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.
Mohsen Tayebi; majid keramati moghadam; mir hasan seyyed amery
Abstract
The purpose of this study was to identify the motivating factors of new media in encouraging youth and adolescents to play sports. The "yes" group consisted of all sports journalists and writers working in the field of sports. According to Cochran's formula, 277 people were selected as the research sample ...
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The purpose of this study was to identify the motivating factors of new media in encouraging youth and adolescents to play sports. The "yes" group consisted of all sports journalists and writers working in the field of sports. According to Cochran's formula, 277 people were selected as the research sample by random sampling method. The research measurement tool included a researcher-made questionnaire whose face and content validity, while carefully examining the texts and literature of the research, was confirmed by consulting professors and experts (10 people). In addition, other internal consistency indices such as composite reliability, mean extraction variance, maximum common variance and mean common variance were examined and confirmed. In addition to descriptive statistics, Pearson correlation coefficient, exploratory factor analysis and second-order confirmatory factor analysis were used to analyze the data. The results showed that the most important motivating factors of new media in encouraging youth and adolescents to play sports are digital facilities (0.90), quality of information (0.86), non-exclusive nature (0.84), online courses (0.80) and psychological attractions (0.76). In general, it can be acknowledged that considering the motivating factors of new media such as (digital facilities, quality of information, non-exclusive nature, online courses and psychological attractions) and recognizing the interests of youth and adolescents and cooperation and association Elites in the field of sports and media encouraged them to play sports as much as possible; In order to participate in sports and its growth and development, the least harm will be done to the youth and teenagers.