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虚拟高尔夫,“运动游戏”,利用虚拟现实技术促进老年人健康:聚焦休闲限制、参与益处及持续参与意愿。

Virtual Golf, "Exergaming", Using Virtual Reality for Healthcare in Older Adults: Focusing on Leisure Constraints, Participation Benefits, and Continuous Participation Intention.

作者信息

Choi Chulhwan, Kim Dong-Kyu, Lee Inyup

机构信息

Department of Physical Education, Gachon University, 1342, Seongnam-daero, Sujeong-gu, Seongnam-si 13120, Republic of Korea.

Department of Sport, Leisure & Recreation, College of Nature Science, Soon Chun Hyang University, Ansan-si 31538, Republic of Korea.

出版信息

Healthcare (Basel). 2024 May 8;12(10):962. doi: 10.3390/healthcare12100962.

Abstract

Exergaming, a new type of sport, combined with virtual reality, has provided new opportunities for the aging population. This study analyzed the differences in leisure constraints, participation benefits, and continuous participation intention in virtual golf (represented as an exergame) depending on the participants' ages. Data collection was conducted from August 2023 to November 2023. A quantitative research design and a convenience sampling method were employed, targeting 310 regular virtual golf participants aged 20 years or older in the Republic of Korea. For comparative analysis, the survey participants were segmented into three groups: Group 1, young adults (18-35 years); Group 2, middle-aged adults (36-55 years); and Group 3, older adults (56-69 years). To compare and analyze participation behaviors in virtual golf, the dependent variables were identified: (a) leisure constraints (four factors) to limit formation and participation in leisure; (b) participation benefits (four factors) to encourage participation in leisure; and (c) continuous participation intention (single factor) to show likelihood to participate in leisure in the future. The results revealed that the young adult group showed statistically high results for costs under leisure constraints ( = 14.949, < 0.001, = 0.089), and the older adult group reported statistically high results in physical ( = 9.346, < 0.001, = 0.057) and mental ( = 7.249, < 0.001, = 0.045) participation benefits and continuous participation intention ( = 6.486, < 0.01, = 0.041). This study confirmed that virtual golf using advanced technology brings physical and mental benefits to older people based on reasonable cost and enables continuous participation in physical activity.

摘要

运动游戏,一种新型运动,与虚拟现实相结合,为老年人群体提供了新机遇。本研究分析了根据参与者年龄在虚拟高尔夫(作为一种运动游戏)中休闲限制、参与益处和持续参与意愿的差异。数据收集于2023年8月至2023年11月进行。采用了定量研究设计和便利抽样方法,目标是韩国310名20岁及以上的常规虚拟高尔夫参与者。为进行比较分析,调查参与者被分为三组:第一组,年轻人(18 - 35岁);第二组,中年人(36 - 55岁);第三组,老年人(56 - 69岁)。为比较和分析虚拟高尔夫中的参与行为,确定了因变量:(a) 休闲限制(四个因素)以限制休闲活动的形成和参与;(b) 参与益处(四个因素)以鼓励参与休闲活动;(c) 持续参与意愿(单一因素)以表明未来参与休闲活动的可能性。结果显示,年轻人组在休闲限制下的成本方面呈现出统计学上的高结果( = 14.949, < 0.001, = 0.089),而老年人组在身体( = 9.346, < 0.001, = 0.057)和心理( = 7.249, < 0.001, = 0.045)参与益处以及持续参与意愿( = 6.486, < 0.01, = 0.041)方面报告了统计学上的高结果。本研究证实,使用先进技术的虚拟高尔夫基于合理成本为老年人带来身心益处,并能使他们持续参与体育活动。

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