Social entertainment are forms of entertainment that involve attending public venues, but do not involve significant physical activity, such as spectator sports or going to the theatre.
In leisure studies, social entertainment is counterposed to active leisure, which are leisure activities involving physical exertion, and passive leisure, which are forms of entertainment that can be enjoyed from home. Examples of social entertainment include spectator sports, going to the movies, or going to concerts. [1] [2]
Although the use of physical public spaces is the defining feature of social entertainment, the use of social media [3] and massively multiplayer online games have been described as online forms of social entertainment. [4]
A hobby is considered to be a regular activity that is done for enjoyment, typically during one's leisure time. Hobbies include collecting themed items and objects, engaging in creative and artistic pursuits, playing sports, or pursuing other amusements. Participation in hobbies encourages acquiring substantial skills and knowledge in that area. A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy. Hobbies tend to follow trends in society. For example, stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication; as of 2023, video games became more popular following technological advances. The advancing production and technology of the nineteenth century provided workers with more leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time.
Leisure has occasionally been defined as a quality of experience or as free time. Free time is time spent away from business, work, job hunting, domestic chores, and education, as well as necessary activities such as eating and sleeping. Leisure as an experience usually emphasizes dimensions of perceived freedom and choice. It is done for "its own sake", for the quality of experience and involvement. Other classic definitions include Thorstein Veblen's (1899) of "nonproductive consumption of time." Free time is not easy to define due to the multiplicity of approaches used to determine its essence. Different disciplines have definitions reflecting their common issues: for example, sociology on social forces and contexts and psychology as mental and emotional states and conditions. From a research perspective, these approaches have an advantage of being quantifiable and comparable over time and place.
Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or pleasure and are considered to be "fun".
Sexual attraction is attraction on the basis of sexual desire or the quality of arousing such interest. Sexual attractiveness or sex appeal is an individual's ability to attract other people sexually, and is a factor in sexual selection or mate choice. The attraction can be to the physical or other qualities or traits of a person, or to such qualities in the context where they appear. The attraction may be to a person's aesthetics, movements, voice, or smell, among other things. The attraction may be enhanced by a person's adornments, clothing, perfume or hair style. It can be influenced by individual genetic, psychological, or cultural factors, or to other, more amorphous qualities. Sexual attraction is also a response to another person that depends on a combination of the person possessing the traits and on the criteria of the person who is attracted.
Physical education, often abbreviated to Phys. Ed. or PE, is a subject taught in schools around the world. PE is taught during primary and secondary education and encourages psychomotor, cognitive, and affective learning through physical activity and movement exploration to promote health and physical fitness. When taught correctly and in a positive manner, children and teens can receive a storm of health benefits. These include reduced metabolic disease risk, improved cardiorespiratory fitness, and better mental health. In addition, PE classes can produce positive effects on students' behavior and academic performance. Research has shown that there is a positive correlation between brain development and exercising. Researchers in 2007 found a profound gain in English Arts standardized test scores among students who had 56 hours of physical education in a year, compared to those who had 28 hours of physical education a year.
Physical intimacy is sensuous proximity or touching. It is an act or reaction, such as an expression of feelings, between people. Examples of physical intimacy include being inside someone's personal space, holding hands, hugging, kissing, caressing and sexual activity. Physical intimacy can often convey the real meaning or intention of an interaction in a way that accompanying speech cannot do. Physical intimacy can be exchanged between any people but as it is often used to communicate positive and intimate feelings, it most often occurs in people who have a preexisting relationship, whether familial, platonic or romantic, with romantic relationships having increased physical intimacy. Several forms of romantic touch have been noted including holding hands, hugging, kissing, cuddling, as well as caressing and massaging. Physical affection is highly correlated with overall relationship and partner satisfaction.
Bullying is the use of force, coercion, hurtful teasing or threat, to abuse, aggressively dominate or intimidate. The behavior is often repeated and habitual. One essential prerequisite is the perception of an imbalance of physical or social power. This imbalance distinguishes bullying from conflict. Bullying is a subcategory of aggressive behavior characterized by hostile intent, imbalance of power and repetition over a period of time.
Uses and gratifications theory is a communication theory that describes the reasons and means by which people seek out media to meet specific needs. The theory postulates that media is a highly available product, that audiences are the consumers of the product, and that audiences choose media to satisfy given needs and allow them to enhance knowledge, relaxation, social interactions/companionship, diversion, or escape.
