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<Article>
<Journal>
				<PublisherName>University of Mohaghegh Ardabili</PublisherName>
				<JournalTitle>Journal of Advanced Sport Technology</JournalTitle>
				<Issn>2538-5259</Issn>
				<Volume>10</Volume>
				<Issue>2</Issue>
				<PubDate PubStatus="epublish">
					<Year>2026</Year>
					<Month>05</Month>
					<Day>01</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The Effectiveness of Virtual Reality in Enhancing Self-Efficacy and Intrinsic Motivation among Adolescent Athletes</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage>1</FirstPage>
			<LastPage>12</LastPage>
			<ELocationID EIdType="pii">4210</ELocationID>
			
<ELocationID EIdType="doi">10.22098/jast.2025.17621.1423</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Hamed</FirstName>
					<LastName>Kheirollahi Meidani</LastName>
<Affiliation>PhD student in Sports Management, Faculty of Educational Sciences and Psychology, Mohaghegh Ardabili University, Ardabil, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Fatemeh</FirstName>
					<LastName>Behrooz Damirchi</LastName>
<Affiliation>Master of Sports Management, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>Masoud</FirstName>
					<LastName>Kamali</LastName>
<Affiliation>Master of Sports Management, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>Naser</FirstName>
					<LastName>Rasoulzadeh Jedi</LastName>
<Affiliation>Master of Sports Management, Faculty of Physical Education and Sport Sciences, University of Tabriz, Tabriz, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Reze</FirstName>
					<LastName>Qabousi</LastName>
<Affiliation>M.Sc. Student in Sport Management, Faculty of Physical Education and Sport Sciences, Ferdowsi University of Mashhad, Mashhad, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2025</Year>
					<Month>06</Month>
					<Day>07</Day>
				</PubDate>
			</History>
		<Abstract>Background: The present study aimed to examine the effectiveness of a virtual reality intervention in enhancing self-efficacy and intrinsic motivation among adolescent Football players.&lt;br /&gt;Methods: A quasi-experimental design with pretest–posttest and control group was employed. Twenty-four male football players (aged 13–18) were randomly assigned to either the experimental (VR) group or the control group (n = 12 per group). The VR intervention, based on the Nintendo Wii Fit platform, spanned eight weeks and included 24 sessions. Self-efficacy was assessed using the Sports Self-Efficacy Scale, and intrinsic motivation was measured with a localized version of the Self-Regulation Questionnaire. Data were analyzed using two-way repeated-measures ANOVA.&lt;br /&gt;Results: Statistically significant improvements were observed in both self-efficacy (P = 0.003) and intrinsic motivation (P = 0.010) in the experimental group. A significant time × group interaction effect was found for intrinsic motivation (P = 0.001), with post-test scores in the VR group 17.51% higher than those of the control group.&lt;br /&gt;Conclusions: The findings provide empirical validation for VR as a psychologically beneficial training modality in adolescent sport contexts. By fulfilling key psychological needs related to competence, autonomy, and engagement, VR can enhance motivational dynamics and perceived self-regulation in youth athletes. These results suggest that VR-based interventions, when grounded in psychological theory, offer a promising supplementary strategy for coaches, physical educators, and sport psychologists aiming to foster long-term psychological readiness and participation among adolescent athletes.</Abstract>
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			<Param Name="value">Football</Param>
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			<Object Type="keyword">
			<Param Name="value">Athletes</Param>
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			<Object Type="keyword">
			<Param Name="value">intrinsic motivation</Param>
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			<Object Type="keyword">
			<Param Name="value">self-efficacy</Param>
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			<Object Type="keyword">
			<Param Name="value">Virtual Reality</Param>
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<ArchiveCopySource DocType="pdf">https://jast.uma.ac.ir/article_4210_55fd1e398f4ce54d342f62a422074f4c.pdf</ArchiveCopySource>
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