عنوان مقاله [English]
Adolescents comprise a significant part of young countries’ population and their leisure time activities have a great impact on the formation of individual and collective identities and the closest ties with their spiritual and cultural life. This is because they tend to rely on social relationships and interact and spend time with their friends and peers in their leisure hours so that they can learn more about their roles and values in the society. Thus, according to various studies, the public sphere and urban spaces are considered among the most appropriate places in the community to meet their needs. But unfortunately, today we witness how they spend a considerable part of their daily lives and leisure time at home to surf the Internet and are active in the cyberspace. Therefore, this study intends to review the possible impact of adolescents' satisfaction with the quantitative and qualitative situation of urban spaces while considering the impact of known factors in the youth’s tendency. This is an applied and quantitative research and in order to conduct it 250 Karaji adolescents of 12 to 19 years of age were selected based on stratified random sampling method. The data has been collected using questionnaire and has been analyzed by the descriptive and inferential statistics (Pearson, T-test, factor analysis and multiple regression). The findings suggest that among individual and family factors, only gender had no significant relationship with the presence of adolescents in virtual social networks. The attractions of virtual social networks and adolescents’ satisfaction with the urban spaces on the whole account for 41% of the alterations in dependent variable, which in case other variables are constant, the highest impact on the dependent variable belongs to "the possibility of consolidation and development of social interactions," (0.436), and the satisfaction with the quantitative and qualitative situation of urban spaces each has the impact of -0.161 and -0.103 on their leisure time spent in the virtual social networks.