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      Sports training in virtual reality with a focus on visual perception: a systematic review

      systematic-review

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          Abstract

          Introduction

          There is an increasing endeavor to use Virtual Reality (VR) technologies in sports training. Because visual perception is crucial for sports performance, it should also be considered in the development of VR tools. The aim of this review is to summarise the literature on the application fields and domains of sport in VR and to examine what needs to be considered when developing such VR training tools with regard to visual perception and its manipulation. Furthermore, it is still unclear to what extent the user's body or that of their teammates or opponents must be visualized in VR.

          Methods

          The literature search was conducted based on five databases: PsychInfo, Pubmed, Scopus, SportDiscus, and IEEE Explore. Review articles and original articles written in English and published between 1 January 2015 and 31 March 2024 were considered.

          Results

          Through a qualitative analysis of the selected research, we identified 12 reviews and 46 research articles. While the applications of VR in sports initially focussed on endurance sports at the beginning of the development of VR tools, within the last 5 years VR was found in almost all sports, such as team sports, martial arts, and individual sports. The most common sports domains in which VR is used are motor learning, training of visual perception, decision making processes, and anticipation skills, as well as many sport-specific trainings. The review provides an overview of the extent to which visual aids in VR can be used to optimize motor learning and training, also taking into account the transfer to the real world.

          Discussion

          VR offers many opportunities to visually support sports training and motor learning. It has been shown that training in VR based purely on visual perception can be successful in many sports and sports domains. The following visualization options are already being used: different viewing perspectives, variation of the demonstrated speed of movement, use of virtual mirrors, visualization of the necessary body parts, visual manipulation to identify important stimuli, display of movement trajectories, and graphic aids. In future, more studies should be conducted to compare training under virtual conditions with training under real conditions and to investigate transfer effects. Eye tracking should also be used for this purpose in order to compare visual perception in VR and in reality. Less is known about how VR training can be realized in terms of frequency, duration, and intensity and how VR training can be combined with training in the reality world.

          Related collections

          Most cited references73

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          A systematic review of the application of interactive virtual reality to sport

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            The perception of egocentric distances in virtual environments - A review

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              Sports vision training: A review of the state-of-the-art in digital training techniques

                Author and article information

                Contributors
                URI : https://loop.frontiersin.org/people/35940/overviewRole: Role: Role: Role: Role: Role: Role: Role: Role: Role: Role: Role:
                URI : https://loop.frontiersin.org/people/1742565/overviewRole: Role: Role: Role: Role:
                URI : https://loop.frontiersin.org/people/2887473/overviewRole: Role: Role: Role: Role: Role:
                Journal
                Front Sports Act Living
                Front Sports Act Living
                Front. Sports Act. Living
                Frontiers in Sports and Active Living
                Frontiers Media S.A.
                2624-9367
                20 March 2025
                2025
                : 7
                : 1530948
                Affiliations
                Department Sports Engineering/Movement Science, Otto-von-Guericke-University Magdeburg , Magdeburg, Germany
                Author notes

                Edited by: Gavin L. Moir, East Stroudsburg University, United States

                Reviewed by: Matthew Miltenberger, East Stroudsburg University, United States

                Brandon Snyder, East Stroudsburg University, United States

                [* ] Correspondence: Kerstin Witte Kerstin.witte@ 123456ovgu.de
                Article
                10.3389/fspor.2025.1530948
                11966202
                40181931
                ba648ee0-6116-4907-881f-97f00c5fe677
                © 2025 Witte, Bürger and Pastel.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 03 December 2024
                : 27 February 2025
                Page count
                Figures: 1, Tables: 5, Equations: 0, References: 75, Pages: 22, Words: 0
                Funding
                Funded by: German Research Foundation (DFG)
                Award ID: WI 1456/22−3
                The author(s) declare that financial support was received for the research and/or publication of this article. The study was financed by the German Research Foundation (DFG) under grant WI 1456/22−3.
                Categories
                Sports and Active Living
                Systematic Review
                Custom metadata
                Elite Sports and Performance Enhancement

                virtual reality,sports training,visual perception,motor learning,literature review

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