Virtual Reality Tennis Training: Performance Gains Derived from User Characteristics.

athletic training tennis virtual reality

Journal

Cyberpsychology, behavior and social networking
ISSN: 2152-2723
Titre abrégé: Cyberpsychol Behav Soc Netw
Pays: United States
ID NLM: 101528721

Informations de publication

Date de publication:
17 Sep 2024
Historique:
medline: 18 9 2024
pubmed: 18 9 2024
entrez: 17 9 2024
Statut: aheadofprint

Résumé

There is growing interest in virtual reality (VR) training among competitive athletes and casual sports players alike as a tool to supplement real-life play within a highly controlled, intellectually stimulating environment. We examined data from a commercially available, recently released VR software for tennis for changes in and correlates of performance. Two most frequently used tasks were evaluated-Baseline Center and Quick Volley, which include Efficiency (both), Concentration (both), and Reaction Time (Quick Volley only) subtasks. In all, 1,124 (Baseline Center) and 745 (Quick Volley) users met inclusion criteria (completed more than four trials; active sometime between November 2022 and July 2023). We found that most users were male adults and were about evenly split between advanced/pro users and intermediate/beginner users. Two or three trajectories emerged across the subtasks. Performance gains were most pronounced on movement efficiency, especially early on. Adult users generally exhibited more improvement than junior users. Additionally, women and right-handed users improved more on Baseline Center subtasks, and advanced/pro users did better than intermediate/beginner users on Quick Volley subtasks. We discuss that, despite strong performance gains within VR environment, VR training may still reflect in better real-world performance, may increase confidence and accuracy of relevant movement, lower risk of injury, and present a welcome diversion from a potential monotony of performing sport-related tasks in purely real-world settings. Future research should explore the extent to which VR training transfers to real-world performance.

Identifiants

pubmed: 39288991
doi: 10.1089/cyber.2024.0258
doi:

Types de publication

Journal Article

Langues

eng

Sous-ensembles de citation

IM

Auteurs

Ross Andel (R)

Edson College of Nursing and Health Innovation, Arizona State University, Tempe, Arizona, USA.
Memory Clinic, Department of Neurology, Charles University, Second Faculty of Medicine and Motol University Hospital, Praha, Czech Republic.

Timothy McMahan (T)

Learning Technologies, University of North Texas, Denton, Texas, USA.

Thomas D Parsons (TD)

Edson College of Nursing and Health Innovation, Arizona State University, Tempe, Arizona, USA.
Computational Neuropsychology & Simulation (CNS) Laboratory, Arizona State University, Tempe, Arizona, USA.

Jakub Hort (J)

Memory Clinic, Department of Neurology, Charles University, Second Faculty of Medicine and Motol University Hospital, Praha, Czech Republic.

Classifications MeSH