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虚拟现实游戏对青少年特定运动技能的有效性。

Effectiveness of virtual reality games on the specific sport skills of adolescents.

作者信息

Günar Bilgetekin Burak, Bavlı Özhan

机构信息

Faculty of Sport Science, Çanakkale Onsekiz Mart University, Çanakkale, 17100, Turkey.

出版信息

BMC Sports Sci Med Rehabil. 2025 Jul 10;17(1):194. doi: 10.1186/s13102-025-01243-x.

DOI:10.1186/s13102-025-01243-x
PMID:40640974
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12243230/
Abstract

BACKGROUND

The aim of this study was to examine the basketball-specific skills of young individuals and the acute effects of virtual reality (VR) games.

METHODS

Seventeen high school students aged between 14 and 16 years (mean 15.3 ± 0.85 years) who had not received prior basketball training and VR experiments volunteered for the study. The participants were divided into two groups: the VR group (VRG) and the court group (CG). Both groups engaged in 45-min basketball court training sessions twice a week for eight weeks, whereas the VRG additionally received 15-min sessions of VR basketball exercises twice a week. Before and after the 8-week intervention period, dribbling, slaloming, free throw, and stop shot tests and VR experiment surveys were administered.

RESULTS

The results revealed no significant difference in within-group pretest-to-posttest comparisons for the CG, whereas the VRG exhibited a significant improvement in repeated measurements of dribbling, slalom, and stop shot tests (p < 0.05). In the between-group repeated measurement difference scores, a significant advantage for the VRG was observed in the stop shoot test (p < 0.05).

CONCLUSION

In conclusion, the VR exercises conducted in addition to the 8-week on-court training were found to be effective in improving dribbling, slaloming, and stopping shot skills in basketball. Furthermore, although the VR experience questionnaire revealed that VR games are close to reality, it revealed that there is a need for improvement.

摘要

背景

本研究旨在考察青少年的篮球专项技能以及虚拟现实(VR)游戏的急性效应。

方法

17名年龄在14至16岁(平均15.3±0.85岁)之间、未接受过篮球训练和VR实验的高中生自愿参与本研究。参与者被分为两组:VR组(VRG)和场地组(CG)。两组均每周进行两次45分钟的篮球场训练,为期八周,而VRG组还额外每周进行两次15分钟的VR篮球练习。在为期8周的干预期前后,进行了运球、穿梭、罚球和急停跳投测试以及VR实验调查。

结果

结果显示,CG组组内前测与后测比较无显著差异,而VRG组在运球、穿梭和急停跳投测试的重复测量中表现出显著改善(p<0.05)。在组间重复测量差异分数中,VRG组在急停跳投测试中具有显著优势(p<0.05)。

结论

总之,发现在为期8周的场内训练之外进行的VR练习对提高篮球的运球、穿梭和急停跳投技能有效。此外,尽管VR体验问卷显示VR游戏接近现实,但也显示出仍有改进的必要。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/ae28d510703e/13102_2025_1243_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/d7a0dc145546/13102_2025_1243_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/bf3a26245e56/13102_2025_1243_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/698279a1b65d/13102_2025_1243_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/8df7ca416d63/13102_2025_1243_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/ae28d510703e/13102_2025_1243_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/d7a0dc145546/13102_2025_1243_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/bf3a26245e56/13102_2025_1243_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/698279a1b65d/13102_2025_1243_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/8df7ca416d63/13102_2025_1243_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9301/12243230/ae28d510703e/13102_2025_1243_Fig5_HTML.jpg

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