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Psychology
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- Ryousuke Furukado
This study aimed to determine the effects of multiple object tracking (MOT) skill training on elite baseball players. Baseball demands athletes to exhibit a high level of dynamic movement and quick and accurate situational judgment in multiple situations, including offense, defense, and base running. However, current research has not clarified whether the effects of MOT skills training are transferable to baseball performance. We investigated whether MOT skill training influenced baseball hitting performance before and after the intervention. Twelve players from a Japanese professional baseball team participated, and the intervention spanned approximately five months. The MOT skills of all players significantly improved (n=12). Additionally, we assessed the changes in hitting performance following MOT skill training. The results revealed a significant trend toward an improvement in the zone contact rate, zone swing strike rate, and outside swing strike rate in the breaking ball condition, such as the curveball and slider, indicating a large effect size (n=6). Further research across various competition levels is necessary to explore the transfer effects of MOT training on baseball-specific parameters.
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Changing weight perception using augmented reality
- Ryo Watanabe
- Junki Inoue
- Kouki Yokoyama
- Takuma Umemori
- Tsuyoshi Ishikawa
- Takanobu Omata
- Takahiro Higuchi
Augmented reality (AR) is a technology that renders computer-generated (CG) images onto the physical world in real time. To establish technology to alter weight perception using CG images in an AR environment, we investigated whether the size of virtual objects superimposed on a physical object would affect perceived heaviness. Participants (n = 22) wore a head-mounted display with a stereo camera and observed an object overlaid with a CG image. They lifted the object vertically and rated its subjective heaviness. We found that the virtually smaller object was perceived to be heavier than the virtually larger object among a large share of participants, indicating that a well-known phenomenon, the size-weight illusion (SWI), occurred. The SWI did not occur when the virtual size became larger or smaller after movement to reach the object was initiated. Our results suggest that presenting virtual objects in an AR environment effectively altered weight perception.
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Article Business & Management Economics Education Others Psychology
- Masaya Muneda
- Takahiro Kitamura
- Shinichi Kawamae
- Keisuke Matsuki
This study aimed to determine how college sports team identifications and university identifications of college sports media viewers differ depending on the presence or absence of live play-by-play announcements and commentary. The participants in the experiment were 115 students from University A. A screening survey was conducted to confirm that these were essential attributes, resulting in 58 and 57 participants in the groups with commentary and without commentary, respectively. We conducted an Internet survey with these two groups of experimental participants before and after watching videos of the games. The results showed that only the group with commentary demonstrated improvements in the "public evaluation" of the college sports team and university identification (College sports team: F (1, 113) = 5.28, p < .05; University: F (1, 113) = 5.28, p < .05).
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- Keita Kawazu
- Shunsuke Sakata
- Daisuke Miyamoto
- Yudai Ichikawa
- Hirohisa Isogai
The purpose of this study was to create a scale to measure non-cognitive skills that can be developed through sport. To begin, a draft of a non-cognitive ability measurement scale was developed based on previous research. A preliminary survey of 346 elementary school students (318 males and 28 females, mean age 8.90 ± 1.76 years) was conducted, and a preliminary scale was created using exploratory factor analysis. A subsequent main survey was conducted with 1171 elementary school students (1025 males and 146 females, mean age 8.77 ± 1.73). In the present study, confirmatory factor analysis, reliability testing using cronbach's alpha, and structural validity of the entire scale were examined using structural analysis of covariance. Furthermore, theoretical interpretations were also taken into account, and finally, a non-cognitive ability measurement scale that can be developed through sports for elementary school students was created, consisting of 50 items with 5 factors: "self-management," "problem-solving," "cooperativeness," "leadership," and "greetings/polite".
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Report Education Others Psychology
Development of Japanese women professional soccer athletes’ second career training
- Takahiro Sato
- Emma V. Richardson
- Hirokazu Matsuo
- Yota Kishimoto
- Sae Hashimoto
- Kozue Ando
- Chie Kataoka
The purpose of this study was to describe, explain, and recommend how women’s professional soccer players and clubs could prepare for second career transitions in a way that minimizes psychosocial crises upon retirement. The Japan Women’s Empowerment Professional Football League (called the WE league) was founded with a mission to contribute towards building a sustainable society through promoting female social participation and enhancing diversity and choice. This study suggested training strategies that could foster second career development in the WE league. These strategies are (a) including theoretical frameworks in second career pathways, (b) the necessity of dual education pathways for Japanese women’s professional athletes, (c) promoting virtual internship experiences for Japanese women’s professional athletes, and (d) recommendations of second career training workshops for professional athletes in the WE League. The WE League and teams should allow professional athletes to improve meaningful skills and knowledge development, multiple experiential learning opportunities, and applicable training on second career development. Due to the paucity of research in this area, it is essential for scholars to further explore potential education and internships opportunities to ease transitions to second careers upon retirement.
