eTIME or the Networking of Leisure Time Generational

The aims of my research are to reveal the effect of ICT tools on lifestyle, the typical patterns of cultural interests and cultural consumption in digital and mediated environment, the attributes of free time activities of different generations in the light of the findings of the last two timescale analyses. Additionally, an explanatory model which may assist us in revealing some special features of e-time will also be shown. Hungarian and international research about this topics shows that internet use is detrimental to social relations – especially at the early stages of the penetration period: it reduces the time spent with friends and family, weakens communication among family members, and also influences the use of different media. Traditional social and cultural activities are „in competition” with the internet, as the amount of free time has practically been constant for decades (an average of 4.5 hours per day for adults). Researchers have compared the activity structures of users and non-users, and their finding is that internet users are significantly more likely to read a book, use media actively also for various artistic content, visit art events, and participate in various leisure activities (sports, cinema etc.), while they watch less television.


Introduction
Time, which made Saint Augustine frightened and confused, misled Newton, inspired Einstein and made Heidegger obsessed, is the wonderful invention of eternity. Culture is everything that cannot be perpetuated genetically, it even includes Voltaire and vodka advertisements.
However, "in Bosnia and Belfast, culture is not only something that we put in a CD-player but it is also something which we need to kill for." 1 Information society 2 , which revolutionises everything, establishes a novel social and economical formation, ignores the rules and the millennia-old rigid structures and destroys the frames of time and culture, is the new 1 Eagleton, 2001. 2 Z.Karvalics, 2002 millennium. As free time became the "product" of industrial society, information society has also produced a specific form of time, namely "e-time" or the time of information society, which has evolved in a period which can be described by information and communications technologies. E-time can speed up the rhythm of everyday life much better than anything before.
It induces essential changes in several segments of economy, work and society. "Multi-time", which means doing diverse activities simultaneously, comes into existence. The rhythm of work and gaming changes, the new time of the novel paradigm overrides historically and socially accepted system of workweeks and weekends. 3 Lee-Whitley, 1999, 2000, Ropolyi, 2006 The reason why I chose this method is that the most common sociological methodology for time related research is the time balance sheet survey focussing on the individual. Time balance sheet surveys focus on how members of any society use their time, which also reflects on how much economic, cultural and social capital they have. Categorisation in Hungary splits daily activities into three large basic units: the first block contains socially mandatory activities, i.e. types of activities where there is no real free choice between whether one carries them out or not (wage earning work, study, family care, transport). The second block contains the satisfaction of physical needs, which is also mandatory activities that are carried out by the majority of society as part of a daily routine and mainly serve physical regeneration (sleep, eating, bodily hygiene). The third block contains voluntary activities where the individual is relatively free to choose from alternatives of mental, psychological, physical recreational activities. The following indices were used for the analysis: "A" index: daily average time use in minutes, which is the average time calculated for the entire population (or groups of population) for all activities examined, with a total of 1440 minutes, i.e. 24 hours a day. "B" index: percentage rate of the people carrying out the given activity. "C" index: average time spent with the given activity in minutes (Szalai, 1978, KSH, 2012. block into two parts, based on the classification introduced by Falussy 5 . Activities are grouped as follows, according to their location, method and type:

I.
Leisure time spent away from the screen: • visiting cultural institutions (theatre, cinema, museum, exhibition, concert, opera); • social leisure time (friends, family time, social programs); • cultural leisure time spent at home, within the home (reading, listening to radio or music, pursuing a hobby); • "open air" activities (motion, sports, excursion, fishing, gardening); • other leisure activities (voluntary help, working with political and civil sector organisations, religious exercise, mending pets)

II.
Leisure time in front of the screen: • watching television or videos, watching movies on DVD • computer use, internet use Using the narrow interpretation of culture consumption during analysis, I included activities in my analysis that entail the reception of some product of high or mass culture, and I concentrate on active leisure activities that are related to spending social time, i.e. which require active participation, physical and/or mental activity and the leaving of the personal living space.

Gen Y Gen X Baby Boomers Builders
There is a significantly smaller difference among generations in the area of culture in the narrow sense in 2010 as compared to ten years before: participation is balanced on a low level.
The least popular activity form for the two young generations are attending opera performances and concerts; they choose all other events that fall into the category of culture in the classical sense over classical music. Similarly, members of the two older generations prefer going to the theatre, museum or exhibition or even a movie over classical music programs.
When looking at the leisure time activity patterns of generations, we can see that a "generational shift" has become visible in many areas, which is characteristic for younger generations primarily, and it indicates changes that happened over the decade analysed here.
Members of younger generations (Y, X) show levels of participation in various leisure venues (e.g. cinema, theatre, museum, entertainment venues) as the next older generation did ten years earlier.

