Akbar Jaberi; Zakieh Manzeli
Abstract
The purpose of this study was to investigate the effect of media literacy on self-control of football fans with respect to the mediating role of cultural capital. The present study is a quantitative, cross-sectional and correlational study that has been conducted in the field. The statistical population ...
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The purpose of this study was to investigate the effect of media literacy on self-control of football fans with respect to the mediating role of cultural capital. The present study is a quantitative, cross-sectional and correlational study that has been conducted in the field. The statistical population of the study included football fans who were active in cyberspace. 388 fans of Iranian Premier League teams were selected as a statistical sample using purposive sampling method based on Krejcie & Morgan table. After distributing the questionnaires, 388 questionnaires were completed and collected completely and structural equation modeling (PLS) test was used to test the research hypotheses. The results showed that media literacy has a significant effect on self-control (β= 0.394) as well as on the cultural capital of football fans in cyberspace (β= 0.399). Based on the results, the effect of cultural capital on the self-control of football fans in cyberspace was reported to be significant (β= 0.337) and it was shown that media literacy has a significant effect on the self-control of football fans in Virtual space with the mediating role of cultural capital (β= 0.221). The value of the GOF index also indicated the proper fitness of the research model.
Sports Media
Sajedeh Sadat Mortazavi; Ghodratoalahe Bagheri Ragheb; Ebrahi Alidost Ghahfarokhi; Ali Saberi
Abstract
The purpose of this research is to design the gross national happiness model based on sports events through virtual pages. The research method is qualitative and with a thematic approach. The statistical population included two sections of human resources (professors) and information sources related ...
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The purpose of this research is to design the gross national happiness model based on sports events through virtual pages. The research method is qualitative and with a thematic approach. The statistical population included two sections of human resources (professors) and information sources related to the research topic. The human sample included sports management professors specializing in sports events, media and also in the field of happiness. The criteria for selecting these people was to have research experience in these fields (at least two published studies). The sources of information included the comments of the followers of the personal pages of Iranian national athletes. Athletes who had a history of participating in world arenas (World Cup, Olympics and Asian Games) and were able to bring honors to Iran. The number of professors participating in the research was 15 (the criteria for completing the interviews was theoretical saturation) and the number of analyzed pages on Instagram was 22. Sampling was done in a targeted manner in the human resources and information resources department. The results of the coding showed that there are three main codes related to sports (sports performance, competition results and legionaries of athletes), related to behavior (observance of morals and behavior with fans) and symbols and appearances (religious elements, anthem and flag of Iran, movements Symbolism and covering of players) is one of the main components effective in creating gross national happiness based on sports events through virtual pages.