879
Views & Citations10
Likes & Shares
New communication technologies, especially the Internet and social media,
offer new opportunities to people in many areas. Research has revealed that
people spend a lot of time in this virtual reality, which we call social media,
creating a new world for them. As a matter of fact, the term recreation, which
belongs to the past, should be determined again depending on this new reality.
The aim of this study is to determine the recreational activities of university
students and to reveal how these activities relate to the e-world in terms of
scope and content. In this respect, the basic hypothesis of the research
appears to be diversifying the activities that are done willingly and
preferably in the time allocated to spend time on the Internet as a new term;
e-recreation.
Keywords: e-World, New Communication Technologies, Social Media.
INTRODUCTION
In
accordance with the speed of the developing technology, the norms, the way
people communicate and the way they pass time change. People now move freely
and individually, use tools that they think are more flexible and feel more
secure about the opportunities that technology offers them. The biggest
platform for these tools is the Internet. Moreover, knowledge’s getting more
important day by day pushes people to a specific route. This situation makes it
necessary to define new free time activities conceptually. There are many
approaches to the free time activities concept, which could be evaluated
subjectively (Lafargue, 1999; De Grazia, 1964; Neulinger, 1974; Veblen, 1899;
Cross, 1990; Murphy, 1974; Mclean, Hurd & Rogers, 2005).
The
aim of this study is to determine the recreation activities of university
students in terms of place and type, using data to reveal a definition for
recreation. In this respect, the basic hypothesis of the study vary the
activities that are held preferably and willingly in a time that is allocated
to pass time on the Internet with a name; e-recreation.
RECREATION, CONCEPTS OF FREE TIME AND ONLINE INTERACTION
There
is no definition of recreation (free time) that is accepted by a great mass of
people. However, in the scope of definitions that are accepted by many
researchers, time that is passed freely outside of physiological necessities
and work is emphasized (McLean, Hurd & Rogers, 2005; Parr & Lashua,
2004; Parry & Long, 1988; Partmore, 1983; Yukic, 1970; Gist & Fava,
1964).
Considering
the definitions in the literature, Clawson & Knetsch (1974) claim that free
time is an arbitrary time that the individual chose. Moreover, Clawson &
Knetsch (1974) state that free time is the time that individuals pass by
joining in activities determined socially that are not necessary to exist and
live. Gist & Fava (1964) and Dumazedier (1960) define free time as the time
that individuals use to have fun, rest, achieve social gains or make individual
developments. Parr & Lashua (2004) considered free time as subjective and
objective, claiming that the mental satisfaction people feel after an activity
they joined in their free time is leisure time. Yukic (1970), on the other
hand, stated that, with the help of the development of free time as a concept,
a freedom of social and psychological needs appears. Gray (1971) emphasizes
that free time is an aesthetic, psychological, religious and philosophical
thinking movement. Adopting a sociological viewpoint, Bucher & Bucher
(1974) define recreation as an individual getting rid of the boredom of daily
life by attending social, cultural and sportive activities that he likes and
that are suitable for his social identity. Finally, Mclean, Hurd & Rogers (2005)
define recreation in general terms as “activities that are held in society
centers, sports fields, water parks, natural parks and parks in global natural
parks, cities, counties and nations with the help of public, semi public and
private institutions”.
As
mentioned above, different researchers define recreation by making a different
part of it their focus. These definitions consist generally of sociological,
psychological and economical evaluations.
The
increase in commercial organizations over free time caused a “free time
industry” which produces free time activities/experiences, provides the
circulation of goods and cultural products (entertainment, cinema, music, etc.)
and deals with the production of new pleasures and desires for
stationary/active consumers. This industry involves, in its general terms, all
the performance arts, mass communication devices, plays and spectacles,
cabarets, stadiums, athletic facilities, circuses/fairs, mass tourism,
consumption rituals, etc. (Aytaç, 2006).
