How Digital Literacy Shapes the Way Generation Z Learns About Sports

South Korea has one of the highest rates of digital access in the world. Yet access and ability are not the same thing — and a study published in February 2026 by researchers at Kyung Hee University makes that distinction uncomfortably clear. For fans, educators, and anyone trying to understand how younger audiences are actually absorbing sports content online, the findings offer a useful reality check.
The Study at a Glance
Published in Behavioral Sciences (MDPI) on February 28, 2026, the research examined how digital literacy levels affect sports learning outcomes among Generation Z adults in South Korea. The study surveyed 237 participants across three groups — low, medium, and high digital literacy — all of whom had engaged with sports content through digital platforms within the past year. Platforms included YouTube, social networking services, online lecture platforms, and mobile applications.
The researchers drew on two established frameworks: the Unified Theory of Acceptance and Use of Technology (UTAUT), which examines how people adopt technology, and Media Richness Theory (MRT), which looks at how well different communication channels convey information. Together, these frameworks helped the team assess not just whether participants used digital platforms, but how meaningfully they engaged with the sports content those platforms delivered.
The Core Finding: Access Is Not Enough
The headline result is straightforward but important. Participants in the high digital literacy group were significantly more effective at absorbing sports content through digital media than those in the low-literacy group. They demonstrated better performance expectancy — meaning they believed the tools would actually help them learn — and showed stronger facilitating conditions, meaning they had the background knowledge and infrastructure to use those tools well.
Low-literacy participants, by contrast, struggled not because they lacked access, but because they lacked the underlying competency to navigate content critically and extract meaningful information from it.
This matters because South Korea’s national data tells a story of apparent digital abundance that conceals a skills gap. According to data from the National Information Society Agency (NIA), a body affiliated with the Ministry of Science and ICT, digital access among the general population sits at 96.5%. But digital utilization — the ability to meaningfully apply digital tools — stands at 80%, and digital competency falls further still, to just 65.6%. Even among Generation Z, a cohort often assumed to be uniformly tech-savvy, significant intra-generational differences persist.
Why This Matters for Sports Fans
The implications extend well beyond classroom learning. Much of how Korean fans today follow sports — tracking live scores, watching highlight reels, reading tactical breakdowns, participating in fan community discussions — happens entirely through digital platforms. A fan who can navigate that environment effectively has a fundamentally richer experience than one who is technically online but lacks the tools to evaluate what they are seeing.
This is particularly relevant as sports content has grown more complex. Broadcasting formats now include real-time statistics overlays, alternate camera feeds, and AI-generated insight layers. Social media surfaces viral clips with minimal context. Mobile apps deliver personalized content streams shaped by algorithmic curation rather than editorial judgment. For a high-literacy user, these features enhance understanding. For a low-literacy user, they can create confusion, reinforce misconceptions, or simply go unused.
The study also highlights that while Millennials and Generation Z are widely characterized as digital natives, familiarity with devices does not translate automatically into the capacity to critically evaluate sources, recognize algorithmic bias, or distinguish credible sports journalism from low-quality content.
The Platform Design Question
One implication the research raises, without stating it directly, is that platform design plays a role in whether users develop genuine competency or simply develop habits. Platforms optimized for engagement — watch time, scroll depth, notification clicks — have no particular incentive to build user literacy. They benefit from passive consumption.
For sports fans in Bucheon and the wider Gyeonggi-do region trying to follow their local clubs and national teams across an increasingly fragmented media landscape, understanding how to evaluate what you’re reading and watching online is a practical skill, not an abstract one. The guide at Bucheon Insider on how Generation Z watches sports differently explores this dynamic in more accessible terms and is worth reading alongside the academic findings.
What the Gap Suggests
The 30-point gap between digital access (96.5%) and digital competency (65.6%) in South Korea is not a small rounding error. It represents a substantial portion of the population — including many young people — who are fully connected to digital sports media but only partially equipped to use it well.
For researchers, the Kyung Hee study adds empirical weight to a concern that has often been discussed in qualitative terms. For fans, it suggests that the quality of your sports experience online is shaped not just by the platform you use, but by the skills you bring to it.
Developing those skills is not inevitable — it requires deliberate exposure, critical engagement, and, increasingly, a baseline awareness of how digital content environments are structured. As sports media continues to grow more layered and technically dense, that baseline matters more with each passing season.
For further reading on how Korean audiences engage with sports content across digital platforms and what responsible consumption looks like in practice, 빈도 편향과 숙련도의 착각 offers a complementary perspective on how repeated digital exposure shapes judgment in ways users may not recognize.