Difference between revisions of "Chinese people's increasing leisure time"

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==Description==
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More and healthier leisure-time activities are a direct result of economic development and are a useful in indicator of social progress.[1] Now people in China enjoy more holidays than ever and have an increased amount of time available for entertainment and relaxation. This has spurned increased adoption of broadband internet, as people flock online to watch movies, play games, and chat with friends.<br>
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Under Mao, Chinese citizens were guaranteed leisure time, although they were only free to pursue party-approved activities. Karl Marx concieved leisure time as room for human development, while Mao took it to mean the time works need to recuperate for their next shift.  Between 1958 and 1960, the party issued directives guaranteeing the masses 8 hours of sleep and a few hours leisure time -- although this was generally not free to duties used to immerse themselves more fully in communist ideology.[3]<br>
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Now students in China have no regular school classes for 160 days every year. The five-day school week was adopted when China reduced the work week from six days to five in 1995. On top of weekends without regular class, China's youth also enjoy three seven-day holidays which fall around May first, the Labor Day; October 1, the country's National Day and traditional Spring Festival, or Chinese lunar new year. With the extra spare time China's students are finding more free time for extra-curricular activities, although despite the extra days off from regular classes, China's students face tremendous pressure to get good scores if they hope to attend university. Most students in fact attend extra classes on weekends and throughout the summer.[2]<br>
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Ministry of Labor and Social Security figures show Chinese employees work an average 20.92 days a month and 2,008.8 hours a year, similar to figures in the United States, the United Kingdom and Japan.  This results in increased demand in service industries, such as tourism, entertainment, service, cultural, sports facilities, transport and museum sectors.  However, after years of neglect, they require expansive development to become a comprehensive; for example, in the United States, the leisure industry contributes the largest percentage of GDP and accounts for a third of consumption expenditure.[4]<br>
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==Enablers==
==Enablers==

Revision as of 14:18, 15 May 2010