Virtual
webs which have improved in parallel with the developing technology in the last
quarter-century form a unique communication and interaction passage for
marketers. Kozinets (1999) talks about the appearance of a virtual society
driven by a consumption idea that lets marketers determine the best way to
explore the different opportunities and needs of tourists, workers and other
people through a variety of communication channels. According to Kozinets
(1999), the online interaction appears in four types: informative, relational,
transformational and recreational. These interaction types help create positive
perception of people in the virtual society. Recreational interaction forms the
tool for online communication for marketers. When individuals come together in
a virtual environment, the social connection they form becomes relatively
superficial.
THE INTERNET AND SOCIALIZING
With
developing technology, structures that affect socializing appeared. In
connection with this, the Internet environment has become a field where
socializing takes place.
“New
communication and common platform applications presented by the Internet make
mutual communication possible...” (Toffler, 2008; p. 442). Thus, the
interaction of the individual with foreigners increases as much as with his
kin. There could be a lot of reasons for an individual to fulfill his social
needs, in other words, his social contacts and relations, over the Internet.
According to Caplan (2003), individuals prefer to make interpersonal social
contacts in the virtual world because it is more comfortable, safer, more
impressive or more effective than traditional social activities which are made
face to face. Caplan (2003) points out that loneliness, depression and a lack
of self-confidence also lead individuals to virtual activities. According to
Kiesler (1986), the Internet extinguishes the states of race, gender, age,
disabilities, shyness, etc., and this situation can create a free communication
platform. Drucker (2000) emphasizes that the Internet facilitates discussions
on topics like the environment, public policies, entertainment, support
programs, social interactions and social movements with the help of online
forums.
According to Lee, Conroy & Hii (2003), young
people prefer to fulfill their social needs in the virtual world because of
different geographical norms—other than common interests, groups and
values—that are not limited to local culture. This preference could direct
youngsters to acquire global behaviors and attitudes. On the other hand, in
terms of socializing over the Internet, studies that take mass dimensions of
Internet use should also be taken into consideration.
THE USE OF THE INTERNET, ONLINE RECREATION AND SOCIAL MEDIA
Because
the Internet is a leisure time tool that offers a variety of options, the
leisure time experiences of individuals have changed dramatically (Bryce,
2001).
According
to the data presented by the Internet World Stat in the middle of 2014, 42.3%
(3,035,749,340) of the total population of the world uses the Internet. There
has been a 741% increase in this subset of the population since 2000.
85%
of teenagers and children between 8 and 18 years of age in America have a
computer. These people use computers for recreational reasons more than
educational reasons. When the common activities of these youngsters on the
Internet are considered, gaming and communicating via texting attract
attention. For individuals younger than 6, the Internet is used to watch
cartoons, etc. (Lee, 2009).
According
to Lee (2009), youngsters use computers and the Internet to communicate study
and fulfill recreational activities such as gaming online, chatting, surfing
the net, downloading movies, music and pictures, recording CDs, watching movies
from DVDs or CDs, creating things with the help of applications and programing.
According
to Pruijt (2002), the Internet is an ideal interpersonal communication tool.
Thus, it offers many opportunities for global funds to come together and log
on. Today, people are able to create new friendships with the help of social
networking opportunities like chat rooms, web sites and immediate text
messaging programs. They can also continue their existing friendships
independent of time and space. Social webs are seen as a recreational activity
that plays an important role in the development of social capital (Pruijt,
2002).
Thompson
(2005) considering the development of online recreation in the USA, pinpoints
that when the use of the Internet in the USA is considered, chatting, getting
information about a variety of recreational activities, shopping, writing and
following blogs are engaged in commonly. An increase in visits to porn and
gambling sites is also reported, together with watching movies, listening to
music and gaming.
