Effects of Virtual Reality Tennis Training on Self-Efficacy, Flow Experience, Embodied Cognition, and Intention to Use Among Chinese University Tennis Players: A Randomized Controlled Trial
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 180
研究概览
简要总结
This randomized controlled trial examined the effects of an 8-week virtual reality (VR) tennis training intervention on psychological outcomes among Chinese university tennis players.
A total of 180 participants were randomly assigned to either a VR training group (n=90) using Meta Quest 2 headsets or a traditional training control group (n=90). The VR group received immersive tennis training twice weekly for 60 minutes per session, while the control group received equivalent traditional coaching.
Primary outcomes included self-efficacy, flow experience, embodied cognition, and intention to use, measured at baseline and post-intervention. Secondary analyses examined whether self-efficacy and flow experience mediated the relationship between VR training and intention to use.
The study aimed to provide evidence for the effectiveness of VR technology in sports training and to elucidate the psychological mechanisms underlying VR training benefits.
详细描述
Background:
Virtual reality (VR) technology has emerged as a promising tool for sports training, offering immersive environments that simulate real-world athletic scenarios. Tennis represents an ideal sport for VR training applications due to its technical complexity, spatial demands, and the importance of anticipatory skills. Despite growing adoption of VR in sports contexts, the psychological mechanisms underlying VR training effectiveness remain insufficiently understood.
Theoretical Framework:
This study was grounded in four theoretical perspectives: (1) Bandura's Self-Efficacy Theory, proposing that VR training enhances confidence through mastery experiences; (2) Csikszentmihalyi's Flow Theory, suggesting VR environments facilitate optimal psychological states; (3) Embodied Cognition Theory, emphasizing that cognitive processes are rooted in bodily interactions; and (4) the Technology Acceptance Model, providing a framework for understanding intention to use technology.
Objectives:
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- Single (Outcomes Assessor)
盲法说明
Outcome assessors who administered questionnaires and collected data were blinded to participant group allocation. Due to the nature of the interventions, participants and training providers could not be blinded.
入排标准
- 年龄范围
- 18 Years 至 26 Years(Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Undergraduate students aged 18-26 years
- •Enrolled in Physical Education or Sports Science programs at Hezhou University
- •Completed at least two semesters of formal tennis instruction
- •Basic tennis proficiency (able to perform forehand, backhand, and serve)
- •Willing to participate in the 8-week training program
- •Able to provide written informed consent
排除标准
- •Visual impairments that could not be corrected and would preclude VR headset use
- •History of photosensitive epilepsy or seizure disorders
- •Vestibular disorders or severe motion sickness
- •Current participation in competitive tennis programs at regional or higher levels
- •Prior experience with VR-based sports training systems
- •Any musculoskeletal injury preventing full participation in tennis training
研究者
ROHAYU BINTI HAMI
Doctoral
Universiti Sains Malaysia
