Elektronik sporcularda öz yeterliliğin ve optimal performans duygu durumunun zihinsel dayanıklılığı belirlemedeki rolü
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Dosyalar
Tarih
2023
Yazarlar
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Cilt Başlığı
Yayıncı
İstanbul Gedik Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Bu araştırmanın öncelikli amacı, Sosyal Bilişsel Kuram ve Pozitif Psikoloji çerçevesinde esporcuların öz yeterlilik inançlarının zihinsel dayanıklılık düzeylerini nasıl etkilediğini ve bu süreçte optimal performans duygu durumunun bir aracılık rolü olup olmadığının araştırılmasıdır. Araştırmanın bir diğer amacı ise, esporcuların öz yeterlilik düzeyinin, optimal performans duygu durumunun ve zihinsel dayanıklılık düzeyinin espordan gelir elde etme, sporculuk düzeyi, oyun türü ve spor türü değişkenlerine göre esporcular açısından farklılıklarını belirlemektir. Araştırmanın örneklemi, farklı oyun branşlarında ve türlerinde aktif olarak espor oyunları oynayan, espor kulüpleri bünyesinde yer alan ya da bir kulübün sporcusu olmadan kendi adına profesyonel veya amatör espor oyunu oynayan 297 (yaş ortalaması=21,315±6,25)gönüllü esporcudan oluşmaktadır. Bu araştırmada sosyo-demografik değişkenler ile ilgili bilgiler, araştırmacı tarafından oluşturulan Kişisel Bilgi Formu ile toplanmıştır. Araştırmanın amacına ulaşmak için; 'Öz Yeterlilik Ölçeği', 'Optimal Performans Duygu Durumu Ölçeği' ve 'Sporda Zihinsel Dayanıklılık Envanteri' kullanılmıştır. Elde edilen verilerin analizinde betimsel istatistik yöntemleri, bağımsız örneklerde T testi, Ki-kare fark analizleri, korelasyon analizi ve çoklu adımsal regresyon analiz yöntemlerinden yararlanılmıştır. Analizler SPSS paket programında yapılmıştır. Bu araştırmanın sonucunda, öz yeterlilik ve optimal performans duygu durumunun zihinsel dayanıklılığın bir yordayıcısı olduğu sonucuna varılmasının yanı sıra, optimal performans duygu durumunun esporcuların öz yeterlilik inançlarının zihinsel dayanıklılık düzeylerini etkilemede kısmi aracılık rolü olduğu, bu aracılık etkisinde optimal performans duygu durumu alt boyutlarından performansta olmanın içsel tatmini ile zaman farkındalığı alt boyutlarının anlamlı bir etkisi olduğu bulgusuna ulaşılmıştır Aynı zamanda esporcuların öz yeterlilik, optimal performans duygu durumu ve zihinsel dayanıklılık düzeylerinde espordan gelir elde etmelerine göre, gelir elde eden esporcular lehine anlamlı farklılık bulunmuştur. Öte yandan esporcuların öz yeterlilik, optimal performans duygu durumu ve zihinsel dayanıklılık düzeylerinde sporculuk düzeyine göre profesyonel esporcular lehine anlamlı farklılık bulunmuştur. Esporcuların mücadele ettikleri oyun türüne göre öz yeterlilik, optimal performans duygu durumu ve zihinsel dayanıklılık düzeylerinde ki farklılığın tespitine yönelik yapılan analiz neticesinde oyun türüne göre zihinsel daynıklılıklığın anlamlı farklılaştığı belirlenirken, bu farklılık spor oyunu türünde yer alan esporcular lehine gerçekleşmiştir bunun yanı sıra optimal performans duygu durumu ve öz yeterlilik düzeyinde oyun türüne göre anlamlı fark bulunmamıştır. Esporcuların spor türü değişkenine göre öz yeterlilik ve zihinsel dayanıklılık düzeylerinde anlamlı farklılık bulunmuş, bu farkın ise takım sporlarında yer alan esporcular lehine olduğu bulunurken; optimal performans duygu durumu düzeylerinde anlamlı farklılık bulunmamıştır. Araştırma kapsamında aynı zamanda espordan gelir elde etme ve cinsiyet ilişkisi istatistiksel olarak anlamlı bulunmuş, erkek esporcuların kadın esporculara göre daha fazla gelir elde etme eğiliminde oldukları belirlenmiştir. Lisanslı esporcu olmak ve espordan gelir elde etmek arasındaki ilişki istatistiksel olarak anlamlı bulunmuş, lisanslı esporcualrın lisanslı olmayan esporculara kıyasla espordan daha fazla gelir elde ettiği bulgusu elde edilmiştir. Öte yandan lisanslı olmak ve oyun türü arasındaki ilişki istatistiksel olarak anlamlı bulunmuş, lisanslı esporcuların genellikle spor türü oyunlarda yer aldığı sonucu elde edilmiştir.
