주거지 보행친화도에 따른 정보통신기술 활용정도가 주관적 삶의 질에 미치는 조절 효과Moderating Effect of ICT Use and Neighborhood Walkability on Subjective Quality of Life
- Other Titles
- Moderating Effect of ICT Use and Neighborhood Walkability on Subjective Quality of Life
- Authors
- 강재원; 홍의석; 성현곤
- Issue Date
- Apr-2021
- Publisher
- 대한국토·도시계획학회
- Keywords
- 정보통신기술; 보행친화도; 삶의 질; 조절효과; ICTs (Information Communication Technologies); Walkability; Quality of Life; Moderating Effect
- Citation
- 국토계획, v.56, no.2, pp.37 - 48
- Indexed
- KCI
- Journal Title
- 국토계획
- Volume
- 56
- Number
- 2
- Start Page
- 37
- End Page
- 48
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/142028
- DOI
- 10.17208/jkpa.2021.04.56.2.37
- ISSN
- 1226-7147
- Abstract
- Neighborhood walkability has gained much traction as one of the key measures of Quality of Life (QoL). As such, many town-planning scholars and professionals have advocated for walkable neighborhoods so as to promote a more active and healthy lifestyles for urban dwellers. However, one may question whether the benefits of walkable neighborhoods are still relevant today, when people spend a lot of time with digital technologies, such as computers, smartphones, and tablets. It is unclear as to what extent Information and Communication Technologies (ICTs) interact positively or negatively with walkable environments in contributing to one’s QoL. Using a cross-sectional sample of 1,500 adults living in Seoul, South Korea, we empirically examine the moderating effect of ICTs and neighborhood walkability on one’s subjective QoL. Results show that ICT use negatively moderates the relationship between neighborhood walkability and the QoL for people falling in the higher quintile of overall QoL. For those in the lower quantile, the moderating effect of ICT use is not significant. This study implies that ICTs may have an unintended effect on one’s QoL, even for people living in walkable neighborhoods. Further studies are needed to examine the role of different types of ICT use and the possible synergistic effects of combining ICTs and neighborhood walkability through behavioral interventions – such as gamification or social incentives.
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