Research Article
Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games
Table 1
Participant characteristics (
).
| | Mean (SD) | Frequency (%) |
| Age | 26.65 (3.46) | | Gender | | | Male | | 11 (55%) | Female | | 9 (45%) | Change in frequency of sport activity during COVID-19 | | | Increased frequency per week | | 5 (20%) | Diminished frequency per week | | 6 (30%) | No changes | | 9 (45%) | Sport selected for the intervention | | | Tennis | | 10 (50%) | Baseball | | 8 (40%) | Bowling | | 2 (10%) | Familiarity with VR | | | No idea | | 4 (20%) | Heard about it | | 1 (5%) | Know about it | | 9 (45%) | Experienced it | | 6 (30%) |
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SD: standard deviation.
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