تأثیر میزان استفاده ازبازیهای دیجیتالی بر فعالیتهای حرکتی و سبک زندگی دانشآموزان 13-16 سال
محورهای موضوعی : فن‎آوری اطلاعاتاسری ارشاد 1 , مهرداد نزادی 2 , علیرضا ناظمی بیدگلی 3 , زهرا صادقی آرانی 4
1 - کارشناس ارشد مدیریت ورزشی، دانشکدهی تربیت بدنی و علوم ورزشی، دانشگاه تهران، تهران، ایران
2 - کارشناس ارشد مدیریت ورزشی، دانشکدهی علوم انسانی، دانشگاه علم و فرهنگ تهران، تهران، ایران
3 - کارشناس ارشد مدیریت ورزشی، دانشکدهی تربیت بدنی و علوم ورزشی، دانشگاه تهران، تهران، ایران
4 - استادیار گروه مدیریت و کارآفرینی، دانشکده علوم مالی، مدیریت و کارآفرینی، دانشگاه کاشان، کاشان، ایران
کلید واژه: سبک زندگی, دانشآموزان, فعالیت حرکتی, بازیهای دیجیتالی,
چکیده مقاله :
پژوهش حاضر با هدف تأثیر بازیهای دیجیتالی بر فعالیتهای حرکتی و سبک زندگی دانشآموزان 13-16 سال انجام شده است. روش پژوهش حاضر شبه آزمایشی یا نیمهتجربی بود که جامعهی آماری پژوهش شامل تمامی دانشآموزان 13-16 سال شهرستان کاشان در سال تحصیلی 1400-1401 (15230 نفر، شامل 7000 دختر و 8230 پسر) بود. روش نمونهگیری در این پژوهش طبقهبندی تصادفی بر اساس جنسیت بود به این صورت که در ابتدا مدارس منتخب به روش تصادفی انتخاب شدند و مبنای انتخاب دانشآموزان در دسترس بود که افراد به صورت داوطلبانه اقدام به تکمیل پرسشنامه کردند. تعداد نمونه نیز بر اساس جدول کرجسی و مورگان شامل 300 نفر (132 دختر و 168 پسر) بود. ابزار سنجش پرسشنامه دارای 4 بخش 1. اطلاعات جمعیت شناختی، 2. پرسشنامه استاندارد سبک زندگی لعلی و همکاران(1391) ،3. پرسشنامه محقق ساخته برای سنجش متغیر میزان فعالیت بدنی و 4. پرسشنامه محقق ساخته برای سنجش متغیر میزان استفاده از بازیهای دیجیتالی بود. اعتبار پرسشنامهها محقق ساخته توسط اساتید و کارشناسان و پایایی آن از طریق ضریب آلفای کرونباخ به ترتیب 80/0 و 87/0 به دست آمد
The current research was conducted with the aim of the effect of digital games on the movement activities and lifestyle of 16-13 year old students. The current research method was quasi-experimental or semi-experimental, and the statistical population of the research included all male and female students aged 16-13 years in Kashan city in the academic year 1400-1401 (15,230, including 7,000 girls and 8,230 boys). The sampling method in this research was random classification based on gender, in this way, at first, the schools were selected randomly, and the basis for selecting students was available, and people voluntarily filled out the questionnaire. The number of samples was 300 people (132 girls and 168 boys) based on the table of Karjesi and Morgan. The measurement tool was a questionnaire that has 4 sections: 1. Demographic information, 2. Laali et al.'s standard lifestyle questionnaire (2013), 3. A researcher-made questionnaire for the variable of physical activity and 4. A researcher-made questionnaire for the variable of the use of digital games has been prepared and adjusted. The validity of the questionnaires developed by the professors and experts and its reliability has been obtained through Cronbach's alpha coefficient of 0.80 and 0.87 respectively.
Akbari, T., Hashemi, J., Kazemi, S., Javedpour, M., & Tutoli Kasmai, M. (2020). Explaining the effect of virtual social networks on the lifestyle of young people (case study: Ardabil city youth). Communication research, 27(103), 59-81. https://doi.org/10.22082/cr.2020.122470.2012
Alizadeh, M., Esmaeili, A., Bazrafshan, S., & Bahmani, N. D. (2023). Representation of cultural components of Iranian-Islamic lifestyle in domestic computer games. Sociological studies, 175-196.
Azizi, A., Ismaili, S., & Dehghan Monshadi, S. M. (2016). The relationship between internet addiction and anxiety and depression in high school students of Julfa city in 2013. community health, 10(1 #b00313), -.
Bailey, D. A., & Martin, A. D. (1994). Physical activity and skeletal health in adolescents. Pediatric Exercise Science, 6(4), 330-347.
