The possible application of virtual reality for managing anxiety in athletes.

IF 2.6 Q2 SPORT SCIENCES Frontiers in Sports and Active Living Pub Date : 2025-02-20 eCollection Date: 2025-01-01 DOI:10.3389/fspor.2025.1493544
Melinda Trpkovici, Alexandra Makai, Viktória Prémusz, Pongrác Ács
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Abstract

Introduction: One of the most effective techniques is "stress inoculation" training (SIT), which is increasingly utilized to reduce anxiety and enhance athletic performance. The aim of our research was to investigate the extent to which the stress situation we created in virtual reality evokes psychological responses in athletes, compared to the responses they experience during a competitive match.

Methods: The sample consisted of 24 female athletes with an average age of 18.71 ± 5.42 years. Of these, 9 were elite basketball players, 8 were table tennis players, and 7 were handball players. All participants completed the Athlete Anxiety Questionnaire, designed to measure anxiety in high-stakes situations and assess levels of concentration and self-confidence during matches. Additionally, within the virtual reality environment we created, athletes were exposed to stress-inducing factors scientifically proven to elicit stress responses. Paired-sample t-tests were used to examine differences between measurements (match and virtual reality scenario), and ANOVA tests were used to compare differences between athletes groups (basketball players, table tennis players and handball players).

Results: Our findings indicated that the sports stress scenario simulated in virtual reality triggers stress responses in athletes comparable to those experienced during actual competitive matches. No significant difference was detected in any factor between the total scores of the tests completed after the virtual reality session and those completed after the match (p > 0.05). The greatest impact of VR on cognitive anxiety was observed regarding the fear of mental block or choking during a match, received an average score higher than that of the match (1.75 ± 1.032 vs. 1.38 ± 0.711 respectively, p = 0.04).

Conclusion: Based on these results, we can conclude that the sports stress scenario generated by virtual reality can indeed induce a comparable level of stress in athletes compared to actual matches. Therefore, virtual reality technology shows promise as a tool for enhancing athletes' stress management skills and could be a significant asset in sports psychology preparation processes.

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虚拟现实在管理运动员焦虑方面的可能应用。
最有效的技术之一是“压力接种”训练(SIT),它越来越多地用于减少焦虑和提高运动成绩。我们研究的目的是调查我们在虚拟现实中创造的压力情境在多大程度上唤起了运动员的心理反应,与他们在竞技比赛中所经历的反应相比。方法:选取24名女运动员,平均年龄18.71±5.42岁。其中,9名是优秀篮球运动员,8名是乒乓球运动员,7名是手球运动员。所有参与者都完成了运动员焦虑问卷,旨在测量高风险情况下的焦虑程度,并评估比赛期间的注意力和自信心水平。此外,在我们创造的虚拟现实环境中,运动员暴露在科学证明会引发压力反应的压力诱发因素中。配对样本t检验用于检验测量(比赛和虚拟现实场景)之间的差异,方差分析检验用于比较运动员组(篮球运动员、乒乓球运动员和手球运动员)之间的差异。结果:我们的研究结果表明,在虚拟现实中模拟的运动压力场景引发的运动员的压力反应与在实际比赛中经历的运动员相当。在虚拟现实会话后完成的测试总分与比赛后完成的测试总分之间的任何因素均无显着差异(p > 0.05)。VR对认知焦虑的影响最大的是对比赛中精神障碍和窒息的恐惧,平均得分高于比赛得分(分别为1.75±1.032比1.38±0.711,p = 0.04)。结论:基于这些结果,我们可以得出结论,虚拟现实产生的运动压力场景确实可以使运动员产生与实际比赛相当的压力水平。因此,虚拟现实技术有望成为提高运动员压力管理技能的工具,并可能成为运动心理学准备过程中的重要资产。
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来源期刊
CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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