Evidence map›Paper›PMID 41969878›Full record

ArticleFrontiers in psychology2026

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.

Jigang Li, Feng Zhao, Hefei Ma

Abstract read
In one paragraph

Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Jigang LiSchool of Physical Education, Northeast Normal University, Changchun, China.
Feng ZhaoSchool of Physical Education, Northeast Normal University, Changchun, China.
Hefei MaSchool of Physical Education, Northeast Normal University, Changchun, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Against 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). Objectives: This 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. Methodology: A 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. Results: The 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]. Conclusion: The 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.

Indexed as

chain mediating effectssatisfaction with training matches for UBPsself-efficacysport engagementuniversity basketball playersvirtual reality (VR) technology

Identifiers

PMID41969878
PMCPMC13062247

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.