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2022, vol. 12, br. 1, str. 37-43
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Digitalne navike pripadnika generacije Z - studenata sportskih smerova
Digital habits of Generation Z: Students of sports
Sažetak
Nova virtuelna realnost današnjeg društva i njena interakcija sa pripadnicima mlađe populacije sve je češći predmet istraživanja. Postavlja se pitanje da li je i u kojoj meri moguće zaustaviti dominaciju digitalnog. Da li je sport ta aktivnost koja može da parira novoj virtuelnoj realnosti i svetu video-igrica? U radu su prikazane onlajn navike i sklonosti ka video-igricama, studenata prve godine Visoke sportske i zdravstvene škole u Beogradu ne samo kvalitativno u cilju ispitivanja provedenog vremena i poređenja istog, u odnosu na sport i rekreaciju, već i kvalitativno, sadržinski, koje su to teme koje zaokupljuju baš ovu populaciju, sportski nadarenu i sportski usmerenu, a ujedno i digitalno orijentisanu. Rad je pokazao na izabranom uzorku sportski orijentisanih pripadnika Generacije Z odstupanja od digitalnih karakteristika generacije kojoj demografski pripadaju i kojoj je upotreba i primena tehnologije za korišćenje svih životnih informacija, komunikaciju i razonodu dominantna. Uzorak studenata sportskih smerova pokazao je da se isti u vrlo visokom procentu redovno bave sportom i prkose aktuelnom sedalnom načinu života, mnogi nisu pripadnici savremene potkulture mladih "gejmerske zajednice", a i oni koji jesu pripadnici pop kulture video-igara u njihovim opredeljenjima ka virtuelnim sadržajima dominiraju sportske video-igre.
Abstract
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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