Background Against the backdrop of deep integration between scientific and digital approaches in sports training, players’ mental wellbeing has garnered increasing attention. Virtual reality (VR) technology, with its immersive, interactive and conceptual advantages, offers an innovative supplementary tool for training matches among university basketball players (UBPs). Objectives This study aims to investigate the chained mediating effects of self-efficacy and sport engagement on VR technology use and satisfaction with training matches for UBPs. Methodology A total of 482 valid responses were collected using the VR technology use scales, satisfaction with training matches for UBPs, self-efficacy scales and sport engagement scales. Results The analysis of mediating effects in this study indicates that self-efficacy and sport engagement exert a significant mediating influence on the pathway linking VR technology use to satisfaction with training matches for UBPs. The effect size for the total indirect effect is 0.225 (95% CI 0.145–0.286). This mediating effect comprises three distinct pathways. Path 1: VR technology use → Self-efficacy → satisfaction with training matches for UBPs, effect size 0.100, 95% CI 0.065–0.132. Path 2: VR technology use → sport engagement → satisfaction with training matches for UBPs, effect size 0.104, 95% CI 0.071–0.128. Path 3: VR technology use → self-efficacy → sport engagement → satisfaction with training matches for UBPs, effect size 0.021, 95% CI 0.005–0.041. Conclusion The VR technology use is positively correlated with the satisfaction with training matches for UBPs. This chain of mediating effects may be realised by stimulating self-efficacy and enhancing their sport engagement of UBPs.
Li et al. (Thu,) studied this question.