Gen Y Gen X Baby Boomers Builders
Considering all leisure activties, generation Y is seen as the most active: They spend their free time actively, diversely and interestingly, they spend a lot of time with other people, they make excursions and do sports, entertain themselves, and a part of them even visits cultural institutionsalthough this rate is much lower than at the turn of millennium. Their leisure time habits make them similar to generation X of the turn of millennium.
The "out" programs of generation X halved over the decade, while there was only a slight drop in similar activities of the Baby Boomers, which involve leaving the home. Next to the youngest generation, it is the oldest where the biggest changes happened. In comparison to the turn of millennium, many more members of the Builders generation said that they went at least once to the theatre, cinema, visit friends, do sports, to a sports event as spectator, to eat out at a place, played board games, or took their grandchildren to the puppet theatre or the circus.
One typical characteristic of generation Z, i.e. "digital natives" 9 or the Internet generation is that they use the internet continuously. Data from the 2012 survey show that digital natives feel comfortable in digitalized-mediatized homes, or in in the vicinity of the internet, computers, i.e. devices 10 , and also in the company of their friends. Online communality, continuous online activity and presence have grown to the extreme and peaked in comparison to earlier generations. The Internet generation no longer organises its free time around the television screen; the computer monitor has become the main rival 11 . For generation Z, the Holy Trinity of free time is the internet, television, and spending time with friends; this generation is characterised by a rather monotonous pattern of free time use concentrating around the home and telecommunication devices. 9 Prensky, 2001. 10 82% of the generation have a computer at home, 76% also have internet access. 11 They spend 140 and 195 minutes on average with watching television on weekdays and weekends respectively, and the same amount of time in front of the television.

rd figure: Free time use averages of Z Generation (minutes) 12
The majority of generation Z members are not striving to use their free time in a quality way, they spend most of their time, which is free from obligations, in front of various screens; any inspirational leisure time activity 13 pursuing or commitment to hobbies, visiting cultural institutions are rare activities that appear with but a few of them. Only one-third of this generation engages in high cultural events, one-fifth does sports in their free time, and one quarter spends time with reading books. This little time spent with reading newspapers and books 14 reflects the content consumption preferences of the Internet generation: the most important medium and main source of news for them is the internet 15 , and they consider newspapers 16 the least important source of information, even television 17 ranks higher.

Leisure time in front of the screen
Spending free time at home has become an increasingly attractive option through the development of info-communication tools, entertainment electronics and the media industry.
Various audio-visual devices have appeared in homes over the past decade, which have all enabled culture consumption at home to become an "experience", thus reducing further the need to visit cultural institutions.  Data from the time balance sheet support the hypothesis that age is the primary explanatory factor for digital inequality 24 , computer use by older and younger generations indicates the existence of a generation gap. Internet use shows the same pattern as computer use: generation Y members are the most active (86% use the internet), followed by generation X where only one-third doesn't use the internet in their free time; while more than half of the Baby Boomer generation (54%) stays away from information society, and the members of the Builders generation are the least "entangled" in the web: 75% are no internet users.
We can observe significant differences in the internet use of generations (4 th table). There are generational and socio-cultural differences behind the interest and the satisfaction of needs; however, we must not ignore inequalities in use, or the differences in "useful use". There is a defining difference between net users and non-users as regards visiting high cultural institutions: internet users go to the opera, museum, exhibitions and theatre three to four times more often than non-users do. People keeping a distance from the IT world prefer leisure activities that are less dependent on technological devices and more focussed on the home, and they are much more active in these activity forms (playing with children, grandchildren,  gardening, taking care of pets) and in practicing religion than internet users. They are characterised by the simplest, cheapest and least "tiresome" use of free time. Age plays a significant role in all of this; the decisive majority of non-internet users come from the two oldest generations who basically lead less active lives that are concentrated around the home and determined also by physical conditions; however, it would be a mistake to disregard the rate of generation Y and generation X members (one-third and one-tenth respectively) who also belong to this group. The culture consumption behaviour of the non-internet using group can be described as a "cultural desert", and we can state that the presence or lack of internet use shows significant correlation with the choice or non-choice of various activity types that are related to culture. Internet use exerts the strongest effect on participation in culture in the narrow sense: there is a more than fourfold chance of finding high culture audiences among computer and internet users than among those who stay away from these for whatever reason. Possessing economic and cultural capital increases interest for and participation in classical culture by 1.5 times, while urban residence doubles it. Results of this analysis show that the technology of the information age has deepened pre-existing cultural differences, and status crystallisation is further strengthened by inequalities in internet access and internet use.
Exclusion from information society drastically reduces the chances to get involved in cultural life. People in older generations, living in rural areas, with low education, in less good economic situation, not using a computer or the internet will choose culture related leisure activities at the lowest proportion. Young people that use ITC technology are in a somewhat better position especially if they live and study in an urban environment. Looking at cultural participation, continued school education has a positive effect, but this typically ends when school education ends. Internet using, oldest Builders and younger generation Y members that live in the capital and possess more than the average of economic and cultural capital typically show the highest rate of classical culture related activity.
Variance analysis (5 th table) done to examine the time use differences between those who do and who don't use the internet does not support theories, primarily from the early stages of internet spreading, which looked at the social dimension of it and assumed loneliness, isolation, reduced social capital and narrowed social connections for internet users.
On average, internet users spend 9 minutes more with socialising than those who stay away from information society. They spend more time with various forms of social entertainment such as card play, board games, and they also make more excursions, spend more time walking in the open, and also do more sports. In case of visiting each other, there is a minimal difference between the two groups, and this also applies to reading books (8 and 7 minutes respectively).
On average, they spend 30 minutes more with learning and self-education, and they watch television more than an hour less than non-users. Looking at the three main activity categories, we can observe substantial difference between the two groups in 2009/2010: internet users spend one and a half hours more on socially binding activities, i.e. income earning, learning, taking care of the family, which is primarily associated with their age and their belonging to a certain generation, and their position in the distribution of work across society. Internet users spend one hour less on sleeping, eating, the satisfaction of their hygienic needs, and they can also spend 30 minutes less with leisure activities than their peers who stay away from the internet, however, they use this time much more consciously, more actively and in an experience oriented way.

