Exploring the Synergistic Effects of Virtual Reality and Retrogressive Imagery on Basketball Free Throw Performance and Self-efficacy Among University Students: A Randomized Controlled Trial

NCT ID: NCT06565533

Last Updated: 2024-08-22

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

45 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-11-05

Study Completion Date

2024-06-10

Brief Summary

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This research contributes to the growing body of evidence supporting the use of mental training techniques in sports. By demonstrating the effectiveness of RETI and VR in improving FT performance and FTSE, this study provides valuable insights for coaches, athletes, and sports psychologists.

Detailed Description

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Conditions

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RETI VR FTSE

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

The 45 students were randomly selected from South China Normal University. Of these selected students, 15 were randomly assigned to Intervention Group 1 (RETI), 15 to Intervention Group 2 (VR), and the remaining 15 to the control group.
Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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Retrogressive imagery (RETI)

RETI protocol was implemented over eight weeks, gradually simplifying the imagery script to focus on essential aspects of the free-throw (FT) shooting technique.

Group Type EXPERIMENTAL

Retrogressive imagery (RETI)

Intervention Type BEHAVIORAL

Week 1-2: Participants were asked to imagine a complete version of the FT imagery script included: a) Visualizing the court lines, the basket, and themselves standing at the free-throw line, focusing on their shooting technique. b) Imagining teammates and opponents positioned around the key, noting the main colors in the scene c) Imagining the coach standing on the sideline encouraging them, and paying attention to the sounds of the audience and the cheers from a close friend in the stands. d) Visualizing a high-pressure situation, experiencing the emotions felt during a real game with one second left on the clock, trailing by one point, with the game's outcome depending on their FT shot. Week 3-4: The exception of content "d"from the full script. Week 5-6: The exception of content "c""d"from the full script. Week 7-8: The exception of content "b""c""d"from the full script.

Virtual Reality (VR)

Intervention Type BEHAVIORAL

Standing on a lifelike full-sized basketball court, they observe smooth flooring and clear markings. Teammates and opponents don variously colored uniforms, while referees stand ready at the sidelines. Referees position teammates and opponents around the basket as participants feel the texture and weight of the basketball in their hands, as if gripping it for real. The sounds of cheering spectators and encouraging shouts from teammates and coaches further enhance their focus. Participants adjust their stance, noticing beads of sweat trickling down their arms as they prepare for the FT. With bent knees, they ready themselves for the shot, exerting every ounce of their strength as the ball leaves their hands and soars towards the basket. As the ball accurately swishes through the net, the crowd erupts into thunderous applause, and the scoreboard's change in score brings an overwhelming sense of joyous victory.

Virtual Reality (VR)

Using Virtual Reality (VR) technology, participants are fully immersed in an intense basketball game experience.

Group Type EXPERIMENTAL

Retrogressive imagery (RETI)

Intervention Type BEHAVIORAL

Week 1-2: Participants were asked to imagine a complete version of the FT imagery script included: a) Visualizing the court lines, the basket, and themselves standing at the free-throw line, focusing on their shooting technique. b) Imagining teammates and opponents positioned around the key, noting the main colors in the scene c) Imagining the coach standing on the sideline encouraging them, and paying attention to the sounds of the audience and the cheers from a close friend in the stands. d) Visualizing a high-pressure situation, experiencing the emotions felt during a real game with one second left on the clock, trailing by one point, with the game's outcome depending on their FT shot. Week 3-4: The exception of content "d"from the full script. Week 5-6: The exception of content "c""d"from the full script. Week 7-8: The exception of content "b""c""d"from the full script.

Virtual Reality (VR)

Intervention Type BEHAVIORAL

Standing on a lifelike full-sized basketball court, they observe smooth flooring and clear markings. Teammates and opponents don variously colored uniforms, while referees stand ready at the sidelines. Referees position teammates and opponents around the basket as participants feel the texture and weight of the basketball in their hands, as if gripping it for real. The sounds of cheering spectators and encouraging shouts from teammates and coaches further enhance their focus. Participants adjust their stance, noticing beads of sweat trickling down their arms as they prepare for the FT. With bent knees, they ready themselves for the shot, exerting every ounce of their strength as the ball leaves their hands and soars towards the basket. As the ball accurately swishes through the net, the crowd erupts into thunderous applause, and the scoreboard's change in score brings an overwhelming sense of joyous victory.

Interventions

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Retrogressive imagery (RETI)

Week 1-2: Participants were asked to imagine a complete version of the FT imagery script included: a) Visualizing the court lines, the basket, and themselves standing at the free-throw line, focusing on their shooting technique. b) Imagining teammates and opponents positioned around the key, noting the main colors in the scene c) Imagining the coach standing on the sideline encouraging them, and paying attention to the sounds of the audience and the cheers from a close friend in the stands. d) Visualizing a high-pressure situation, experiencing the emotions felt during a real game with one second left on the clock, trailing by one point, with the game's outcome depending on their FT shot. Week 3-4: The exception of content "d"from the full script. Week 5-6: The exception of content "c""d"from the full script. Week 7-8: The exception of content "b""c""d"from the full script.

Intervention Type BEHAVIORAL

Virtual Reality (VR)

Standing on a lifelike full-sized basketball court, they observe smooth flooring and clear markings. Teammates and opponents don variously colored uniforms, while referees stand ready at the sidelines. Referees position teammates and opponents around the basket as participants feel the texture and weight of the basketball in their hands, as if gripping it for real. The sounds of cheering spectators and encouraging shouts from teammates and coaches further enhance their focus. Participants adjust their stance, noticing beads of sweat trickling down their arms as they prepare for the FT. With bent knees, they ready themselves for the shot, exerting every ounce of their strength as the ball leaves their hands and soars towards the basket. As the ball accurately swishes through the net, the crowd erupts into thunderous applause, and the scoreboard's change in score brings an overwhelming sense of joyous victory.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

participants to be university students aged 17 to 23 years, with the ability to read and communicate in Mandarin.

Exclusion Criteria

students with visual, auditory, or other motor impairments
Minimum Eligible Age

17 Years

Maximum Eligible Age

23 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Wu Jiarun

OTHER

Sponsor Role lead

Responsible Party

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Wu Jiarun

Principal Investigator

Responsibility Role SPONSOR_INVESTIGATOR

Locations

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Universiti Sains Malaysia

Kota Bharu, Kelantan, Malaysia

Site Status

Countries

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Malaysia

Other Identifiers

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USM/JEPeM/22050298

Identifier Type: -

Identifier Source: org_study_id

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