Virtual Reality and Higher Education Sporting Events: Social Anxiety Perception as an Outcome of VR Simulation

Author:

Chung Kyu-Soo1ORCID,Goebert Chad1,Johnson John David1

Affiliation:

1. Department of Exercise Science and Sport Management, Kennesaw State University, Kennesaw, GA 30144, USA

Abstract

Background: This study investigates the relationship between Virtual Reality Exposure Therapy (VRET) and social anxiety in sport environments. Social anxiety is a mental health condition that manifests people’s intense fear of being watched and judged by others and worrying about humiliation It is important to research potential tools like VRET that could help to mitigate the impact of social anxiety as people with social anxiety often avoid attending live events due to the venue’s sensory stimuli and the social encounters they anticipate. VR simulation could allow socially anxious individuals to fully experience a sporting event simulation minus the anxiety induced by potential social encounters. VR’s therapeutic effects on social anxiety should be explored when considering several findings of VR intervention to mental health. Aim: The study aims to assess the impact of exposing socially anxious people to a virtual sporting game by measuring their levels of social anxiety, team identification, and intentions to attend a live sporting event before and after the VR exposure. Due to VR’s positive experience, social anxiety is expected to decrease. However, team identification and intentions to attend live sporting events are expected to increase because of VR’s ability to develop sport fanship. Method: Fourteen students with symptoms of social anxiety participated in the study. To create the VR simulation stimuli, the researchers used six 360° cameras to record an NCAA Division-I women’s volleyball game. Participants experienced the sporting event via VR simulation. Data were analyzed via one-group pre- and post-comparison. Results and Conclusions: Significant results were found for behavioral intentions of participants after experiencing the simulation. Social anxiety’s difference was negative 0.22, t(13) = 3.47, p < 0.01. After watching the game in VR, the respondents’ social anxiety decreased significantly. Team identification’s difference was 0.53, t(13) = −3.56, p < 0.01. Lastly, event visit intentions’ difference was 0.24, t(13) = −2.35, p < 0.05. Team identification and intentions to visit a sporting event rose significantly after viewing the game in VR.

Publisher

MDPI AG

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