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The effect of playing e-sports games on young people’s desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience

E-sports game experiences can help enhance young peoples’ willingness to participate in sports and fitness. However, e-sports game studies have mostly focused on users’ violent tendencies and aggressive behaviors, and less attention has been paid to the positive effects on young peoples’ sports heal...

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Detalles Bibliográficos
Autores principales: Ningning, Wang, Wenguang, Cheng
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10374067/
https://www.ncbi.nlm.nih.gov/pubmed/37498937
http://dx.doi.org/10.1371/journal.pone.0288608
Descripción
Sumario:E-sports game experiences can help enhance young peoples’ willingness to participate in sports and fitness. However, e-sports game studies have mostly focused on users’ violent tendencies and aggressive behaviors, and less attention has been paid to the positive effects on young peoples’ sports health. The purpose of this study is to provide reasonable guidance young people away from sedentary, addictive and other negative behaviors and to promote active sports and healthy exercise and development. Following the random sampling criteria, questionnaires were distributed to Chinese young people aged 14 to 24 through gaming communities as well as social media platforms, and 1608 valid questionnaires were obtained after eliminating invalid ones. The influence mechanism of e-sports game experience on young peoples’ intention to participate in sports and fitness was examined empirically by using factor analysis and structural equation modeling. The e-gaming scenes (β = 0.399, p<0.01), virtual sports experience (β = 0.257, p<0.01), and social presence (β = 0.258 p<0.01) each had a significant positive effect on young peoples’ intention to participate in sports and fitness; virtual sports experience [OR]0.099, 95%: CI 0.077–0.121 and social presence[OR]0.052, 95%: CI 0.035–0.071, were known to have mediating utility in the e-gaming scenario’s influence on young peoples’ intention to participate in sports and fitness. Using the significant features of sports video games such as entertainment and simulation to awaken the interest and willingness to participate in young people sports is an innovative way to accelerate the development of mass sports.