نوع مقاله : مقاله پژوهشی Released under (CC BY-NC 4.0) license I Open Access I
نویسندگان
1 گروه مدیریت ورزشی، واحد تهران جنوب، دانشگاه آزاد اسلامی، تهران ایران
2 گروه تربیت بدنی و علوم ورزشی، واحد ساوه، دانشگاه آزاد اسلامی، ساوه، ایران
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
Adolescence is a critical period for the formation of identity, behavioral patterns, and lifestyle. As a pervasive leisure-time phenomenon among adolescents, electronic sports games may influence their cognitive cultural, and behavioral dimensions.The present study aimed to develop a model for the application of electronic sports games in fostering professional skill perception, cultural intelligence, and an active lifestyle among Iranian adolescents. This qualitative study employed thematic analysis. Participants comprised21individuals from four groups: university scholars, coaches working with adolescent athletes, media and game-design experts, and adolescent professional users.Participants were selected through purposive sampling using a maximum variation strategy.Data were collected through in-depth, semi-structured interviews, and the interview process continued until theoretical saturation was achieved. The credibility, transferability, confirmability, and dependability of the findings were assessed, and Cohen’s kappa coefficient was calculated as0.88.From321initial codes, 91 basic themes,14organizing themes, and three overarching themes were identified: professional skill perception ; cultural intelligence; and an active lifestyle. The final model indicates that the effects of electronic sports games are dual in nature, involving the co-creation of both opportunities and risks. Electronic sports games can function as mental laboratories and gateways to physical activity; however, in the absence of motor-media literacy and informed mediation, they may give rise to phenomena such as the illusion of mastery, linguistic isolation, and physical inactivity. Accordingly, coaches, parents, and policymakers are encouraged to strengthen motor-media literacy and develop effective mediating mechanisms to harness the potential of electronic sports games for the simultaneous development of adolescents’ professional, cultural, and active-lifestyle competencies.
کلیدواژهها [English]