<span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US">This study analyzed the effect of the variables: </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="ES-TRAD">game type (individual or cooperative),</span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US"> competition, gender, students' association type and </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="ES-TRAD">beginning-end</span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US"> of the session on the university students' moods. 201 Physical Education college students participated. After having received an initial instruction concerning moods, participants executed 2 sessions </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="ES-TRAD">involving cooperative games and 2 individual games. The POMS scale was filled in both at the beginning and at the end of each session. The data were analyzed using generalized estimating equations. Among the main findings, we can point out that positive emotional states increase significantly when cooperative games are applied, with competition. Negative moods are more present in individual games, with no competition, when practiced by men and when they are organized in separate groups.</span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: SimSun; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: ZH-CN; mso-bidi-language: HI; mso-font-kerning: 1.5pt;" lang="ES-TRAD">All these factors contribute towards knowing the influence of play on the training of the future teachers of a modern physical education, in which there is the intention of promoting such important aspects as socioemotional well-being and co-education.</span>
<p>This study explored the effect of gender (GE) and group gender composition (GGEC) on men’s and women’s experiences of emotions when taking part in different games. To formulate our hypotheses we used a theoretical framework formed by the theories of Lazarus and Bisquerra on the construct of emotional competence and well-being and their relationship with gender stereotypes, Parlebas’s motor action theory and previous results of empirical research related to games, emotions and gender relations. The participants (218 university students, <em>M<sub>age</sub></em> = 20.3, <em>sd</em> = <em>2.73</em>) completed twelve sessions of individual games (IG) and cooperative games (CG). The results showed that GE and GGEC were predictors of the experience of positive emotions and that males were more likely to experience negative emotions in both games. The findings highlight gender differences and could help physical education teachers to avoid activities that reinforce the hierarchies and inequalities associated with gender and sex role stereotypes.</p>
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.