Marzieh Khelghati
Abstract
This study evaluates the conditions of prioritizing social media as a mean for spending leisure time, the way people use social media, and its negative and positive impacts from the viewpoint of users. It was carried out via grounded theory approach and qualitative interviews with 10 active users. According ...
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This study evaluates the conditions of prioritizing social media as a mean for spending leisure time, the way people use social media, and its negative and positive impacts from the viewpoint of users. It was carried out via grounded theory approach and qualitative interviews with 10 active users. According to the results of data analysis, four factors were pinpointed as the main underlies of using social media as a mean for spending leisure time, including communication needs, leisure needs, technological needs, and the need for various experiences. Three main positive impacts of social media are growth of communication abilities, psychological effects, and improvement of individual interests. On the other hand, it has negative impacts on family and social relations, physical and mental health and individual effects. Technological-technical effects and mental-psychological are activity continuity factors. The result of this research confirmed a process of replacing the virtual leisure with real leisure and Combining the concepts of work and leisure for users.
Amir Rastegar Khaled; Narges Moslehi Jenabian; Ameneh Salahi; Nasrin Taj
Abstract
The main question in this research is whether changes in modern style of leisure (based on ICT) are related with Youth’s social capital? In this paper, we have focused on types of leisure styles, especially types of leisure’s Xu Qing. The research survey was conducted among 384 young people ...
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The main question in this research is whether changes in modern style of leisure (based on ICT) are related with Youth’s social capital? In this paper, we have focused on types of leisure styles, especially types of leisure’s Xu Qing. The research survey was conducted among 384 young people aged 15 to 29 years who were living in the district 5 of Tehran. The findings showed that using ICT tools to complete leisure, extends the social capital of young people in two dimensions, objective (membership and participation in groups, organizations, socialize and communications people) and a subjective dimension (trust people together in virtual spaces and confidence in cyberspace). On the other hand, the data show that if people use ICT tools in social activity while their leisure time, increases their social capital then when they use these tools on anti-social activities such as learning activities and so on.