This study was purposed to explore psychological change and regulation process during badminton competition. The data were conducted using group interviews and participation observations who 18 K college badminton players. The data were analyzed using open, axial, and selective coding based on grounded theory method (Strauss & Corbin, 1998). The results were as follows: Open coding results, 89 concepts, 44 subcategories, and 18 categories emerged as psychological change and regulation process during badminton competitions. Axial coding results, the categories are showed structural relationships such as performance, score, psychological momentum, the importance of competition, court environment, physical condition, competition strategy, psychological preparation, past experience, outcome expectation, psychological disturbance, psychological skills, game situation-changing strategy, support-seeking strategy, significant others' behavior, the opponents' behavior, psychological resilience, and maintenance psychological disturbance. Selective coding results, core category of this study was revealed to maintain psychological homeostasis. Environmental context during badminton competitions causes specific situations and events that evoke psychological disturbance. In turn, a player seeks mental and behavioral strategies to maintain psychological homeostasis. There is psychological homeostasis mechanism during badminton competitions for peak performance. Development of proper interest for psychological homeostasis will be improved through this research approach in sport psychology.
Purpose The purpose of this study was to examine athletes’ psychological competition experiences. Methods For this study, 64 student athletes, attending universities located in Seoul and Chungcheongbuk-do, participated in the study by completing an unconstructed questionnaire. The data were analysed through content analysis method. Results As a result, 15 themes, such as morale loss, comparable performance levels, opponent irritation were collected and the themes were classified into three categories including objectives of psychological competition, requirements of psychological competition, and psychological battle. In match situations, athletes attempt to psychologically compete in order to achieve objectives such as opponent’s morale loss, induce carelessness, trigger agitation and anger, dispersion of attention, and distraction. Psychological competition among rivals is valid when the requirements, such as comparable performance levels, sensitivity to match situations, strong tenacity and confidence, understanding of opponent and oneself, mutual checks and balances, are met. Athletes attack and defend to win the psychological competition by utilizing opponents irritation, information distortion, unexpected behaviors, predicting and coping, pulling a poker face, exclusion of opponents, and self-focusing. Conclusion This study created a theoretical foundation for a profound understanding of athletes’ psychological competition, which is often found in sport fields. Furthermore, this study is meaningful in that it has raised a chance of interest concerning psychological interaction between players in match situations.
PURPOSE This study aimed to develop a positive psychological intervention program for a college ice hockey team and test its effects based on application to the team. METHODS The demands of 78 college ice hockey players were asked through open questionnaires. Collected results underwent integrated analysis to develop the desired program through the participants who were also observers of the team. The objectives of the program were established, and an appropriate program was developed based on the analyzed data, expert opinion, and precedent research. The developed program was applied to 26 players of a college ice hockey team to verify its effects. Tasks included writing experience reports and in-depth interviews. The Happiness Measures 1, Strength Knowledge, and Team Interaction Questionnaires were also administered. Collected qualitative data were categorized to follow inductive analysis procedures, while paired t-tests were performed for quantitative data using SPSS 25.0. RESULTS To improve the application of the program in real situations and maintain credibility and validity, the program was developed based on analyses of individual and team demands, methods of the participant as an observer, expert opinion, and other considerations. Statistically meaningful differences in positive psychological mind, happiness, recognition and utilization of strengths, team interactions, team cohesion, and so on were found using paired t-tests comparing data before and after the developed positive psychological intervention program. CONCLUSIONS Providing opportunities to recognize individual and team strengths and have valuable experiences for each player could enhance interactions between teammates and create a favorable team environment.
[Purpose] This study was designed to explore Yuna Kim’s psychological strengths and the contextual factors, which led her to obtain the gold medal and the reflection of peak performance and preparation at the 2010 Olympics. It was hoped that by sharing the experience of one of the top athletes, other athletes would learn from her and prepare themselves better for Olympics in the future. [Methods] A case study method was applied with a qualitative approach. To obtain the purpose of the study, five in-depth interview sessions including introductory and member checking procedures were conducted. The interviews were recoded and transcribed verbatim, and content analysis was used to inductively analyse the data. [Results] The four general dimensions that were discovered in the results included Social-external Factors, Personal Traits, Coping Strategies, and Peak Performance. The social-external factors consisted of social support and attached/detached relationships while personal traits were personality traits, confidence and motivation. Coping strategies to overcome external and situational pressures were detached coping and resilience whereas peak performance was reflected on flow and the state of being mindful. [Conclusion] In conclusion, Yuna Kim’s strength was parallel with the previous research on the top athletes and other findings such as adaptive perfectionism and a sense of rivalry in the research were discussed.
Purpose The purpose of this study was to investigate the badminton players psychological disturbance and coping strategies types and characteristics. Methods To achieve the purpose of this study, an open-ended questionnaires were used targeting 194 badminton players, 25 Q samples were selected by collected data as the self – statement. Q samples were classified depending on their subjective experience by P samples composed of active badminton players who had more than eight years of athletic career; this data were coded and analyzed by VARIMAX rotation. Results The results revealed by the Q methodology were below. First of all, the first type is named as (Internal Disturbance - Passive Coping) type. The first type is psychologically disturbed by internal factors, and negative about external coping strategies. Second, the second type showed the higher awareness of coping strategies than the other types; It was named as (Active Coping) type. Third, The third type recognized the burden of victory and self-confidence, and it was named as the type of (Victory Obsession). Conclusion In the badminton competition, the deterioration of concentration and judgment ability because of psychological disturbance has a serious effect on the performance. Therefore, based on the results of this study, it will be possible to improve the performance by appropriate psychological intervention through the characteristics of the athletes.
