A general term for industries that manufacture and sell equipment necessary for people's leisure activities, provide facilities and equipment, and provide guidance on leisure activities. Leisure Industry ClassificationLeisure activities are broadly divided into three categories based on their activeness and proactiveness: (1) release-type leisure aimed at temporary relief from work-related stress (including eating out, watching TV, music, and performances, as well as gambling and other competitive activities); (2) recreational leisure aimed at generating energy for the next day through extraordinary activities (sports, sightseeing, etc.); and (3) self-development-type leisure with an awareness of self-actualization (creative activities such as music and art, Japanese and Western sewing, tea ceremony and flower arranging "training," reading, and studying at various seminars). As of 2000, the domestic leisure market was 85,057 billion yen (down 0.6% from the previous year) (Leisure White Paper 2001). It has been growing negatively since peaking in 1996, but the rate of decline is gradually shrinking. [Shinichi Tonomura] Development of the leisure industryJapan's leisure industry grew rapidly along with the high economic growth in the mid-1950s. It was centered on release-type leisure in entertainment districts such as pachinko, bars, and baseball games, and the market size has been increasing year by year from around 10% of GNP. Events such as the 1964 Tokyo Olympic Games and the 1970 Osaka World Expo improved social capital such as the Shinkansen and expressways, accelerating motorization, encouraging outdoor leisure activities such as travel and sports and making them more expensive, promoting the expansion of the leisure industry. During this period, the practice of using dining, games, and sports as entertainment for entertainment (the so-called "company business tribe") became established in corporate society, and it is important to note that "semi-leisure" linked to work, including company trips, supported the leisure industry. Even after the economy shifted to stable growth, spending on leisure continued to increase, and in the 1980s leisure activities became more individualized and diverse. The strong yen led to a boom in overseas travel, and the emergence of hobbies, learning, and even enthusiasts (individual leisure) expanded new markets (such as craft models). Leisure activities with a strong "seeking the truth" such as tea ceremony, flower arranging, piano, and Go have maintained long-lasting popularity alongside everyday leisure activities (handmade culture) such as DIY (do it yourself) and gardening, while gateball, which is popular mainly among the elderly, has joined the ranks of healthy sports such as jogging and aerobics. [Shinichi Tonomura] Characteristics of the leisure industryBecause of the high business risks due to the time of day, day of the week, and seasonal fluctuations in business activity, as well as the short life cycle of trends, there are many small and medium-sized businesses, a strong demand-location-based labor-intensive character, and many part-time and casual temporary workers. Large capital companies are also expanding into "large leisure centers" and Disneyland-style "large theme parks," but many are striving for business stability by spreading out risk through diversification. [Shinichi Tonomura] [Reference] |Source: Shogakukan Encyclopedia Nipponica About Encyclopedia Nipponica Information | Legend |
人々のレジャー活動に対して、それに必要な用具の製造・販売、施設・用具の提供、レジャー活動の指導を行う産業の総称。 レジャー産業の分類レジャー活動の能動性・積極性を基準に三つに大別される。(1)仕事などのストレスからの一時的な解放を目的とするリリース(発散、解放)型レジャー(外食、テレビ、音楽、興業などの鑑賞、ギャンブルなど勝負事を含む)、(2)非日常的行為を通じて明日への活力を生み出すレクリエーション型レジャー(スポーツ、観光など)、(3)自己実現を意識した自己啓発型レジャー(音楽・美術などの創作活動、和・洋裁、茶・華道など「稽古(けいこ)事」、読書や各種講習会での学習など)に区分される。国内のレジャー市場(余暇市場)は、2000年(平成12)現在85兆0570億円(前年比0.6%減)である(『レジャー白書2001』)。1996年をピークにマイナス成長を続けているが、減少幅は除々に縮少している。 [殿村晋一] レジャー産業の発展わが国のレジャー産業は、1950年代なかばの高度成長とともに急成長した。パチンコ、酒場、野球観戦など盛り場でのリリース型レジャーが中心で、市場規模もGNPの10%前後から年々その比重を高めてきた。1964年の東京オリンピック大会、70年の大阪万国博などは、新幹線、高速道路など社会資本を充実させ、モータリゼーションを加速化し、旅行、スポーツなどレジャー活動の屋外化、高額化を促し、レジャー産業の大型化を促進した。この時期、企業社会では飲食、勝負事、スポーツを接待に利用する慣行(いわゆる「社用族」)が定着し、社員旅行を含む仕事と結び付いた「半レジャー」が、レジャー産業を支えた面も無視できない。 経済の安定成長への移行後も、レジャーに対する支出は増大傾向をたどり、1980年代に入ると、レジャー活動は個性化し、多様化した。円高を背景に海外旅行がブームとなり、ホビーや学習、さらにはマニアの出現(個性派レジャー)が新市場(クラフト模型など)を拡大させた。茶・華道、ピアノ、囲碁など「求道性」の強いレジャーが、DIY(do it yourself)や園芸など日常的レジャー(手作り文化)と並んで息の長い人気を確保している反面、ジョギングやエアロビクスなど健康スポーツに高齢層を中心とするゲートボールなどが仲間入りしている。 [殿村晋一] レジャー産業の特徴時間帯や曜日、季節による繁閑差や流行のライフ・サイクルの短さなどから経営リスクが大きいため、中小企業が多く、需要立地型労働集約的色合いが強く、パート、アルバイトなど臨時雇用者が多い。大資本も「大型レジャー館」とかディズニーランド型の「大型テーマパーク」に進出しているが、多角経営による危険分散によって経営安定を図っているものも多い。 [殿村晋一] [参照項目] |出典 小学館 日本大百科全書(ニッポニカ)日本大百科全書(ニッポニカ)について 情報 | 凡例 |
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