Whitty
& McLaughlin (2007) classified online recreation activities in terms of
Internet use: the use of the internet for computer-based (online)
entertainment, the use of the internet for offline entertainment and the use of
the Internet to spread information about entertainment. The use of the Internet
consists of downloading/viewing movies or visuals, listening to/downloading
music, joining chat rooms, visiting news sites related to music and
playing/downloading games. Offline activities consist of searching for
information related to sports and sports events and learning about personal
hobbies. Finally, activities like related to learning about entertainment
support the use of the Internet for online recreation. Moreover, Whitty &
McLaughlin (2007) emphasized that there is a significant relation between the
use of the Internet and feelings like loneliness and self-efficacy.
Online
recreation has a flexible time span in terms of the accessibility options it
offers. This feature of online recreation makes it preferable for workers in
workplaces who want to make a difference or escape from work. Studies on this
topic reveal that the use of online recreation positively impacts production
and affects workers positively (Oravec, 2002; Oravec, 2005; Johnson &
Ugray, 2007).
We
are social and Hootsuite (2017) report that more than half of the world’s
population now uses the Internet. Internet and the present informatics
technology offer various opportunities for leisure time activities. Today, many
different activities can be done online in order to watch sports matches to
reading books online. In addition, internet differentiated the experience of
the consumer's leisure time activities. For example, the tourism product is
intangible and cannot be pretested by tourists before purchase; virtual tourism
makes it possible to sense the experience through virtual reality (Ankomah &
Larson, 2018). Another example can be given in sport. Some of professional
sports, especially the NFL and MLB, have brought fans to the Internet in search
of other ways to enjoy their favorite sports, teams and players (Farquhar &
Meeds, 2007). Fantasy sports leagues are one way fans can enjoy their favorite
sports away from the stadium or arena. Today, fantasy sports team using
augmented reality. The technology employs a fantasy game server in
communication with one or more users' electronic devices (Parisi, 2018).
METHODOLOGY
Research Design
In
the study, in order to determine the present situation and investigate the
relations among variables, a “Descriptive Research Model” and a “Relational
Research Model” are applied (Hair et al., 2010).
Research Sampling
The
sampling of the research consists of nine 981 (N=981) students who were
enrolled in undergraduate and graduate classes at Anadolu University at the
time of the study. The questionnaire was sent to all 19,774 students enrolled
in a variety of departments at undergraduate and graduate levels. As a matter
of fact, the whole population was accessed. 981 questionnaires were answered
and filled in correctly (N=981). When the departments of the students who
answered the questionnaires were considered, it was determined that the numbers
were distributed evenly. In other words, the rate of the questionnaires, which
came from faculties, vocational schools and institutes, is almost the same as
the rate of the sample population of the study to the students studying there.
Moreover, when gender in the questionnaires was considered the ratio of men to
women was very close.
Data Collection Method
The
data were collected through questionnaires. The questionnaire form consists of
three parts. The first part consists of demographic features, recreational
activities, time spent on the internet, daily free times, whether they own the
gadgets they use and the impressions that they have about free time.
Additionally, there is a question about the department in which the student
studies. In the second part, on the other hand, expressions to determine the
types and habits of spending time in the use of the Internet. The third part of
the questionnaire consists of expressions related to how the habits and
behaviors surrounding Internet use and free time are formed. Participants
answered each question in the second and third parts with a 5-point Likert type
scale from “1: Completely Agree” to “5: Completely Disagree”.
To
be able to form these questions focus-group studies were held on January 3,
2014 and January 27, 2014. These studies were held in three sittings. Ten
people participated in each session; every session lasted 1 h. In all the
focus-group studies, the participants were asked “how do you spend your free
time?”, “how would you define your way of using the Internet?” and “what do you
when on the Internet?” Other than that, in forming the questions and
expressions, the studies held by Katz & Aspden (1997), Caplan (2003) and
Blossom (2011) were utilized.
STATISTICAL ANALYSIS
Pre-tests
were applied in order to determine the validity of the questionnaire and the
final version was applied to test the validity of the scale. In other words, a
validity analysis was applied and the Alpha Coefficient was determined as α=0.802.
Afterwards, an explanatory factor analysis was applied for the expressions in
the third part. In terms of Factor analysis, items having a factor load value
over 0.50 were included in the questionnaire and two items with factor load
values below 0.50 were excluded from the questionnaire (Hair et al., 2010, p.