PURPOSE This study compares the effects of video group and metaverse group counseling for student athletes to analyze differences in immersion, sychological skills learning effects, and each approach’s participation experiences. METHODS Twenty-four high school archery students were divided into three groups: a metaverse experimental, a video comparison, and a control group. For the experimental and comparative groups, 10 non-face-to-face psychological skills training sessions were conducted. With the control group, results were compared and analyzed by measuring psychological skills and social presence pre- and post-training. Additionally, analysis of the qualitative effects of psychological skills training was performed. RESULTS The psychological skill test’s quantitative analysis of the video comparison group showed a more significant effect in anxiety control factors than the metaverse experimental and the control groups. Moreover, in the social presence test, both the metaverse and the video groups showed significant differences in social presence and satisfaction; furthermore, Scheff post-verification results showed that the two environments’ satisfaction was significantly higher than that of the control group. Qualitative analysis confirmed that the metaverse and video groups experienced psychological, technical, and relational changes in common. CONCLUSIONS Although the metaverse group using avatars was likely to increase immersion, both the video and the metaverse groups were effective in psychological skills training, suggesting that the training effect may vary depending on the non- face-to-face environment’s stability and participation method. Future studies should examine effects of applying the metaverse platform to sports psychological skills training and various psychological support activities by solving the metaverse environment’s technical limitations.
This study was to develop and to apply real-time neurofeedback system for psychological self-regulation of shooters. Neurofeedback system was developed with expert meetings consisting of 8 sport psychology, EEG, and sport engineering experts based on Labview program. Developed neurofeedback system was applied to 4 college shooters for 10 sessions(1 session/week, 30 mins/session). Collected EEG wave data were analyzed by paired sample t-test and independent sample t-test. The results were as follows: Firstly, based on user experience concept neurofeedback system was developed which easily perceived neurofeedback information as traffic lights with minimizing visual search activities. Secondly, after neurofeedback system application right brain activation level of shooters(except one shooter) were increased compared to left brain activation. Based on the results of this study, neurofeedback system can apply various sports and contribute to help athletes’ self-regulation and athletic performance enhancement in sport field.
Purpose This study was conducted to investigate the appropriateness of the concept of condition for athletes and to conceptualize condition in a way suitable for field and then to produce a tool to test condition that reflects usability. Methods 30 college athletes and national athletes with more than 5 years of experience were selected. In the conceptual review stage, the appropriateness of the concept of condition was verified. In the conditional element collection stage, the condition concept reflecting usability was extracted. In the development stage of the conditional questionnaire, a condition questionnaire was developed in consultation with the data provider to reflect usability. Results Previous studies on the condition of athletes were complicated and the necessity for consideration of usability was raised. As a result of conceptualization with consideration of the application to the sport scene, condition in a scene is summarized into both physical and psychological states. As a result of the appropriateness evaluation of the tool that produced the condition inspection tool reflecting the condition element based on universality and peculiarity of conditionality, the athletes evaluated that the condition inspection tool properly reflects condition, is easy to apply and can be used for condition control. Conclusion The development and application of psychological testing instruments reflecting usability will accelerate the application of sports psychology in the appropriate direction. The reflection of usability will contribute not only to the reliability and validity of the psychological testing tools used in the field of sports psychology, but also to the improvement of the possibility of intervention by leaders and athletes, the convenience of development procedures, and the utility of response results.
PURPOSE This study aimed to a) develop suitable screening tools for identifying gambling severity in Korea and b) explore factors that affect the gambling severity index in order to prevent Korean sports betting users from easily falling into gambling addiction, thus providing practical and useful guidelines in this regard. METHODS This study examined Korean sports fans who had experiences of participating in sports betting (Sports Toto), a legal sports betting system in Korea. Toward this end, an online survey was conducted from May 10 to June 25, 2022. A total of 214 questionnaire results, excluding 23 who gave insincere and/or incomplete answers, were analyzed for normal distribution through skewness and kurtosis, and subscale scores were calculated after performing exploratory factor analysis and reliability analysis using Cronbach’s α. RESULTS A psychological gambling severity index and behavioral gambling severity index were developed based on a stepwise regression analysis, which was conducted using the demographic characteristics of domestic sports betting participants and their lifestyle habits (e.g., smoking and drinking, problem gambling severity index, self-control scale, and gambling expectation scale). CONCLUSIONS First, factors affecting the psychological gambling severity index were identified (having a job, job stability, and security) along with lifestyle habits (smoking and drinking). Second, gender, occupational characteristics, full-time employment, confidence in self-control, and desire for self-improvement were indicated as significant factors that influenced the behavioral gambling severity index.
This study aimed to explore the types of traumatic event experienced by Volleyball players and then prepare to take-off the serial process of posttraumatic growth to schematize a causal network by organizing the factors for overcoming adversity. Participants experiences were collected by distributing open-ended questionnaires to 77 professional Women's volleyball players in 2013-2014 and collected data was categorized by inductive content analysis. These results were schematized by the causal network. As a result of the study, according to the trauma were categorized into four general areas: member conflict, competence loss, physical injury, and coach conflict and the emotions relative to the trauma were categorized into four general areas: powerlessness, pressure, dejection, and hostility also coping factors were categorized into three general areas: social support, intervention strategies, and psychological control. Finally, positive growth emerged as psychological leap, performance improvement, psychological maturity, and emotional stability. And as a result of the categorized study, bring about a better understanding to the posttraumatic growth by causal network. Based on the study results, that volleyball players experienced a positive development on themself after overcoming the problem that they had suffered psychological scars from a traumatic event. In doing so, they contributed to the formation of resources that helped them in their positive lives. In this regard, this study expects to provide the players who have been scratched in mind because of the traumatic experience.