نوع مقاله : مقاله پژوهشی
نویسندگان
گروه مدیریت ورزشی، دانشکده تربیت بدنی و علوم ورزش، دانشگاه تبریز، تبریز، ایران
چکیده
پیشینه و اهداف: فناوری واقعیت مجازی (VR) به سرعت در حال تغییر دنیای ما است و کاربردهای آن در زمینههای مختلفی از جمله آموزش، سرگرمی و سلامت گسترش یافته است. در حوزه ورزش نیز واقعیت مجازی فرصتهای منحصربهفردی را برای ایجاد تجربیات جذاب و انگیزشی فراهم میکند. با این حال، تحقیقات در مورد تأثیر این فناوری بر انگیزه و لذت در فعالیتهای ورزشی به ویژه در ایران هنوز در مراحل اولیه خود قرار دارد. این پژوهش با هدف بررسی تأثیر واقعیت مجازی بر افزایش انگیزه و لذت در فعالیتهای ورزشی انجام شده است. هدف اصلی آن، ارزیابی نقش استفاده از واقعیت مجازی در بهبود تجربه ورزشی و افزایش مشارکت افراد در فعالیتهای ورزشی از سطح حرفه ای تا مبتدی است.
روشها: این مطالعه بهصورت آمیخته (mixed method) با رویکرد کمّی و کیفی انجام شده است. جامعه آماری شامل ساکنان شهر تبریز در دامنه سنی ۱۸ تا ۴۰ سال است که در سه گروه قرار میگیرند: 1) ورزشکاران حرفهای 2) افرادی که بهصورت غیرمنظم ورزش میکنند 3) افرادی که اصلاً ورزش نمیکنند. نمونه گیری بهصورت هدفمند انجام شده و در مجموع 60 نفر (20 نفر از هر گروه) انتخاب شدند. در بخش کمّی، شرکتکنندگان بهصورت تصادفی به دو گروه آزمایش (ورزش با استفاده از واقعیت مجازی) و کنترل (ورزش بدون استفاده از واقعیت مجازی) تقسیم شدند. قبل و بعد از دوره مداخله، پرسشنامههای استاندارد برای سنجش انگیزه، لذت و عملکرد ورزشی توسط شرکتکنندگان تکمیل شد. در بخش کیفی، مصاحبههای نیمه ساختاریافته با 30 نفر از شرکتکنندگان (10 نفر از هر گروه) انجام شد. مصاحبهها بر تجربیات، نگرشها و چالشهای استفاده از واقعیت مجازی در فعالیتهای ورزشی متمرکز بود.
یافتهها: نتایج این پژوهش نشان داد که فناوری واقعیت مجازی تأثیر قابل توجهی بر عملکرد ورزشی، انگیزش و لذت حاصل از فعالیتهای ورزشی دارد. در بخش کمّی، گروه آزمایش که از واقعیت مجازی استفاده کرده بودند؛ در مقایسه با گروه کنترل، بهبود معناداری در عملکرد ورزشی، انگیزش و لذت ورزشی داشتند. تحلیل کیفی نیز تجربیات مثبت استفاده از واقعیت مجازی را تأیید کرد. شرکتکنندگان گزارش دادند که واقعیت مجازی موجب افزایش تمرکز، درگیری ذهنی و فیزیکی شرکتکنندگان در فعالیتهای ورزشی شده است. همچنین، لذت و هیجان بیشتری را در طول ورزش تجربه کردهاند. با این حال، چالشهایی نیز شناسایی شد. برخی شرکتکنندگان از ناراحتی فیزیکی مانند سرگیجه و تهوع در استفاده از واقعیت مجازی شکایت داشتند. همچنین، مقاومت در برابر تغییر و عدم آشنایی با این فناوری جدید نیز از موانع مهم بهشمار میآمد.
نتیجهگیری: فناوری واقعیت مجازی پتانسیل قابل توجهی برای ارتقای تجربه ورزشی دارد. این فناوری با ایجاد محیطهای مجازی جذاب و سرگرمکننده، میتواند انگیزه، لذت و عملکرد ورزشی را افزایش دهد. واقعیت مجازی قادر است تمرینات معمولی را به تجربیات هیجانانگیز تبدیل کند و مشارکت در فعالیتهای ورزشی را تشویق کند. با این حال، برای بهرهبرداری کامل از این پتانسیل، رفع چالشهای فنی و فیزیولوژیکی ضروری است. همچنین، توجه به نیازهای ورزشکاران حرفهای و ادغام تدریجی واقعیت مجازی در برنامههای تمرینی اهمیت دارد. در نهایت، با بهبود مستمر فناوری، واقعیت مجازی میتواند بهعنوان ابزاری مؤثر برای ارتقای سلامت و عملکرد ورزشی در جامعه عمل کند.