116 & 117). When the factor analysis was applied, three factor expressions
were determined. In order to determine the participant’s use of the Internet,
the time they spent using the Internet for free time purposes and their
recreative activity tendencies for the rest of the questionnaire, a frequency
analysis was utilized. In order to determine the tendency for the time spent
using the Internet, Cross tabulation was applied to question 6 and 7.
The
normality distribution of the collected data was evaluated by Kolmogorov
Smirnov test and it was determined that they do not present a normal
distribution. For this reason, Non-Parametric tests, Mann-Whitney U and Kruskal
Wallis analyses were utilized.
FINDINGS
Result of Exploratory Factor Analysis
In
order to evaluate internal consistency and reliability, the Cronbach Alpha (α)
coefficient of each factor was calculated.
The
Alpha (α) scores of the factors are (α=0.773) for “Comfort”, (α=0.666) for
“Ease” and (α=533) for “Access to Information”. Except for Part 3 of the scale,
where Principle Component Analysis was applied, the Cronbach Alpha Coefficient
for the whole scale was found to be (α=0.752). According to the determined data
the reliability of the whole scale suggests that Parts 2 and 3 could be
determined as sufficient (Hair et al., 2010, p. 125).
Descriptive Statistics Related to the Tendency to Internet Use
According
to the gender variable the Mann Whitney U analysis concerning the “comfort”
dimension is presented in Table 2.
RESULTS AND DISCUSSION
It
was determined in the study that university students are affected by factors
regarding comfort, ease and access to information when using the Internet.
According to the results of the study, it was determined that male users tend
to use the Internet more for comfort than female users. People who connect to
the Internet on their cell phones feel that the comfort, ease and access to
information factors dominate. People who use virtual identities feel the
comfort, ease and access to information factors more densely. Among age groups,
ease and access to information factors show differences. According to this,
those 21-24 who are at undergraduate level of study feel the Internet provides
access to information more than other groups. On the other hand, those 29-32
who are at a graduate level of study tend to use the Internet because of the
ease factor.
University
students think that the more time they spend on the Internet, the more comfort
they experience. At the same time, the ones who are connected to the Internet
via cell phones think that the use of the Internet provides more ease. The ones
who spend time using their cell phones in order to play games, text each other
and chat are affected by the comfort and ease dimensions the most. People who
spend their free time shopping are affected by the access to information
dimension more.
The
percentage of people who connect to the Internet with their cell phones is
59.73%. These data reveal that individuals have the opportunity to access to
the Internet from home, work or via their cell phones everywhere.
When
the information gathered through descriptive statistics is taken into
consideration, it can be interpreted that individuals have access to the
Internet everywhere via mobile gadgets except for their home and thus they have
access to activities that could create recreative activities.
When
daily free time and use of the Internet are taken into consideration, it is
observed that individuals spend at least 50% of their free time on the
Internet. This suggests that the recreational activities people perform in
their real life now take a different path to be performed still in their free
time, but with passive activities over the Internet. The most important factor
to support this hinges on what people do while they are connected to the
Internet. When what people do on the Internet is considered with this aim, it
is found that they tend to check email, read about news, do research in terms
of education or self-development, listen/view online movies/music and log on to
social media and sharing sites. This might suggest that university students use
Internet-based recreation activities are passive (Bhat & Lockwood, 2004;
Murphy & Degnen, 2001). Moreover, the results of the study reveal that
viewing/listening/downloading movies and music, programming for pleasure or
logging on to social media or sharing sites as an environment where
interpersonal interactions take place form the Internet-based recreation
settings directly.
Another
important finding is that the activities engaged in on the Internet vary
according to the age groups of university students. While those below the age
of 25 directly log onto Internet-based recreational applications, those over 25
prefer to surf sites providing education, news, self-development, etc. This
suggests that individuals start to spend their free time with worries about
their career at the end of their time at university, but they do this willingly
and with pleasure. Furthermore, since the access to information factor affects
those below the age of 25 more than those above the age of 25, this could
suggest that they experience internet-based recreation activities
simultaneously while using it for educational purposes.