Bener, A., Yildirim, E., Torun, P., Çatan, F., Bolat, E., Alıç, S., Akyel, S., & Griffiths, M. D. (2019). Internet addiction, fatigue, and sleep problems among adolescent students: A large-scale study. International Journal of Mental Health and Addiction, 17(4), 959-969.
Boellstorff, T. (2006). A ludicrous discipline? Ethnography and game studies. Games and culture, 1(1), 29-35.
Calfas, K. J., & Taylor, W. C. (1994). Effects of physical activity on psychological variables in adolescents. Pediatric Exercise Science, 6(4), 406-423.
Canan, F., Yildirim, O., Sinani, G., Ozturk, O., Ustunel, T. Y., & Ataoglu, A. (2013). Internet addiction and sleep disturbance symptoms among T urkish high school students. Sleep and Biological Rhythms, 11(3), 210-213.
Celik, V., Yesilyurt, E., Korkmaz, O., & Usta, E. (2014). From the perspective of loneliness and cognitive absorption internet addiction as predictor and predicted. Eurasia Journal of Mathematics, Science and Technology Education, 10(6), 581-594.
Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and clinical neurosciences, 63(4), 455-462.
Direct. (2019). Market view 2019. https://direc.ircg.ir/
Eidizadeh, R., & Ahmadi Balutaki, H. M. (2018). Studying the relationship between the use of WhatsApp and Telegram social networks and the lifestyle of social science students of Islamic Azad University, Research Sciences Branch, Tehran. Sociological studies, 11(38), 43-60.
Ganji, M., Bar, M. O. H., & Karimian, M. (2015). Investigating the relationship between cultural capital and style among men in Zahedan city. Sociology of sports, 1(2), 129-176.
habib, d. b., & hasan, g. f. (2019). Classification of colors in digital games, and their pathology from the perspective of Islam.
jafary, salman, kasef, & azmon. (2017). Comparison of the effects of physical activity outside the classroom on some physical fitness factors of male students. Research in sports management and movement behavior, 7(14), 37-48.
Livingstone, M. (2001). Childhood obesity in Europe: a growing concern. Public health nutrition, 4(1a), 109-116.
Marsh, H. W., & Redmayne, R. S. (1994). A multidimensional physical self-concept and its relations to multiple components of physical fitness. Journal of Sport and Exercise Psychology, 16(1), 43-55.
Marzieh, J., Mohammad Ali, K., & Rooh Elah, F. (2019). Health development with an emphasis on the motivation to participate in physical activity and digital leisure games of adolescents. Applied Sports Science Research Without Borders, 2-.
Mehdizadeh, S. M. (2010). Media Theories: Common Thoughts and Critical Perspectives. Tehran: Hamshahri Publishing.
Mohsen, L., Ahmad, A., & Baqerekjabaf, M. (2012). Construction and Validation of Life Style Questionnaire (LSQ). Psychological research(1), 64-.
Potembska, E., Pawlowska, B., & Szymanska, J. (2019). Psychopathological symptoms in individuals at risk of Internet addiction in the context of selected demographic factors. Annals of Agricultural and Environmental Medicine, 26(1).
Riddoch, C. (1998). Relationships between physical activity and physical health in young people. Young and active, 17-48.
Rowlands, A. V., Eston, R. G., Louie, L., Ingledew, D. K., Tong, K. K., & Fu, F. H. (2002). Physical activity levels of Hong Kong Chinese children: relationship with body fat. Pediatric Exercise Science, 14(3), 286-296.
Taqwa Jolodar, M., & supporter. (2019). The effectiveness of computer games on children's problem solving ability. Education and evaluation (educational sciences), 11(42 #T00416), -.
Tavakoli Elahabadi, M. (2020). The effect of virtual social networks on lifestyle The 6th International Conference on Psychology, Educational Sciences and Lifestyle, https://civilica.com/doc/1122900
Yen, J.-Y., Lin, H.-C., Chou, W.-P., Liu, T.-L., & Ko, C.-H. (2019). Associations among resilience, stress, depression, and internet gaming disorder in young adults. International Journal of Environmental Research and Public Health, 16(17), 3181.
Zare, A., Moradi, M., & Kamjeh, Z. A. (2016). Investigating the relationship between the amount of study and the use of computer games among high school students in Kermanshah
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Akbari, T., Hashemi, J., Kazemi, S., Javedpour, M., & Tutoli Kasmai, M. (2020). Explaining the effect of virtual social networks on the lifestyle of young people (case study: Ardabil city youth). Communication research, 27(103), 59-81. https://doi.org/10.22082/cr.2020.122470.2012
Alizadeh, M., Esmaeili, A., Bazrafshan, S., & Bahmani, N. D. (2023). Representation of cultural components of Iranian-Islamic lifestyle in domestic computer games. Sociological studies, 175-196.
