the subjects spending their income more to their 

daily expenses such as groceries and spend less than 20 percent in indoor leisure activities such asboard game or electronic and cyberspace social page. On the other hand, leisure time in the future willhave a drastic transformation where the purchasing power of currency which may affects the profitsindex rate of the hotel and amusement parks that contribute to the economy of a state in tourismsector. Thus, study found over one-third of consumers (36%) report they are entertaining at homemore. Over the next year, 40% of consumers expect to entertain at home more, often in order tosocialize with friends and family. Besides, they can having quality time with family at the same timesaving their budget. This article also showed us how recession burst the index of indoor games andhousehold sales. For example,the average American household spent $515 (1.6% of totalexpenditures) on electronic (audio and visual) equipment and services (basically purchases andrentals of music and video games) in year 2000. However during pre recession 2007, that grew to$987 (2% of total expenditures). After adjustment for inflation, that is a 33% increase in dollars spent

and a 25% increase of the percentage of total expenditures. During the same time period, averagehousehold out-of-home entertainment (for entertainment fees and admissions) spending grew from$622 in 2000 to $658 in 2007, only a 7% increase after adjustment for inflation. Its percentage of allhousehold expenditures fell from 1.4% in 2000 to 1.3% in 2007. Those figures was an impact of technology transitions which inflicting people how to entertaining themselves without going anywhereand having their family members around them. Besides, the internet and virtual entertainment hubsgiving them wide space to interact to another person far away from home. Meanwhile the boardgames and electronic gadgets became too important towards public as crucial for them to owned one.Besides, the consumer expenses style also giving very good impact to the improvement of technology.By providing new ideas to the entertainment and mass media industry how to turn their products intoa different innovation specification. For example, advertising company only have to create anyadvertisement on web page and users can click to order their products. As we can foresee, the

transitional behavior in leisure could be constantly changed and as far the economic growth in stability,public may have options to end their time and expenses broadly. On the hand, human psychologicalneeds also experiencing new era of leisure and amusement block. The increasing desire for transformation or self-actualization experiences is also growing due to the increasing education levelsof people in America and other societies. In 2008, 34% of Americans 30-34 years old had a bachelor’sdegree or higher. That compares with only 21% for the generation of those who are 70-74. Thesefigures indicting that people are getting self-conscience and try getting better life. Hence, peoplenowadays realize the importance of pleasure and entertainment. This article predicting the concept of location-based-leisure that will be undoubtedly accepted by people. But, need to offer greater value for two major reasons which are value for money package and greater than internet and in-homeelectronics appeal by creating environments that facilitate social experiences between family membersand friends is another. Offering experiences that cannot be duplicated at home is still another. All in all,

transformation in leisure and amusement industry should be react to the changes occurred aroundpublic environment at the same time maintaining good quality of time spent in joy and happiness.