five

Table 1_The effect of virtual reality technology use on satisfaction with training matches for university basketball players: a mediated chain effect of self-efficacy and sport engagement.docx

收藏
NIAID Data Ecosystem2026-05-10 收录
下载链接:
https://figshare.com/articles/dataset/Table_1_The_effect_of_virtual_reality_technology_use_on_satisfaction_with_training_matches_for_university_basketball_players_a_mediated_chain_effect_of_self-efficacy_and_sport_engagement_docx/31858717
下载链接
链接失效反馈
官方服务:
资源简介:
BackgroundAgainst the backdrop of deep integration between scientific and digital approaches in sports training, players’ mental wellbeing has garnered increasing attention. Virtual reality (VR) technology, with its immersive, interactive and conceptual advantages, offers an innovative supplementary tool for training matches among university basketball players (UBPs). ObjectivesThis study aims to investigate the chained mediating effects of self-efficacy and sport engagement on VR technology use and satisfaction with training matches for UBPs. MethodologyA total of 482 valid responses were collected using the VR technology use scales, satisfaction with training matches for UBPs, self-efficacy scales and sport engagement scales. ResultsThe analysis of mediating effects in this study indicates that self-efficacy and sport engagement exert a significant mediating influence on the pathway linking VR technology use to satisfaction with training matches for UBPs. The effect size for the total indirect effect is 0.225 (95% CI [0.145–0.286]). This mediating effect comprises three distinct pathways. Path 1: VR technology use → Self-efficacy → satisfaction with training matches for UBPs, effect size 0.100, 95% CI [0.065–0.132]. Path 2: VR technology use → sport engagement → satisfaction with training matches for UBPs, effect size 0.104, 95% CI [0.071–0.128]. Path 3: VR technology use → self-efficacy → sport engagement → satisfaction with training matches for UBPs, effect size 0.021, 95% CI [0.005–0.041]. ConclusionThe VR technology use is positively correlated with the satisfaction with training matches for UBPs. This chain of mediating effects may be realised by stimulating self-efficacy and enhancing their sport engagement of UBPs.

研究背景:在科学训练方法与数字化技术深度融合的体育训练背景下,运动员的心理健康状态愈发受到关注。虚拟现实(Virtual Reality,VR)技术凭借其沉浸式、交互性与创新性特质,为高校篮球运动员(University Basketball Players,UBPs)的训练赛事提供了创新型辅助工具。 研究目标:本研究旨在探讨自我效能(self-efficacy)与运动投入(sport engagement)在虚拟现实技术使用与高校篮球运动员训练赛事满意度之间的链式中介效应。 研究方法:本研究采用虚拟现实技术使用量表、高校篮球运动员训练赛事满意度量表、自我效能量表以及运动投入量表,共回收482份有效问卷。 研究结果:本研究的中介效应分析结果表明,自我效能与运动投入在虚拟现实技术使用与高校篮球运动员训练赛事满意度的关联路径中发挥了显著的中介作用。总间接效应的效应量为0.225(95%置信区间[0.145–0.286])。该中介效应涵盖三条独立路径:路径1:虚拟现实技术使用→自我效能→高校篮球运动员训练赛事满意度,效应量为0.100,95%置信区间[0.065–0.132];路径2:虚拟现实技术使用→运动投入→高校篮球运动员训练赛事满意度,效应量为0.104,95%置信区间[0.071–0.128];路径3:虚拟现实技术使用→自我效能→运动投入→高校篮球运动员训练赛事满意度,效应量为0.021,95%置信区间[0.005–0.041]。 研究结论:虚拟现实技术使用与高校篮球运动员的训练赛事满意度呈显著正相关。该链式中介效应可通过提升高校篮球运动员的自我效能水平与运动投入程度得以实现。
创建时间:
2026-03-26
二维码
社区交流群
二维码
科研交流群
商业服务