When
the definitions of free time and recreation in the literature are considered,
the definitions are generally time-oriented (Veal, 1992). In other words, the
definitions include the time out of work and free time concepts in most of the
articles (Veal, 1992; Mclean, Hurd & Rogers, 2005; Parr & Lashua, 2004;
Parry & Long, 1988; Partmore, 1983; Yukic, 1970; Gist & Fava, 1964).
Moreover, these definitions also include features of free time activities, such
as personal development, pleasure, psychological and physical rest or freedom
of choice via producing different alternatives. Parallel to these expressions,
the “activities done in free time” expression is also mentioned in the
definitions (Stebbins, 2005; Veal, 1992). Furthermore, whether free time
activities are free willed or freely chosen at the beginning but become routine
after a while is a topic of discussion. Stebbins (2005) claimed that the
“peoples’ free will” expressions in the definitions of free time do not reflect
the reality. In this respect, while choosing their free time activities, the
individuals could make their choices in terms of the social groups they belong
to, socio-economical structure and some other limitations. On the other hand,
the most important definition related to discrimination of free time is made by
De Grazia (1964). According to De Grazia (1964) free time consists of
activities people do for their own good. For example, shopping could both be a
necessity or a hobby for a person. Shopping, made as a hobby is a leisure time
activity and gives pleasure to the person according to De Grazia (1964).
However, if shopping is result of a necessity, it is a chore and does not count
as free time. De Grazia (1964) expresses the following concerning free time:
“Leisure time is defined as the opposite of work time. However, free time
cannot be defined like this. Leisure time and free time live in two different
worlds. Everyone could have leisure time but not everyone can have free time”.
According to this expression, in order to form activities related to free time,
one needs to have the authority to remove monetary, social, etc. obstacles. For
example, when someone wants to fill his/her free time doing internet-based
recreation activities, he/she needs a computer, an Internet connection and
other hardware. In order to have this hardware, individuals should have
economical opportunities. On the other hand, the evaluation that all the
activities individuals do for their own good made by De Grazia (1964) could
create arguments in terms of internet-based recreation applications because
passive recreation activities would not provide beneficial results for people
when their health is considered. Moreover, studies suggest that this situation
makes people asocial. However, the question of whether the expression “good”
implies the activities that an individual defines as good for himself or in
terms of social norms should be answered.
While
the assertion of Stebbins (2005) and Veal (1992), that free time activities
occur in “Free Time” seems to be valid ontologically, developing technology and
the spread of the Internet makes it questionable to discriminate free time
activities as only “Free Time” because people can now direct themselves to make
an activity that is optional, free-willed and pleasurable during their working
hours, namely at work. According to the study by Kozinets (1999) a large part
of time spent on the Internet is considered a recreational interaction. If the
free time concept should still be used despite this claim, a new recreation
sub-definition should be made because these activities could be made both
during free time and work time simultaneously or in a planned manner. Thus,
since these new recreation activities are held on the Internet or via a virtual
web, it could be appropriate to name them e-recreation.
Ankomah,
P. & Larson, T. (2018). Virtual tourism and its potential for tourism
development in Sub-Saharan Africa. In: Encyclopedia of Information Science and
Technology, D.B.A. Mehdi Khosrow-Pour. (Eds), 4th Edn, IGI Global,
Hersey, PA, USA, pp. 4113-4122, ISBN: 1522522557.
Aytaç,.
Ö. (2006). Tüketimcilik ve Metalaşma Kıskacında Boş Zaman. Kocaeli Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 11(1): 27-53.