Azizi, A., Ismaili, S., & Dehghan Monshadi, S. M. (2016). The relationship between internet addiction and anxiety and depression in high school students of Julfa city in 2013. community health, 10(1 #b00313), -.
Bailey, D. A., & Martin, A. D. (1994). Physical activity and skeletal health in adolescents. Pediatric Exercise Science, 6(4), 330-347.
Bener, A., Yildirim, E., Torun, P., Çatan, F., Bolat, E., Alıç, S., Akyel, S., & Griffiths, M. D. (2019). Internet addiction, fatigue, and sleep problems among adolescent students: A large-scale study. International Journal of Mental Health and Addiction, 17(4), 959-969.
Boellstorff, T. (2006). A ludicrous discipline? Ethnography and game studies. Games and culture, 1(1), 29-35.
Calfas, K. J., & Taylor, W. C. (1994). Effects of physical activity on psychological variables in adolescents. Pediatric Exercise Science, 6(4), 406-423.
Canan, F., Yildirim, O., Sinani, G., Ozturk, O., Ustunel, T. Y., & Ataoglu, A. (2013). Internet addiction and sleep disturbance symptoms among T urkish high school students. Sleep and Biological Rhythms, 11(3), 210-213.
Celik, V., Yesilyurt, E., Korkmaz, O., & Usta, E. (2014). From the perspective of loneliness and cognitive absorption internet addiction as predictor and predicted. Eurasia Journal of Mathematics, Science and Technology Education, 10(6), 581-594.
Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and clinical neurosciences, 63(4), 455-462.
Direct. (2019). Market view 2019. https://direc.ircg.ir/
Eidizadeh, R., & Ahmadi Balutaki, H. M. (2018). Studying the relationship between the use of WhatsApp and Telegram social networks and the lifestyle of social science students of Islamic Azad University, Research Sciences Branch, Tehran. Sociological studies, 11(38), 43-60.
Ganji, M., Bar, M. O. H., & Karimian, M. (2015). Investigating the relationship between cultural capital and style among men in Zahedan city. Sociology of sports, 1(2), 129-176.
habib, d. b., & hasan, g. f. (2019). Classification of colors in digital games, and their pathology from the perspective of Islam.
jafary, salman, kasef, & azmon. (2017). Comparison of the effects of physical activity outside the classroom on some physical fitness factors of male students. Research in sports management and movement behavior, 7(14), 37-48.
Livingstone, M. (2001). Childhood obesity in Europe: a growing concern. Public health nutrition, 4(1a), 109-116.
Marsh, H. W., & Redmayne, R. S. (1994). A multidimensional physical self-concept and its relations to multiple components of physical fitness. Journal of Sport and Exercise Psychology, 16(1), 43-55.
Marzieh, J., Mohammad Ali, K., & Rooh Elah, F. (2019). Health development with an emphasis on the motivation to participate in physical activity and digital leisure games of adolescents. Applied Sports Science Research Without Borders, 2-.
Mehdizadeh, S. M. (2010). Media Theories: Common Thoughts and Critical Perspectives. Tehran: Hamshahri Publishing.
Mohsen, L., Ahmad, A., & Baqerekjabaf, M. (2012). Construction and Validation of Life Style Questionnaire (LSQ). Psychological research(1), 64-.
Potembska, E., Pawlowska, B., & Szymanska, J. (2019). Psychopathological symptoms in individuals at risk of Internet addiction in the context of selected demographic factors. Annals of Agricultural and Environmental Medicine, 26(1).
Riddoch, C. (1998). Relationships between physical activity and physical health in young people. Young and active, 17-48.
Rowlands, A. V., Eston, R. G., Louie, L., Ingledew, D. K., Tong, K. K., & Fu, F. H. (2002). Physical activity levels of Hong Kong Chinese children: relationship with body fat. Pediatric Exercise Science, 14(3), 286-296.
Taqwa Jolodar, M., & supporter. (2019). The effectiveness of computer games on children's problem solving ability. Education and evaluation (educational sciences), 11(42 #T00416), -.
Tavakoli Elahabadi, M. (2020). The effect of virtual social networks on lifestyle The 6th International Conference on Psychology, Educational Sciences and Lifestyle, https://civilica.com/doc/1122900
Yen, J.-Y., Lin, H.-C., Chou, W.-P., Liu, T.-L., & Ko, C.-H. (2019). Associations among resilience, stress, depression, and internet gaming disorder in young adults. International Journal of Environmental Research and Public Health, 16(17), 3181.
Zare, A., Moradi, M., & Kamjeh, Z. A. (2016). Investigating the relationship between the amount of study and the use of computer games among high school students in Kermanshah