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Assessing the impact of a tennis-themed sports video game on physical literacy and participation on physical activities among university students: A cluster randomized controlled trial study protocol

作者:Wai-Keung Ho, R. Sum, S. Choi · 发表于:PLoS ONE · 年份:2026 · DOI:10.1371/journal.pone.0343594 · 研究领域:Medicine

Introduction Physical literacy (PL) is a multidimensional construct encompassing motivation, confidence, physical competence, knowledge, and understanding, which is essential for fostering lifelong physical activity. University students represent a critical stage for PL development, yet many experience a decline in physical activity and an increase in sedentary behavior after high school. Sports video games (SVGs), though traditionally sedentary, have shown potential to enhance motivation and cognitive engagement with sports. These games are especially popular among university students, making them an accessible and engaging tool for promoting PL. Despite their popularity, the role of SVGs in supporting PL development remains underexplored, particularly in Asian contexts. Integrating technology into physical education, such as through SVGs and virtual simulations, may offer innovative ways to enhance engagement and support PL development. Although the intervention is sedentary, SVG gameplay often requires reflexes and eye–hand coordination which may influence aspects of physical competence such as reaction time and coordination. This study aims to evaluate whether a tennis-themed SVG intervention integrated into PE lessons can enhance students’ motivation, sport-specific knowledge, physical competence, social engagement, and physical activity engagement, thereby promoting holistic PL development. Methods A cluster randomized controlled trial will be conducted with 176 first-y...