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The purpose of this study was to examine the impact of playing a virtual reality (VR) sports-game and a sports videogame on adolescents\u2019 intentions and perceived skill requirement (PSR) towards the respective sport of each game. Across three sport-specific designs (baseball, golf, tennis), 54 adolescents (aged 13\u201315) were randomly assigned to play a 20-min VR sports-game, a traditional sports videogame, or a non-sport VR control game. Intentions and PSR towards the sport depicted in each game were measured via questionnaires at baseline, post-test, and four-month retention. Linear mixed models revealed that\n                    <jats:italic>intentions<\/jats:italic>\n                    towards baseball and tennis were significantly improved after playing the VR game, with this effect maintained at retention for tennis.\n                    <jats:italic>Intentions<\/jats:italic>\n                    towards golf were significantly improved after playing the videogame but were not maintained at retention. Neither the VR nor videogame influenced adolescents\u2019\n                    <jats:italic>PSR<\/jats:italic>\n                    towards the respective sports. We discuss how the sport-specific differences found suggest that the effectiveness of each digital intervention may depend on how well the sport\u2019s features align with the strengths of the technology. Overall, despite limited effects on PSR, the results underscore the pedagogical value of integrating VR and videogame interventions into physical education settings.\n                  <\/jats:p>","DOI":"10.1007\/s10055-026-01318-1","type":"journal-article","created":{"date-parts":[[2026,2,7]],"date-time":"2026-02-07T08:16:33Z","timestamp":1770452193000},"update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":0,"title":["Comparative effects of virtual reality and traditional videogames on adolescents\u2019 sport intentions and perceived skill requirement"],"prefix":"10.1007","volume":"30","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6735-1903","authenticated-orcid":false,"given":"Luke","family":"Wilkins","sequence":"first","affiliation":[]},{"given":"Adam D.","family":"Gorman","sequence":"additional","affiliation":[]},{"given":"Samantha","family":"Merry","sequence":"additional","affiliation":[]},{"given":"Minh","family":"Huynh","sequence":"additional","affiliation":[]},{"given":"Aden","family":"Kittel","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2026,2,7]]},"reference":[{"issue":"4","key":"1318_CR1","doi-asserted-by":"publisher","first-page":"329","DOI":"10.1037\/ppm0000042","volume":"4","author":"PJ Adachi","year":"2015","unstructured":"Adachi PJ, Willoughby T (2015) From the couch to the sports field: the longitudinal associations between sports video game play, self-esteem, and involvement in sports. 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