Conclusion
Computer and internet use in the examined period until 2010 has brought about a change in the free time structure of younger generations (Z, Y, X). The younger the given generation, the deeper and more profound the change. I assume that the time balance sheet survey in 2020 will indicate the impact that also covers older generations, thus the entire society, which bring about substantial change, and also causes defining transformation in leisure time use that will have a long-term cascading effect.
Cultural participation of people using information technology and those untouched by the digital world is significantly different, the audience of classical culture is significantly more anything really, that becomes dominant; the simplest, handiest and least costly solutions are preferred, which often means binge television watching. 28 It would be a mistake, however, to forget the app. two-thirds of the generation who never participate in any cultural event.
The establishment of information society, technological changes will not leave free time unaffected eitherjust like in preceding periods. As a result of a flexible concept of time, the status of free time changes andmuch like in traditional societiesthere is no clear, sharp distinction between working time, and time out of work, i.e. leisure time. As opposed to earlier societies, the individual in information society has an increased freedom in deciding when the want to enter the world of labour, when they start or end a work process, and when to spend time with entertainment, resting, or minding their social relations. In the sphere of netCulture, consumer habits are entangled with production habits, and this is increasingly and emphatically Free time use of generation Y is intensive; this generation is characterised by an experiencefocussed leisure pattern that is after visual stimuli. This diversity in leisure activities is also a consequence of their generational character (openness to technology, preference for communality, high levels of energy). The cultural interest of this generation is wide and refined, which is matched by IT and technological prowess. Generation Y members were born at the time of national and ethnical chauvinism, the community, wealth, the possession of assets are important to them, but they are very interested in and open to the world. 30 This digital generation was confronted with an unprecedented array of choices, they learn and like to 29 Glózer, 2014. 30 Howe -Strauss, 1991 choose, try new things, they gain experience and knowledge that are global and extend to the whole world.
Generation X has the least time for leisure activities, which they try to spend in a meaningful way, mainly with their families and friends. The frequency of "out" programs of this generation halved over the decade examined, they watch almost 30 minutes less television in 2010 than they did at the turn of the century, three quarters of them are computer and internet users.
Members of generation X were born at the time of cultural renewal, the invasion of new ideas, the oppose the existing institutional order, honour, freedom and survival are important values to them. Deep commitment to these two values, and the affinity for new ideas are reflected by how this generation refuses to grow middle-aged and old, to fit into the clichés defined by age; they prefer rewriting societal rules and generate an "anti-age" movement of sorts, the waves of which are then happily ridden by cosmetics and fashion corporations, the movie and advertising industries. Generation X is not trapped by its age, their generational character is that of knowledge, high professional demand, which spur them to look for new solutions.
There was only a slight drop in the "outdoor" activities of the Baby Boomer generation in the years from one time balance sheet survey to the next, their leisure time activity structure is similar to that of the Builders. Members of this generation were born after the war and the great crisis, a vision for the future, professional knowledge and diversity are important to them. Their attitude of seeking new solutions, which is also their generational feature, is supported by the fact that half of this generation is part of the internet universe.
As an outcome of my research we can state that the availability of financial assets remains the defining factor of cultural participation, while economic capital and the geographical slope continue to have a strong influence. Next to cultural capital 31 that fundamentally affects the quality of life, IT capital has an increasing effect, i.e. knowledge about the use of information technology, the possession of devices, and their skilful and diverse use. Individuals who are culturally active will also do other leisure and recreational activities more often than others, they do more sports, hike more, spend more time with social activities, sometimes they also create and pursue various artistic activities. Bad financial status, the low rate of owned institutional and incorporated cultural capital, rural habitat, and exclusion from information society resulted in narrower choices for leisure activities with an absence from the events of 31 Bourdieu, 2004. symbolic culture by 2010, and they also strongly limit the number of preferred leisure activities, and the time expended on them.