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        1 - Survey and comparison of leisure satisfaction of adolescent boys participating in electronic and traditional sports
        Mohamadamin Sadri mozafar ektayar Mozhgan khodamoradpoor
        Kermanshah. According to Morgan's table, 384 people were selected as the statistical sample. Cluster random sampling method was considered. In this way, 50 questionnaires were distributed and collected in each of the eight municipal districts. 200 questionnaires were di More
        Kermanshah. According to Morgan's table, 384 people were selected as the statistical sample. Cluster random sampling method was considered. In this way, 50 questionnaires were distributed and collected in each of the eight municipal districts. 200 questionnaires were distributed among adolescents who had referred to gaming centers and electronic game centers to participate in electronic games. 200 questionnaires were also distributed among adolescents who participated in sports activities in city sports clubs. For data collection, the Leisure Satisfaction Questionnaire (1991) was used, which was also used by Lane (2008). The reliability of the questionnaire was 0.81 through Cronbach's alpha. For the formal validity of the questionnaire, the opinions of ten professors and PhD students in sports management were used. Mean statistical methods, standard deviation and independent t-test were used in SPSS24 software to analyze the data.The results showed that the average leisure satisfaction scores of adolescents who participated in e-sports were 103.01 and adolescents who participated in traditional sports were 96.94. There is a significant difference between the level of leisure satisfaction of adolescents participating in e-sports and traditional sports. The average leisure satisfaction of teens who engage in e-sports is higher than teens who engage in traditional sports. Manuscript profile