Human behavior is the potential and expressed capacity of human individuals or groups to respond to internal and external stimuli throughout their life. Behavior is driven by genetic and environmental factors that affect an individual. Behavior is also driven, in part, by thoughts and feelings, which provide insight into individual psyche, revealing such things as attitudes and values. Human behavior is shaped by psychological traits, as personality types vary from person to person, producing different actions and behavior.
Impression management is a conscious or subconscious process in which people attempt to influence the perceptions of other people about a person, object or event by regulating and controlling information in social interaction. It was first conceptualized by Erving Goffman in 1959 in The Presentation of Self in Everyday Life, and then was expanded upon in 1967.
Physical fitness is maintained by a range of physical activities. Physical activity is defined by the World Health Organization as "any bodily movement produced by skeletal muscles that requires energy expenditure." Human factors and social influences are important in starting and maintaining such activities. Social environments can influence motivation and persistence, through pressures towards social conformity.
Social media are interactive technologies that facilitate the creation and sharing of content, ideas, interests, and other forms of expression through virtual communities and networks. Social media refers to new forms of media that involve interactive participation. While challenges to the definition of social media arise due to the variety of stand-alone and built-in social media services currently available, there are some common features:
The economics of happiness or happiness economics is the theoretical, qualitative and quantitative study of happiness and quality of life, including positive and negative affects, well-being, life satisfaction and related concepts – typically tying economics more closely than usual with other social sciences, like sociology and psychology, as well as physical health. It typically treats subjective happiness-related measures, as well as more objective quality of life indices, rather than wealth, income or profit, as something to be maximized.
Customer experience is the totality of cognitive, affective, sensory, and behavioral customer responses during all stages of the consumption process including pre-purchase, consumption, and post-purchase stages.
Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds.
Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. Research on social presence theory has recently developed to examine the efficacy of telecommunications media, including SNS communications. The theory notes that computer-based communication is lower in social presence than face-to-face communication, but different computer-based communications can affect the levels of social presence between communicators and receivers.
Experts from many different fields have conducted research and held debates about how using social media affects mental health. Research suggests that mental health issues arising from social media use affect women more than men and vary according to the particular social media platform used, although it does affect every age and gender demographic in different ways. Psychological or behavioral dependence on social media platforms can result in significant negative functions in individuals' daily lives. Studies show there are several negative effects that social media can have on individuals' mental health and overall well-being. While researchers have attempted to examine why and how social media is problematic, they still struggle to develop evidence-based recommendations on how they would go about offering potential solutions to this issue. Because social media is constantly evolving, researchers also struggle with whether the disorder of problematic social media use would be considered a separate clinical entity or a manifestation of underlying psychiatric disorders. These disorders can be diagnosed when an individual engages in online content/conversations rather than pursuing other interests that occur in real life.
Fitness culture is a sociocultural phenomenon surrounding exercise and physical fitness. It is usually associated with gym culture, as doing physical exercises in locations such as gyms, wellness centres and health clubs is a popular activity. An international survey found that more than 27% of world total adult population attends fitness centres, and that 61% of regular exercisers are currently doing "gym-type" activities. Getting and maintaining physical fitness has been shown to benefit individuals' inner and outer health. Fitness culture has become highly promoted through modern technology and from the rising popularity of social media platforms.
A System for Observing Play and Recreation in Communities (SOPARC) is a reliable and valid observation tool for assessing park and recreation areas, including park users’ physical activity levels, gender, age, and ethnicity groupings. It also collects information on park characteristics including accessibility, usability, supervision, and organization. The use of SOPARC in park monitoring would allow for more consistent and comprehensive monitoring of parks. The summary data (e.g. the number of park users, demographics, frequency by activity types) obtained using SOPARC is easily understood by practitioners, policymakers, and the public. SOPARC has been adapted to numerous studies to understand the role of park conditions on park use, compare park data, and inform park system planning and programming.
Athletic identity is a part of self-identity and can be defined as the level, to which one identifies with the role of an athlete. It is a self-concept that is constructed from information processed by the individual and influences both input and output of information related to the self. For athletes and people that are actively involved in sports, athletic identity is a major part of their self and they can satisfy the need of their athletic identity by taking part in sports. Athletic identity increases with the level of involvement in sports, and strong athletic identity correlates positively with athletic achievements, as well as with higher motivation and competitiveness. Changes, such as a decline, in athletic identity facilitate adjustment to everyday life.