Research Article

Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games

Table 1

Participant characteristics ().

Mean (SD)Frequency (%)

Age26.65 (3.46)
Gender
Male11 (55%)
Female9 (45%)
Change in frequency of sport activity during COVID-19
Increased frequency per week5 (20%)
Diminished frequency per week6 (30%)
No changes9 (45%)
Sport selected for the intervention
Tennis10 (50%)
Baseball8 (40%)
Bowling2 (10%)
Familiarity with VR
No idea4 (20%)
Heard about it1 (5%)
Know about it9 (45%)
Experienced it6 (30%)

SD: standard deviation.