International Journal of Sports Marketing and Sponsorship ( IF 3.0 ) Pub Date : 2024-06-20 , DOI: 10.1108/ijsms-10-2023-0213 Eugene Evsikov , Velina Hristova , Ivo Vlaev , Sonya Karabeliova
Purpose
The aim of this study is to utilise the Theoretical Domains Framework (TDF) to identify the main barriers and facilitators of positive attitude towards trying Virtual Active Sports (VAS).
Design/methodology/approach
200 individuals took part in an online cross-sectional survey based on 11 domains within the TDF. Linear logistic regression analysis was performed on the participant’s self-reported attitudes and believes. Based on the results from the regression analyses, a list of suggested behaviour change techniques was designed using the Behaviour Change Wheel (BCW) framework and the BCT taxonomy (BCTTv1).
Findings
This research suggested that Beliefs about Consequences, Beliefs about Capabilities, Goal Conflict, Coping Planning, and Environmental Context and Resources are the main factors, influencing the positive attitude towards VAS and the self-reported desire to try it in the future. Future interventions were recommended and supported by 22 possible BCTs identified using the BCW approach. The TDF and BCW proved to be useful models for identifying both internal and external factors influencing fitness fans during the adoption of the new sportstech.
Originality/value
The main contribution of the present work was the implementation of a structured and effective approach derived from the healthcare domain to design solutions for behaviour change in the emerging and expanding virtual sports context.
中文翻译:
虚拟主动运动:确定休闲健身爱好者的主要障碍和促进因素
目的
本研究的目的是利用理论领域框架 (TDF) 来确定尝试虚拟主动运动 (VAS) 的积极态度的主要障碍和促进因素。
设计/方法论/途径
200 人参与了基于 TDF 内 11 个领域的在线横断面调查。对参与者自我报告的态度和信念进行线性逻辑回归分析。根据回归分析的结果,使用行为改变轮 (BCW) 框架和 BCT 分类法 (BCTTv1) 设计了一系列建议的行为改变技术。
发现
这项研究表明,对后果的信念、对能力的信念、目标冲突、应对计划以及环境背景和资源是影响对VAS的积极态度以及自我报告的未来尝试的愿望的主要因素。使用 BCW 方法确定的 22 种可能的 BCT 推荐并支持了未来的干预措施。事实证明,TDF 和 BCW 是识别在采用新运动科技期间影响健身爱好者的内部和外部因素的有用模型。
原创性/价值
目前工作的主要贡献是实施源自医疗保健领域的结构化且有效的方法,以设计新兴和不断扩展的虚拟体育环境中行为改变的解决方案。