مطالب مرتبط با کلیدواژه

E-sports


۱.

E-Sports Nexus: Gender Dynamics in Iranian Players' Personality Traits and Motivations(مقاله علمی وزارت علوم)

کلیدواژه‌ها: E-sports motivation Participation personality traits

حوزه‌های تخصصی:
تعداد بازدید : ۷۸ تعداد دانلود : ۵۸
The study aimed to examine the gender-adjusted impact of personality factors on the motivations of e-sports participants. Descriptive research was conducted using structural equation modeling. The sample consisted of 763 individuals (599 men and 164 women) selected through simple random sampling, with statistical power set at 80% and a significance level of 0.01. The research variables, including participation structure and personality traits, were measured using the NEO Five-Factor Inventory (NEO-FFI) short-form questionnaire (Gassling et al., 2003) and the Motivational Participation Questionnaire` of Cianfrone et al. (2011). The findings supported all research hypotheses regarding the personality traits and motivations of e-sports players, even after adjusting for gender. The results indicated that brunerism, consensus, duty, psychology, and acceptance of experience were significant motivators for e-sports players, and the gender-adjusted analysis confirmed the research hypotheses in both male and female groups. Therefore, considering the personalities of e-sports players in sports marketing can enhance their engagement, as their motivations to participate are influenced by their traits.
۲.

E-sport in physical education: A systematic review(مقاله علمی وزارت علوم)

کلیدواژه‌ها: E-sports literature review Physical education

حوزه‌های تخصصی:
تعداد بازدید : ۱۷ تعداد دانلود : ۱۷
Background: Research shows that new technologies have increased the tendency to use electronic sports in physical education activities. Studies on physical education activities and e-sports are relatively new and scattered in their focus. However, universities and professionals are growing interested in further research in this area. Aim: The purpose of this study is to systematically review the research done in e-sports and physical education. Materials and Methods: A search was made using EBSCO, Scopus, and Web of Science databases to collect information on the articles. More than 250 scientific articles from 2000 to 2024 were reviewed. The keywords used were: ("Internet sports" or "electronic sports" or "online sports" or "virtual sports" or "E-sport) and ("physical training" or "sports training" or "fitness training" or "Exercise instruction" or "Sports education" or "physical education"). After removing duplicates, 200 articles were screened by reviewing titles and abstracts, resulting in the exclusion of 100 articles that did not meet the inclusion criteria related to integrating electronic sports and physical education. The full texts of the remaining 100 articles were assessed, leading to the exclusion of 36 more articles due to insufficient data or lack of relevance, leaving 64 articles selected for detailed analysis based on their comprehensive coverage and relevance to the study. Then, the selected items were fully studied and finalized, and the items that were more complete than the others were chosen as references. Conclusion: The study identified critical organizational, technological, individual, and environmental factors influencing the implementation of e-sports. It also highlighted nine mediators’ factors essential for effective execution. Strategies like gamification, e-sport fitness challenges, cross-training, team building, health education, e-sport analysis, and smartening education were proposed to support the model's implementation. The expected outcomes of applying this model in physical education include improved cognitive skills, increased physical activity, enhanced social interaction, inclusivity, and technology skill integration. The study emphasizes that considering these factors and strategies will aid in successfully implementing the conceptual model.