Sport Communication
Morad Roumiani; Seyed Mohammad Hossein Razavi; Rasool Norouzi Seyed Hossini; Morteza Dousti
Abstract
The aim of this research is to analyze the role of gender in the psychological characteristics of Iranian gamers.The research method is descriptive-analytical which was conducted in the field.The statisticalpopulationof the present study consistsof Iranian gamers.Questionnaireswill be distributed among ...
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The aim of this research is to analyze the role of gender in the psychological characteristics of Iranian gamers.The research method is descriptive-analytical which was conducted in the field.The statisticalpopulationof the present study consistsof Iranian gamers.Questionnaireswill be distributed among the research samples from the available sampling method and in the form of online distribution.ThedatacollectiontoolwasademographicformandDASS-21stress-anxiety-depression questionnaire.In order to analyze the data,descriptive statistics and Levin's test (checking the equality of variances of the research variables)were used.Thetwo-way analysis of variance test was used to investigate the gender psychological characteristics of male and female gamers. Based on the results,it can be said that there is a significant difference between the average depression of the two groups of men and womenbasedontheamountofparticipation(timeplayed perweek)(Sig=0.002,F=4,510=4.198);In other words, gender and the amount of participation have a significant effect on the level of depression of people.Also,the results show that there is a significant difference between the average anxiety of the twogroupsofmenandwomenbased on the amount of participation(timeplayedperweek)(Sig=0.003,004/4=(4,510)F).Thismeans that genderand the level of participation have a significant effect on the level of anxietyat the same time.Based on the results of the two-way analysis of variance,itwas observed that there is a significant difference between the average stress of the research samples of the two groups of men and women based on the amount of participation(timeplayedperweek)(Sig=0.013,(4=3.197)F,510). The finding means that genderand the level of participation have a significant effect on the level of stress of peopleat the sametime. Therefore, the eSports Association should strive to create a safe and healthy environment for all players.
Taghi Ashouri; Morteza Dousti; Seyed Mohammadhossein Razavi; Abolhasan Hosseini
Volume 10, Issue 2 , February 2022, , Pages 85-102
Abstract
This study aimed to identify and prioritize sports entrepreneurship opportunities in the field of media. In terms of strategy, it used a mixed method approach (qualitative and quantitative) with an exploratory-sequential design, and in terms of purpose, it employed an applied-developmental design. The ...
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This study aimed to identify and prioritize sports entrepreneurship opportunities in the field of media. In terms of strategy, it used a mixed method approach (qualitative and quantitative) with an exploratory-sequential design, and in terms of purpose, it employed an applied-developmental design. The statistical population in the qualitative part included 17 sports management professors and researchers in the field of media, selected based on the purposeful sampling method using a theoretical approach. In the quantitative part, 384 graduates in different sports sciences and physical education majors were recruited using stratified random sampling. Research instruments contained library studies, semi-structured interviews continued till reaching theoretical saturation and consensus, and a researcher-made questionnaire with a 5-point Likert scale to determine the importance of each entrepreneurial opportunity in the field of media. The research team confirmed the face validity of the questionnaire. Moreover, its reliability was confirmed with Cronbach''s alpha of 0.70 and composite reliability of 0.76. Data analysis was done by performing exploratory and confirmatory factor analysis and variance-based structural equation modeling using Smart PLS 2 and SPSS statistical software. The importance and priority of the dimensions of sports opportunities in the media were as follows: 1. Cybermedia, 2. Print media, 3. Digital media, and 4. Electronic media. The results of this study showed the high diversity of entrepreneurial opportunities in different fields, start-up costs, geographical regions, time, etc. One can take substantial steps to improve the sport in the country by recognizing the entrepreneurial opportunities and planning them. Those in charge of entrepreneurship and sports can help improve the sport by considering these opportunities in their short- and long-term planning and policy-making.