Digital habits of Generation Z: Students of sports

The new virtual reality of today's society and its interaction with members of the younger population is an increasingly common subject of research. The question is whether and to what extent it is possible to stop the domination of the digital. Is sport an activity that can compete with the ne...

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Main Authors: Markov-Čikić Ivana, Ivanovski Aleksandar
Format: Article
Language:English
Published: College of Sports and Health, Belgrade 2022-01-01
Series:Sport - Nauka i Praksa
Subjects:
Online Access:https://scindeks-clanci.ceon.rs/data/pdf/1821-2077/2022/1821-20772201037M.pdf
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author Markov-Čikić Ivana
Ivanovski Aleksandar
author_facet Markov-Čikić Ivana
Ivanovski Aleksandar
author_sort Markov-Čikić Ivana
collection DOAJ
description The new virtual reality of today's society and its interaction with members of the younger population is an increasingly common subject of research. The question is whether and to what extent it is possible to stop the domination of the digital. Is sport an activity that can compete with the new virtual reality and the world of video games? The paper presents online habits and inclinations towards video games of the first-year students of the Belgrade College of Sports and Health, not only qualitatively - in order to examine the time spent on video games and compare it with the time spent on sports and recreation, but also qualitatively, in terms of content - topics that occupy this particular segment of population, talented in sports and sports-oriented, but at the same time digitally-oriented. The paper has demonstrated, on a selected sample of sport-oriented members of Generation Z, some deviations from the digital characteristics of the generation they belong to demographically, the generation in which the use and application of technology is dominant in obtaining any practical information, as well as in communication and entertainment. The sample consisting of students of sports academic courses has demonstrated that a very high percentage of these students practice sports on a regular basis defying the current sedentary lifestyle. Many of them do not belong to the present-day youth subculture - 'the gamers' community', and even those who do belong to the pop culture of computer games prefer sports computer games as their choice of virtual content.
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spelling doaj.art-b70c63f70658400a86b58fed04c718a82023-10-27T10:36:53ZengCollege of Sports and Health, BelgradeSport - Nauka i Praksa2620-01552022-01-01121374310.5937/snp12-1-377071821-20772201037MDigital habits of Generation Z: Students of sportsMarkov-Čikić Ivana0Ivanovski Aleksandar1Visoka sportska i zdravstvena škola, Beograd, SerbiaVisoka sportska i zdravstvena škola, Beograd, SerbiaThe new virtual reality of today's society and its interaction with members of the younger population is an increasingly common subject of research. The question is whether and to what extent it is possible to stop the domination of the digital. Is sport an activity that can compete with the new virtual reality and the world of video games? The paper presents online habits and inclinations towards video games of the first-year students of the Belgrade College of Sports and Health, not only qualitatively - in order to examine the time spent on video games and compare it with the time spent on sports and recreation, but also qualitatively, in terms of content - topics that occupy this particular segment of population, talented in sports and sports-oriented, but at the same time digitally-oriented. The paper has demonstrated, on a selected sample of sport-oriented members of Generation Z, some deviations from the digital characteristics of the generation they belong to demographically, the generation in which the use and application of technology is dominant in obtaining any practical information, as well as in communication and entertainment. The sample consisting of students of sports academic courses has demonstrated that a very high percentage of these students practice sports on a regular basis defying the current sedentary lifestyle. Many of them do not belong to the present-day youth subculture - 'the gamers' community', and even those who do belong to the pop culture of computer games prefer sports computer games as their choice of virtual content.https://scindeks-clanci.ceon.rs/data/pdf/1821-2077/2022/1821-20772201037M.pdfgeneration zsportsvideo games
spellingShingle Markov-Čikić Ivana
Ivanovski Aleksandar
Digital habits of Generation Z: Students of sports
Sport - Nauka i Praksa
generation z
sports
video games
title Digital habits of Generation Z: Students of sports
title_full Digital habits of Generation Z: Students of sports
title_fullStr Digital habits of Generation Z: Students of sports
title_full_unstemmed Digital habits of Generation Z: Students of sports
title_short Digital habits of Generation Z: Students of sports
title_sort digital habits of generation z students of sports
topic generation z
sports
video games
url https://scindeks-clanci.ceon.rs/data/pdf/1821-2077/2022/1821-20772201037M.pdf
work_keys_str_mv AT markovcikicivana digitalhabitsofgenerationzstudentsofsports
AT ivanovskialeksandar digitalhabitsofgenerationzstudentsofsports