نوع مقاله : مقاله پژوهشی

نویسندگان

1 استادیار مدیریت ورزشی، دانشگاه جهرم

2 استادیار مدیریت ورزشی، پژوهشگاه علوم ورزشی

3 دانشجوی دکترای مدیریت ورزشی، دانشگاه گیلان

چکیده

هدف از انجام این پژوهش، شناسایی عوامل مؤثر در تمایل دانشجویان به بازی‌های رایانه‌ای در مقایسه با ورزش و فعالیت بدنی بود. روش پژوهش، توصیفی- پیمایشی و ازنوع کاربردی بود و جامعة آماری این پژوهش همة دانشجویان دانشگاه‌های دولتی استان تهران بودند. نمونه‌هایی که به‌صورت تصادفی و دردسترس در پژوهش شرکت کردند، 392 پرسش‌نامة با روایی موردتأیید و پایایی مناسب را تکمیل کردند. برای تجزیه‌وتحلیل داده‌ها از نرم‌افزار پی.ال.اس. نسخة سوم استفاده شد. نتایج پژوهش نشان داد که مدل به‌دست‌آمده دارای برازش مطلوب بود. همچنین، بین بازی‌های رایانه‌ای با متغیرهای موردبررسی ارتباط معنا‌دار وجود داشت. براساس نتایج، هزینه، تنش روحی، فرصت، حق انتخاب و لذت محال از عواملی بودند که دانشجویان در مواجهه با آن‌ها بازی‌های رایانه‌ای را انتخاب می‌کردند؛ بنابراین، با توجه به تغییرات گسترده در فضای فکری و درک متفاوت از ورزش، باید به بسترسازی‌های مناسب بازی‌های رایانه‌ای مبتنی‌بر فعالیت بدنی، ورزش یا رونق ورزش‌های سنتی در تعامل با بازی‌های رایانه‌ای اهتمام بیشتری ورزید. همچنین، باید اذعان کرد که ازیک‌سو، با توجه به توسعة سواد رسانه‌ای دانشجویان و ازسوی‌دیگر کاهش فعالیت بدنی و چاقی مفرط، درصورت استفادة مکرر از بازی‌های رایانه‌ای، عناصر جذاب بازی‌ها را با توجه به موقعیت هر فرد تجویز شود.

کلیدواژه‌ها

موضوعات

عنوان مقاله [English]

Identification of Factors Influencing the Selection of Computer Games in Comparison with Physical Activities among Students

نویسندگان [English]

  • Mohammad Sadegh Afroozeh 1
  • Hosein Zareian 2
  • Hakimeh Afrouzeh 3

1 Assistant Professor of Sport Management, Jahrom University

2 Assistant Professor of Sport Management, Sport Science Research Institute

3 Ph.D. Student in Sport Management, Guilan University

چکیده [English]

The purpose of this study was to identify the factors influencing the students' desire to play computer games in comparison with exercise and physical activity. The research method was descriptive-survey and of practical type. Study population was consisting all students of universities in Tehran province. Finally, 392 questionnaires with validity and appropriate reliability were completed by the samples available. In this research, data were collected through questionnaire and then analyzed by PLS software. The results of the research showed that the conceptual model of research has a good fit as well as between video games with the variables studied. The results showed that cost, mental stress, opportunity, choice and unpardonable pleasures are factors that students face in choosing to play computer games. Therefore, due to widespread changes in the intellectual environment and a different perception of sport, it is necessary to make appropriate fixes for computer-based games based on physical activity and sports, or the boom of traditional sports in engaging with computer games. It should also be noted that due to the development of student media literacy and, on the other hand, the reduction of physical activity and excessive obesity of balance in the event of frequent use of computer games, attention to the attractive elements of games should be given to each individual's position.

کلیدواژه‌ها [English]

  • Computer Games
  • Cost
  • Student
  • Physical Activity
  • Obesity
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