کلیدواژهها
موضوعات
عنوان مقاله [English]
Virtual reality and sports motivation
نویسندگان [English]
- V. Javani
- M. Alemi
Department of Sports Management, Faculty of Physical Education and Sports Sciences, University of Tabriz, Tabriz, Iran
چکیده [English]
Background and Objectives: Virtual Reality (VR) technology is rapidly transforming our world, with its applications expanding across various fields including education, entertainment, and health. In the realm of sports, virtual reality offers unique opportunities for creating engaging and motivational experiences. However, research on the impact of this technology on motivation and enjoyment in sports activities, especially in Iran, is still in its early stages. This study aims to investigate the effect of virtual reality on increasing motivation and enjoyment in sports activities. Its main objective is to evaluate the role of using virtual reality in improving the sports experience and increasing individuals' participation in sports activities from professional to beginner levels.
Methods: This study employed a mixed-methods approach, incorporating both quantitative and qualitative methodologies. The statistical population comprised residents of Tabriz aged between 18 and 40 years, categorized into three groups: 1) professional athletes, 2) individuals who exercise irregularly, and 3) individuals who do not exercise at all. Purposive sampling was utilized to select a total of 60 participants (20 from each group). In the quantitative phase, participants were randomly assigned to either an experimental group (exercising with virtual reality) or a control group (exercising without virtual reality). Standard questionnaires measuring motivation, enjoyment, and athletic performance were completed by participants both before and after the intervention period. For the qualitative phase, semi-structured interviews were conducted with 30 participants (10 from each group). The interviews focused on experiences, attitudes, and challenges related to the use of virtual reality in physical activities. These interviews explored participants' perspectives on incorporating virtual reality technology into their exercise routines.
Findings: The results of this study demonstrated that virtual reality technology had a significant impact on sports performance, motivation, and enjoyment derived from sports activities. In the quantitative section, the experimental group that used virtual reality showed significant improvement in sports performance, motivation, and sports enjoyment compared to the control group. Qualitative analysis also confirmed the positive experiences of using virtual reality. Participants reported that virtual reality increased focus and led to greater mental and physical engagement in sports activities. They also experienced more pleasure and excitement during exercise. However, challenges were also identified. Some participants complained of physical discomfort such as dizziness and nausea when using virtual reality. Additionally, resistance to change and unfamiliarity with this new technology were considered as significant barriers.
Conclusion: Virtual reality technology possesses considerable potential for enhancing the sports experience. By creating attractive and entertaining virtual environments, this technology can increase motivation, enjoyment, and sports performance. Virtual reality has the capability to transform ordinary exercises into exciting experiences and encourage participation in sports activities. However, to fully harness this potential, it is essential to address technical and physiological challenges. Moreover, attention to the needs of professional athletes and gradual integration of virtual reality into training programs is of paramount importance. Ultimately, with continuous technological improvements, virtual reality can serve as an effective tool for promoting health and sports performance in society. The findings of this study underscore the promising role of virtual reality in revolutionizing sports activities and potentially increasing overall physical activity levels across different segments of the population. As the technology continues to evolve, further research and development in this field will be crucial to maximize the benefits and minimize the drawbacks of integrating virtual reality into sports and exercise routines.
Methods: This study employed a mixed-method approach, utilizing both quantitative and qualitative research methods. The target population included residents of Tabriz city, divided into three groups: professional athletes, individuals with irregular sports activities, and those without any sports involvement. Purposive sampling was used, and 60 participants (20 from each group) were selected. In the quantitative part, participants were randomly assigned to either the experimental group (exercising with VR) or the control group (exercising without VR). Participants completed standardized questionnaires before and after the intervention period to assess their motivation, enjoyment, and sports performance. For the qualitative component, semi-structured interviews were conducted with 30 participants (10 from each group). These interviews focused on the participants' experiences, attitudes, and challenges related to the use of VR in sports activities.
Findings: The results of this research indicated that VR technology has a significant impact on sports performance, motivation, and enjoyment in sports activities. In the quantitative phase, the experimental group that used VR showed significant improvements in sports performance, motivation, and sports enjoyment compared to the control group. The qualitative analysis also confirmed the positive experiences of using VR. Participants reported that VR increased their focus, and mental and physical engagement in sports activities. They also experienced greater enjoyment and excitement during their exercise. However, some challenges were also identified. Some participants complained of physical discomfort, such as dizziness and nausea, when using VR. Additionally, resistance to change and unfamiliarity with this new technology were considered important barriers.
Conclusion: Virtual reality technology has significant potential for enhancing the sports experience. By creating immersive and engaging virtual environments, this technology can increase motivation, enjoyment, and sports performance. VR can transform ordinary training routines into exciting experiences, thereby encouraging greater participation in sports activities. However, to fully capitalize on this potential, addressing the technical and physiological challenges is essential. Additionally, considering the needs of professional athletes and gradually integrating VR into training programs is of importance. Ultimately, with continued improvements in the technology, VR can serve as an effective tool for improving overall health and sports performance in the community. Future research should focus on optimizing VR protocols for different sports and skill levels, as well as investigating the potential of VR in injury rehabilitation and para-sports. As the technology continues to evolve, VR has the potential to democratize access to high-quality sports training and contribute significantly to public health initiatives aimed at increasing physical activity.
کلیدواژهها [English]
- Virtual Reality
- Sports Experience
- Imagination
- Routine Sports
COPYRIGHTS
© 2025 The Author(s). This is an open-access article distributed under the terms and conditions of the Creative Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) (https://creativecommons.org/licenses/by-nc/4.0/)
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