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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...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Hindawi
2022
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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. |
format | Online Article Text |
id | pubmed-8808239 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Hindawi |
record_format | MEDLINE/PubMed |
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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