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Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games

OBJECTIVE: To examine sports engagement and health changes of young adults when utilizing a VR sports game and investigate the relationship between sports engagement and health. METHOD: This study used a single-group design with 20 participants, aged 19–29 years, with no preexisting health condition...

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Autores principales: Hanifah, Hana, Ito, Yuko, Yao, Daryl Patrick Gamboa, Suyama, Natsuka, Inoue, Kaoru
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Hindawi 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8808239/
https://www.ncbi.nlm.nih.gov/pubmed/35140553
http://dx.doi.org/10.1155/2022/4824152
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author Hanifah, Hana
Ito, Yuko
Yao, Daryl Patrick Gamboa
Suyama, Natsuka
Inoue, Kaoru
author_facet Hanifah, Hana
Ito, Yuko
Yao, Daryl Patrick Gamboa
Suyama, Natsuka
Inoue, Kaoru
author_sort Hanifah, Hana
collection PubMed
description OBJECTIVE: To examine sports engagement and health changes of young adults when utilizing a VR sports game and investigate the relationship between sports engagement and health. METHOD: This study used a single-group design with 20 participants, aged 19–29 years, with no preexisting health conditions. The VR game “Sports Scramble” was used thrice within a span of one week. Outcomes sought include sports engagement and health, measured through the Sports Engagement Scale (SES) and Short Form 36 (SF-36), respectively. RESULTS: A significant difference (p < 0.001) was found between the pre-posttest scores of the SES. Moreover, a positive trend was observed in terms of health with a significant difference (p < 0.05) between pre-posttest scores of the SF-36's vitality dimension. There were positive correlations among the dedication and vigor subscales of the SES with the dimensions of health. CONCLUSION: This study showed the potential of VR sports games in positively influencing sports engagement and health among participants with the vigor and dedication positively influencing health. Future studies may involve the exploration of the effectiveness of VR to promote engagement and health through a randomized controlled trial with a longer timeframe and across various populations.
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spelling pubmed-88082392022-02-08 Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games Hanifah, Hana Ito, Yuko Yao, Daryl Patrick Gamboa Suyama, Natsuka Inoue, Kaoru Occup Ther Int Research Article OBJECTIVE: To examine sports engagement and health changes of young adults when utilizing a VR sports game and investigate the relationship between sports engagement and health. METHOD: This study used a single-group design with 20 participants, aged 19–29 years, with no preexisting health conditions. The VR game “Sports Scramble” was used thrice within a span of one week. Outcomes sought include sports engagement and health, measured through the Sports Engagement Scale (SES) and Short Form 36 (SF-36), respectively. RESULTS: A significant difference (p < 0.001) was found between the pre-posttest scores of the SES. Moreover, a positive trend was observed in terms of health with a significant difference (p < 0.05) between pre-posttest scores of the SF-36's vitality dimension. There were positive correlations among the dedication and vigor subscales of the SES with the dimensions of health. CONCLUSION: This study showed the potential of VR sports games in positively influencing sports engagement and health among participants with the vigor and dedication positively influencing health. Future studies may involve the exploration of the effectiveness of VR to promote engagement and health through a randomized controlled trial with a longer timeframe and across various populations. Hindawi 2022-01-25 /pmc/articles/PMC8808239/ /pubmed/35140553 http://dx.doi.org/10.1155/2022/4824152 Text en Copyright © 2022 Hana Hanifah et al. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Research Article
Hanifah, Hana
Ito, Yuko
Yao, Daryl Patrick Gamboa
Suyama, Natsuka
Inoue, Kaoru
Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
title Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
title_full Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
title_fullStr Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
title_full_unstemmed Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
title_short Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
title_sort promoting sports engagement during the covid-19 pandemic via virtual reality games
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8808239/
https://www.ncbi.nlm.nih.gov/pubmed/35140553
http://dx.doi.org/10.1155/2022/4824152
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