Document Type : Research Paper
Authors
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
Abstract
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.
Keywords
Main Subjects
- Amini, K., Amini, A., Yaghoobi, M., & Amini, D. (2007). High school students and computer games. Journal of Evolutionary Psychology, 4(24), 189-98. (Persian).
- Aslanian, R., & Amani, A. (2016) the Impact of Computer Openers on Health, Second National Conference on Computer Games; Opportunities and Challenges, Isfahan (Persian)
- Bahrami, F. (2013). The effect of computer games on the aggression of professional male adolescents aged 16 to 20 years old in Shahrekord. Media Studies, 8(23), 78-88. (Persian).
- Barclay, D., Higgins, C., & Thompson, R. (1995). The partial least squares approach to causal modeling: personal computer adoption and use as an illustration, technological studies, 2(2), 285-309.
- Bayati, M. (2011). Physical bodily movement and lifestyle of motionlessness. Journal of Endocrinology and Metabolism of Iran, 13(5), 537-9. (Persian).
- Bekayan, M., & Jafari, A. (2012). The study of the relationship between regular exercise and the amount of computer games in children. Paper presented at the First National Congress on the Role of Exercise in Children's Health, Tehran.
- Bryce, J., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming, Leisure Studies, 22(1), 1-15.
- Chambers, D. (2012). Wii play as a family: The rise in family-centred video gaming. Leisure Studies, 31(1), 69-82.
- Cohen, J., & Weimann, G. (2000). Cultivation revisited: Some genres have some effects on some viewers. Communication Reports, 13(2), 99–114.
- Cunningham, G. B., Fairley, Sh., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport: Construct specifications and implications for sport management. Sport Management Review, 21(1), 1-6.
- Dolatabadi, N. K., Eslami A. A., Mostafavi, F., Hassanzade, A., & Moradi, A. (2011). The relationship between computer games and quality of life in adolescents aging 12-15 in the city of Borkhar, Iran. Journal of Health Research, 7(3), 291-300. (Persian).
- Doran, B., Azad Fallah, P., & Aega, J. (2002). Investigating the relationship between computer games and social skills of teens. Journal of Psychology, 6(1), 4-17. (Persian).
- Ducheneault, N., & Moore, R. J. (2004). Gaining more than experience points: Learning social behavior in multiplayer computer games. Monograph from the Palo Alto Research Center (PARC). Available at: http://blogs.parc.com/ playon/documents/CHI2004-social learning. pdf. (Accessed 10 September 2006).
- Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373-92.
- Faraji, J., Alipour, A., Al-Malahi, E., Bayani, A., & Mirrazai, A. (2002). The effect of computer games on mental activities and cognitive immunological indices of children. Journal of Psychology, 1, 227-43. (Persian).
- Farhoudi, H. (2008) The Effect of Using Computerized Educational Games on Creativity Enhancement in Third-Year High School Children, National Conference on Iranian Creativity and Engineering and Innovation Management, Tehran. Iran (Persian)
- Gerbner, G., & Gross, L. (1976). Living with television: The violence profile. Journal of Communication, 26(2), 173-99.
- Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological Reports, 82, 475-80.
- Hilvoorde, I., & Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10(1), 14-27.
- Janson, K. A., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society: Cultures, Commerce, Media, Politics, 13(2), 287-99.
- Jones, J. G., Copeland, B., & Kalinowski, K. E. (2007). Preservice teacher’s attitudes towards computer games. Paper presented at the American Educational Research Association, University of North Texas, Texas, USA.
- Jeanes, R., Hills, L., & Kay, T. (2016). Women, sport and Gender Inequity. In B. Houlihan, & D. Malcolm (Eds.), Sport and Society: A Student Introduction (3rd ed., pp. 134-156). London UK: SAGE Publications Ltd.
- Karbasi, M. (2007). The first computer addiction cracking clinic was opened. Available at: (Accessed https://www.hamshahrionline.ir/news/190). Jan 22, 2020.
- Kim, Y., & Ross, S. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 28-40.
- Männikkö, N., Ruotsalainen, H., Demetrovics, Z., Lopez- Fernandez, O., Myllymäki, L., & Miettunen, J. (2017). Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics. Behavioral Medicine, 44(4), 324-34,
- Nasiri, M. (2007). Description of the reasons for the lack of participation of a girl from the boo-Ali Sinai University of Hamedan in motor and sport activities (Unpublished master's thesis). Tarbiat Moalem University, Tehran. (Persian).
- Parsa Mehr, M., & Hadrat, E. (2013). Studying motivations related to playing computer sports among students of Yazd University. Sports Management Journal, 5(3), 99- 115. (Persian).
- Proffitt, R.M., Alankus, G., Kelleher, C.L., Engsberg, J.R. (2011). Use of computer games as an intervention for stroke. Topics in Stroke Rehabilitation, 18(4), 417-27.
- Pour Hemrang, N. (2014). The Culture and Computer Games Industry, Social Science Book Review, 1(3, 4), 209-18. (Persian)
- Quittner, J. (1999). Are video games really so bad? Time, 153, 30-4.
- Rasekh, K., & Hosni, E. (2015). The effect of violent computer games on the behavior of male high school students in Kavar city. Journal of Social Science Studies, 12(44), 36-49. (Persian).
- Llorens, R, M. (2017). ESport gaming: The rise of a new sports practice. Sport, Ethics and Philosophy. 11 (4), 464-76.
- Sekot, A. (2004). Sport mobility in a changing Europe: A global aspect. European Journal for Sport and Society, 9)2), 103-14.
- Subrahmanyam, L., Kraut, R., Greenfield, P., & Gross, E. (2001). New forms of electronic media: The impact of interactive games and the internet on cognition. Socialization and behavior. In D. G. Singer & J. L. Singer (Eds.), Handbook of children and the media (73-100). Thousand Oaks, CA: Sage.
- Subrahmanyam, K., Reich, S. M., Waechter, N., & Espinoza, G. (2001). The impact of computer use on children's and adolescents development. Journal of Applied Developmental Psychology, 22(1), 7-30.
- Ustunel, H., Mustafa, M. B., Erdem Ucar, A., & Ilhan, U. (2012). The factors effecting students’ PC game types preferences. Procedia-Social and Behavioral Sciences, 47, 943-9.
- Zare, H., Amiri Ahooee, F., Taraj, Sh. (2010). The Impact of Educational Games on Short-term Memory and Spelling of Elementary School Students with Special Learning Disabilities, Research on Exceptional Children,.9)4(, 367-74 (Persian)