Bhat,
C.R. & Lockwood, A. (2004). On distinguishing between physically active and
physically passive episodes and between travel and activity episodes: An
analysis of weekend recreational participation in the San Francisco Bay area. Transportation Research - Part A: Policy and
Practice, 38(8): 573-592. DOI: 10.1016/j.tra.2004.04.002
Blossom,
J. (2011). Content nation: Surviving and thriving as social media changes our
work, our lives and our future. John Wiley & Sons, IN, USA, ISBN:
9780470379219, p: 368.
Bryce,
J. (2001). The technological transformation of leisure. Social Science Computer Review, 19(1): 7-16. DOI: 10.1177/089443930101900102
Bucher,
C.A. & Bucher, R.D. (1974). Recreation for today’s society. Frentice-Hall,
New Jersey, USA, ISBN: 9780137687398, p: 387.
Caplan,
S.E. (2003). Preference for online social interaction a theory of problematic
internet use and psychosocial well-being. Communication
Research, 30(6): 625-648. DOI: 10.1177/0093650203257842
Clawson,
M. & Knetsch, J.L. (1974). Leisure in modern America. In: Concepts of
Leisure, JF Murphy (ed.), Englewood Cliffs, Prentice-Hall, New Jersey, USA,
ISBN: 9780131665125, pp: 78-90.
Cross,
G. (1990). A social history of leisure. Venture, Pennsylvania, USA, ISBN:
9780910251358, p: 297.
De
Grazia, S. (1964). Of time, work and leisure. Doubleday Publishings, New York,
USA, ISBN: 9780679743439, p: 559.
Drucker,
P.F. (2000). The new realities. Routledge, London, UK , ISBN: 9780765805331, p:
274.
Dumazedier,
J. (1960). Current problems of the sociology of leisure. International Social Science Journal, 12(4): 522-531. DOI:
10.14486/IJSCS159
Farquhar,
L.K. & Meeds, R. (2007). Types of fantasy sports users and their
motivations. Journal of Computer-Mediated
Communication, 12(4): 1208-1228. DOI: 10.1111/j.1083-6101.2007.00370.x
Gist,
N.P. & Fava, S.F. (1964). Urban society. Crowell, New York, USA, ISBN:
9780690004939, p: 623.
Gray,
D.E. (1971). This alien thing called leisure. Paper presented at Oregon State
University, Corvallis, Oregon, 8 July, quoted in J. F. Murphy (ed.) Concepts of
Leisure. Englewood Cliffs, Prentice-Hall, New Jersey, USA, ISBN: 9780131665125,
pp: 21-23.
Hair,
J.F., Black, W., Babin, B.Y.A., Anderson, R.E. & Tatham, R.L. (2010).
Multivariate data analysis: A global perspective. Pearson Prentice Hall, New
Jersey, USA, ISBN: 9780138132637, p: 800.
http://www.internetworldstats.com/stats4.htm
http://www.internetworldstats.com/stats.htm
Johnson,
J.J. & Ugray, Z. (2007). Employee internet abuse: Policy versus reality. Issues in Information Systems, 8(2): 214-219.
Katz,
J. & Aspden, P. (1997). Motivations for and barriers to internet usage: Results
of a national public opinion survey. Internet
Research, 7(3): 170-188. DOI: 10.1108/10662249710171814
Kiesler,
S. (1986). Thinking ahead: The hidden message in computer networks. Harward Business, 64(1): 46-60.
Kozinets,
R.V. (1999). E-tribalized marketing? The strategic implications of virtual
communities of consumption. European
Management Journal, 17(3): 252-264. DOI: 10.1016/S0263-2373(99)00004-3
Lafargue,
P. (1999). Tembellik Hakkı. Translator: Öztürk E, Siyah Beyaz Yay., İstanbul,
TR, ISBN: 9786059544443.
Lee,
C.K., Conroy, D.M. & Hii, C. (2003). The internet: A consumer socialization
agent for teenagers. Proceedings of ANZMAC Conference, Adelaide, Australia, pp:
1708-1715.