The primary purpose of this research is to investigate how esportsmen's self-efficacy beliefs affect their mental toughness levels within the framework of Social Cognitive Theory and Positive Psychology, and whether the optimal performance mood has a mediating role in this process. Another aim of the study is to determine the differences in terms of esportsmen's self-efficacy level, optimal performance emotional state and mental endurance level according to the variables of earning income from esports, level of sportsmanship, game type and sport type. The sample of the research is 297 (average age=21.315±6,25) who play esports games actively in different game branches and genres, take part in esports clubs, or play professional or amateur esports games on their own behalf without being an athlete of a club.6,25)volunteerconsists of esports. In this study, information about socio-demographic variables was collected with the Personal Information Form created by the researcher. In order to achieve the purpose of the research; 'Self-Efficacy Scale', 'Optimal Performance Mood Scale' and 'Mental Endurance Inventory in Sports' were used. In the analysis of the data obtained, descriptive statistical methods, T-test for independent samples, Chi-square difference analysis, correlation analysis and multiple stepwise regression analysis methods were used. Analyzes were made in the SPSS package program. As a result of this research, it was concluded that self-efficacy and optimal performance mood are a predictor of mental resilience, as well as that optimal performance mood has a partial mediating role in influencing the mental toughness levels of self-efficacy beliefs of esportsmen, and that this mediation effect is one of the sub-dimensions of optimal performance mood, focus on task and mood. It was found that the sub-dimensions of sense of control had a positive significant effect, and the transformation of time sub-dimension had a negative significant effect. At the same time, a significant difference was found in favor of esports earners, according to their income from esports in terms of self-efficacy, optimal performance mood and mental toughness levels.(p<0.05). On the other hand, a significant difference was found in favor of professional esportsmen in terms of self-efficacy, optimal performance mood and mental toughness levels of esportsmen.(p<0.05)This finding supports the hypothesis of the research. As a result of the analysis carried out to determine the difference in self-efficacy, optimal performance mood and mental endurance levels according to the type of game that esports players compete, it was determined that mental resilience differed significantly according to the game type.(p<0.05)this difference was in favor of the esports players in the sports game genre, besides, there was no significant difference in the optimal performance mood and self-efficacy levels according to the game type (p>0.05). A significant difference was found in the self-efficacy and mental endurance levels of the esports players according to the sport type variable, while this difference was found to be in favor of the esports players involved in team sports; no significant difference was found in optimal performance mood levels (p>0.05). Within the scope of the research, the relationship between earning income from esports and gender was found to be statistically significant, and it was determined that male esports players tend to earn more income than female esports players. This result supports the research hypothesis. The relationship between being a licensed esports player and earning income from esports was found to be statistically significant, and it was found that licensed esports players earn more income from esports compared to non-licensed esports players, this finding supports the hypothesis of the study. On the other hand, the relationship between being licensed and the type of game was found to be statistically significant, and it was concluded that licensed esports players usually take part in sports type games. This result supports the related hypothesis of the study. It has been concluded that licensed esports players usually take part in sports type games. This result supports the related hypothesis of the study. It has been concluded that licensed esports players usually take part in sports type games. This result supports the related hypothesis of the study.
The primary purpose of this research is to investigate how esportsmen's self-efficacy beliefs affect their mental toughness levels within the framework of Social Cognitive Theory and Positive Psychology, and whether the optimal performance mood has a mediating role in this process. Another aim of the study is to determine the differences in terms of esportsmen's self-efficacy level, optimal performance emotional state and mental endurance level according to the variables of earning income from esports, level of sportsmanship, game type and sport type. The sample of the research is 297 (average age=21.315±6,25) who play esports games actively in different game branches and genres, take part in esports clubs, or play professional or amateur esports games on their own behalf without being an athlete of a club.6,25)volunteerconsists of esports. In this study, information about socio-demographic variables was collected with the Personal Information Form created by the researcher. In order to achieve the purpose of the research; 'Self-Efficacy Scale', 'Optimal Performance Mood Scale' and 'Mental Endurance Inventory in Sports' were used. In the analysis of the data obtained, descriptive statistical methods, T-test for independent samples, Chi-square difference analysis, correlation analysis and multiple stepwise regression analysis methods were used. Analyzes were made in the SPSS package program. As a result of this research, it was concluded that self-efficacy and optimal performance mood are a predictor of mental resilience, as well as that optimal performance mood has a partial mediating role in influencing the mental toughness levels of self-efficacy beliefs of esportsmen, and that this mediation effect is one of the sub-dimensions of optimal performance mood, focus on task and mood. It was found that the sub-dimensions of sense of control had a positive significant effect, and the transformation of time sub-dimension had a negative significant effect. At the same time, a significant difference was found in favor of esports earners, according to their income from esports in terms of self-efficacy, optimal performance mood and mental toughness levels.(p<0.05). On the other hand, a significant difference was found in favor of professional esportsmen in terms of self-efficacy, optimal performance mood and mental toughness levels of esportsmen.(p<0.05)This finding supports the hypothesis of the research. As a result of the analysis carried out to determine the difference in self-efficacy, optimal performance mood and mental endurance levels according to the type of game that esports players compete, it was determined that mental resilience differed significantly according to the game type.(p<0.05)this difference was in favor of the esports players in the sports game genre, besides, there was no significant difference in the optimal performance mood and self-efficacy levels according to the game type (p>0.05). A significant difference was found in the self-efficacy and mental endurance levels of the esports players according to the sport type variable, while this difference was found to be in favor of the esports players involved in team sports; no significant difference was found in optimal performance mood levels (p>0.05). Within the scope of the research, the relationship between earning income from esports and gender was found to be statistically significant, and it was determined that male esports players tend to earn more income than female esports players. This result supports the research hypothesis. The relationship between being a licensed esports player and earning income from esports was found to be statistically significant, and it was found that licensed esports players earn more income from esports compared to non-licensed esports players, this finding supports the hypothesis of the study. On the other hand, the relationship between being licensed and the type of game was found to be statistically significant, and it was concluded that licensed esports players usually take part in sports type games. This result supports the related hypothesis of the study. It has been concluded that licensed esports players usually take part in sports type games. This result supports the related hypothesis of the study. It has been concluded that licensed esports players usually take part in sports type games. This result supports the related hypothesis of the study.
Açıklama
Lisansüstü Eğitim Enstitüsü, İşletme Ana Bilim Dalı, İşletme Bilim Dalı
Anahtar Kelimeler
Espor, Öz Yeterlilik, Optimal Performans Duygu Durumu, Zihinsel Dayanıklılık, Esports, Self-Efficacy, Flow, Mental Toughness