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The effects of interactive fitness video games on stress and cognitive function
- Hisashi Mitsuishi
- Togo Ogi
Exercise that stimulates perceptual and cognitive aspects and simultaneously enhances neuromuscular coordination has both cognitive and psychological effects. We examined the effects of an interactive fitness video game in 18 healthy participants (8 males and 10 females). The participants performed under 1) TETRIS, 2) Radio Gymnastics, or 3) FITRIS (interactive fitness video game) conditions on different days. In this experiment, first there was a 4-minute rest period during which the mean heart rate was measured, followed by a cognitive task. The heart rate was measured to confirm the intensity of the exercise. Then either the TETRIS, Radio Gymnastics, or FITRIS condition was initiated, while the mean heart rate was measured again. Then there was another cognitive task, followed by another 4 minute rest and mean heart rate measurement period. Saliva samples were collected after each period where the heart rate was measured. All of the participants completed evaluations of cognitive tasks (executive functions; inhibitory control and working memory) before and after each condition. The results showed that salivary cortisol decreased in all conditions, and both the FITRIS and Radio gymnastics conditions had a positive effect on executive function (inhibitory control and cognitive flexibility). In particular, it was shown that FITRIS had an increased effect on cognitive flexibility.
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Technical Article Business & Management Economics Education Psychology
A fundamental examination of the attentional function in the rhythm game
- Saori Kihara
- Goichi Hagiwara
This study aimed to clarify the effect of the rhythm game "Osu!" on attentional function and its factors. Participants wore an electroencephalograph and played "Osu!” for 10 minutes (four games), and the Trail Making Test was performed before and after the games. As a result of the analysis focused on the frequency of the games, only the "high frequency group" showed an effect on attentional function. From the results, it can be inferred that rhythm games can improve attentional function and can function as a training tool for game users. The results also suggest that rhythm games can be used as a health-promoting tool owing to their ability to improve attentional function.
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- Mengyao Shi
- Jiali Qian
- Shiyuan Li
- Xiangyu Zhai
- Yuqing Shi
- Xiang Fan
This study aimed to examine the mediating role of perceived stress in the relationship between mobile phone addiction and irrational procrastination. Recent studies have shown that mobile phone addiction can cause or aggravate irrational procrastination. 6220 Chinese college students completed the questionnaires about their information of demographic, mobile phone addiction, perceived stress and irrational procrastination (response rate of 91.6%). Statistical analyses were performed using SPSS 25.0 and PROCESS 3.5. The mediation model was tested using Model 4 in Hayes' Process and the percentile Bootstrap algorithm with deviation correction, repeat sampling 5000 times and calculate the 95% confidence interval. The results show that mobile phone addiction of college students has a significant positive predictive effect on irrational procrastination after controlling for age, tobacco and alcohol use. In addition, mediation analysis indicated significant mediation of perceived stress in the relationship between mobile phone addiction and irrational procrastination in both male and female students.
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Examining the effects of digital gameplay of the racing genre on mood and heart rate
- Ryousuke Furukado
- Goichi Hagiwara
This study aimed to determine racing esport games’ effects on the physiological and psychological indices using psychological scales and heart rate monitors. The participants were 10 male university students who did not play games diurnally (mean age ± 20.10, SD = 1.10). Participants wore a wristwatch heart rate monitor, and their resting heart rate was measured for 2 min. The duration of the game play was set to 30 min, and their heart rates were continuously measured during play. The changes in the psychological state before and after the game play were then examined using a two-dimensional mood scale-short term. The results showed that the average heart rate significantly increased during gameplay compared to the resting state. As for participants’ psychological state before and after the gameplay, the vitality, pleasure, and arousal levels increased while the stability level decreased. These results indicate that gameplay in the racing genre can induce a lively mood and increase the heart rate.
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Article Business & Management Economics Education Others Psychology
Impact on evaluation of Viewpoints to assess the positioning on half-court defense in the basketball
- Tsuyoshi Kawazura
- Akihito Yaita
- Ken Nagamine
- Shinya Tagata
- Goichi Hagiwara
While there are some desirable and some not-so-desirable half-court positions in basketball, the "desirable positioning" may not always be clearly determined due to the values of the coach or manager. The most important factor in this is the "point of view". Therefore, the purpose of this study is to examine the perspectives that influence the evaluation of positioning in half-court defense for university teams be-longing to the first and second divisions of the Basketball Federation. A total of 192 players (110 male players and 82 female players) from university teams in the first and second divisions of the K-Student Basketball Federation were included in the study. As a result, the perspectives of the reasons for the decisions obtained in the descriptive form have been classified into the following categories: "Weak-side defensive position," "Strong-side defensive position," "Ball man defensive position," "General defensive position," "Defensive position related to play selection," "Defensive position related to coordination," and "Defensive position related to situational judgment. "The defensive positions were classified into seven categories: defensive positions related to situational viewpoints.