Volume 2, Issue 5 (2021)                   jsmas 2021, 2(5): 59-84 | Back to browse issues page

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Akbari Yazdi H, Latififard M, YADEGARI A. Identification, Fandom, and Social Media: Investigating the impact of team Identification on the second screen behavior of fans of the Iran Pro League. jsmas 2021; 2 (5) :59-84
URL: http://jsmas.modares.ac.ir/article-9-48740-en.html
1- Department of Sport Management, Faculty of Sport Sciences, Kharazmi University, Tehran, Iran
2- PhD Student of Sport Management, Faculty of Humanities, Tarbiat Modares University, Tehran, Iran , MAHDILATIFIFARD@MODARES.AC.IR
3- Master of Sport Management, Shahid Beheshti University, Tehran, Iran
Abstract:   (1612 Views)
The present study investigates the impact of emotion, team characteristics, and team social responsibility on the team identification of the most popular teams in the Iran Pro League. To measure variables Wann and Branscombe (1993) Team Identification Scale, Lee et al. (2018) Sport Emotion Questionnaire (SEQ), Yoshida and James (2010) Team Characteristics, Lichtenstein et al. (2004) Social Responsibility, and Weimann-Saks et al. (2019) Second Screen Behavior were used. To assess content validity, five sports management researchers and the reliability of the Team identification was 0.62, second screen behavior 0.80, Team Social Responsibilities 0.91, Team Characteristics 0.67, and Emotion was 0.86. In the first part of the research, 350 fans of the most popular teams in the Iran Premier League participated using a quota homogeneous convenience sampling methodology. In the second part, 379 people were present to fit the team identification model for Persepolis F.C., 387 people for Esteghlal F.C., 335 people for Sepahan S.C., and 431 people for Tractor S.C. as samples. The findings showed that team identification impacts the second-screen behavior of fans. However, the effect of predicting team identification on each of the most popular teams in the Iran Pro League is different. In general, team identification is important in the new media space, i.e., social media, and a new form of behavioral consequences of fans, i.e., second screen behavior.
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Article Type: Original Research | Subject: Arts and Humanities (General)
Received: 2020/12/29 | Accepted: 2021/02/14 | Published: 2021/05/31

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