Abstract

The purpose of this study is to explore the members of golf clubs in the central region of Taiwan and find out whether their involvement in activities affects the degree of place attachment and to add the two factors of activity experience and experience value so as to develop a theoretical framework. A questionnaire survey was used to collect 534 samples from golf clubs in central Taiwan for analysis using the following research tools: the Activity Involvement scale, Place Attachment scale, and Likert psychological scale. The results of the study show that (1) activity involvement has a significant positive impact on place attachment, activity experience, and experience value; (2) activity experience has a significant positive impact on experience value; (3) experience value has a significant positive impact on place attachment. This result verifies the theory that activity involvement impacts place attachment. It is suggested that the relevant bodies should strengthen the incentives given in the activities and strengthen the value of the leisure experience so as to facilitate the development of related industries in the future.

Highlights

  • With economic growth, the demands of modern people for quality of life are increasing day by day, and they are beginning to pursue a variety of leisure activities (Wang et al, 2012)

  • Words, the respondents’ “activity experience” does not directly generate their “place attachment,” but it will be indirectly affected through the creation of “experience value.”

  • Combined with the growth of the aging market (Kim et al, 2015) and of female customers (Danylchuk et al, 2015), this has caused the golf industry to spring up and develop rapidly. Based on this background of earlier research, this study aimed to understand the relationship between activity involvement, activity experience, experience value, and place attachment in golf leisure activities, thereby constructing behavior patterns to provide a reference for operators planning and operating golf courses

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Summary

Introduction

The demands of modern people for quality of life are increasing day by day, and they are beginning to pursue a variety of leisure activities (Wang et al, 2012). There are many kinds of leisure activities, but according to degree of participant involvement, leisure activities can be roughly divided into two types: casual and serious (Scott, 2012). The game discussed in this study, is a kind of serious leisure activity. Those who engage in serious leisure activities (such as golf) must have certain professional skills (such as with golf technology) and invest a certain amount of time, money, and other resources in the activities they are engaged in. Serious leisure activities are usually highly involving activities, and the leisure benefits to the participants are higher than from casual leisure activities. Serious leisure activities are usually highly involving activities, and the leisure benefits to the participants are higher than from casual leisure activities. Barbieri and Sotomayor (2013) summarize the differences in benefits between the two types of leisure, including social difficulties that are span difficulties, self-growth, engaging in leisure activities as a career, achieving certain long-term benefits, constructing a self-image, and creating leisure activities

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