From Screen to Field: The Impact of Digital Sports Participation on Leisure Time Satisfaction
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The aim of this study is to determine the levels of leisure time satisfaction among individuals who engage in digital sports. Digital sports, which have emerged with the integration of digital technologies into the field of sports, offer individuals the opportunity to play games, train, and analyse their performance. The study was conducted using a descriptive survey model, and the sample consisted of 381 digital sports participants. Data were collected using the Leisure Satisfaction Scale (LSS) developed by Beard and Ragheb (1980) and adapted into Turkish by Gökçe and Orhan (2011). SPSS 26.0 software was used for analyses. Normality tests revealed that the data were not normally distributed, and non-parametric tests were applied. The findings showed that male participants experienced higher satisfaction in the relaxation sub-dimension than females, and those who earned income from digital sports had higher levels of physical and aesthetic satisfaction. Furthermore, it was found that those who did not participate in competitions had higher levels of psychological satisfaction, and individuals who devoted a moderate amount of time to digital sports had the highest psychological satisfaction. It was determined that those who exercised 3–5 days a week experienced higher satisfaction in the aesthetic, physical, relaxation, and social sub-dimensions. In conclusion, it was found that digital sports contribute to individuals' leisure time satisfaction in multiple ways, but this effect varies according to participation frequency, duration, and motivation level.