Document Type : Research Paper
Authors
1 PhD student in Sports Management, Faculty of Sports Sciences, University of Mazandaran, Babolsar, Iran
2 Professor in Sports Management, Faculty of Sports Sciences, University of Mazandaran, Babolsar, Iran
3 Associate Professor of Sports Management, Department of Sports Sciences, Faculty of Humanities, University of Tarbiat Modares, Tehra , Iran.
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 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.
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