Lee,
S.Y. (2009). Online communication and adolescent social ties: Who benefits more
from internet use? Journal of
Computer-Mediated Communication, 14(3): 509-531. DOI:
10.1111/j.1083-6101.2009.01451.x
Mclean,
D.D., Hurd, A.R. & Rogers, N.B. (2005). Recreation and leisure in modern
society. Johns and Bartlett Publishers, Masshacushett, USA, ISBN:
9781284034103, p: 397.
Murphy,
J. (1974). Concepts of leisure. Englewood Cliffs, Prentice-Hall, New Jersey,
USA, ISBN: 9780131665125, p: 134.
Murphy,
S. & Degnen, L.T. (2001). Participation in daily living tasks among older
adults with fear of falling. American
Journal of Occupational Therapy, 55(5): 538-544. DOI: 10.5014/ajot.55.5.538
Nancarrow,
C. & Brace, I. (2000). Saying the “right thing”: Coping with social
desirability bias in marketing research. Bristol
Business School Teaching and Research Review, 3(11): 1-12.
Neulınger,
J. (1974). The psychology of leısure: Research approaches to the study of
leisure. Springfield, 11(1): 295-306.
Oravec,
J.A. (2002). Constructive approaches to Internet recreation in the workplace. Communications of the ACM, 45(1): 60-63.
DOI: 10.1145/502269.502298
Oravec,
J.A. (2005). Enhancing workplaces with constructine online recreation. In:
Encyclopedia of Information Science and Technology, D.B.A. Mehdi Khosrow-Pour.
(Eds), 4th Edn, IGI Global, Hersey, PA, USA, ISBN: 1522522557, pp:
1070-1074.
Parisi,
L.J. (2018). Fantasy sport platform with augmented reality player acquisition.
US Patent App. 15/381,534, Google Patents.
Parr,
M.G. & Lashua, B.D. (2004). What is leisure? The perceptions of recreation
practitioners and others. Leisure
Sciences, 26(1): 1-17. DOI: 10.1080/01490400490272512
Parry,
J. & Long, J. (1988) Immaculate concepts? Proceeding of 2nd International
Conference of the Leisure Studies Association, Brighton, England, pp: 210-215.
Partmore,
A.J. (1983). Recreation and resources. Blackwell, Oxford, UK, ISBN:
9780631136095, p: 254
Pruijt,
H. (2002). Social capital and the equalizing potential of the Internet. Social Science Computer Review, 20(2):
109-115. DOI: 10.1177/089443930202000201
Stebbins,
R.A. (2005). Choice and experiential definitions of leisure. Leisure Sciences, 27(4): 349-352. DOI:
10.1080/01490400590962470
Thompson,
M.J. (2005). Data mine-A story best told with numbers-Online Recreation-A look
at what we do on the Web. Technology
Review-Palm Coast, 108(8): 32-32. DOI: 10.5121/ijdkp.2013.3201
Toffler,
A. (2008). Üçüncü dalga: bir futurist ekonomi analizi klasiği, Koridor
yayıncılık, İstanbul, TR, ISBN: 9789944983655, p: 542.
Veal,
A.J. (1992). Definations of leisure and recreation. Australian Journal of Leisure and Recreation, 2(4): 44-52. DOI:
10.1079/9780851995465.0000
Veblen,
T. (1899). The theory of the leisure class: An economic study of institutions.
Retrieved from: http://web.mit.edu/allanmc/OldFiles/www/veblenintro.pdf
(Accessed on November 4, 2014).
We are
Social and Hootsuite. (2017). Digital in 2017 global overview. Retrieved from: https://wearesocial.com/special-reports/digital-in-2017-global-overview
(Accessed on October 13, 2017).
Whitty,
M.T. & Mclaughlin, D. (2007). Online recreation: The relationship between
loneliness, internet self-efficacy and the use of the internet for
entertainment purposes. Computers in
Human Behavior, 23(3): 1435-1446. DOI: 10.1016/j.chb.2005.05.003
Yukic,
T.S. (1970). Fundamentals of recreation. Eds., Harper & Row, New York, USA,
ISBN: 978-0060473518, p: 187.