Contact us
[email protected] | |
3275638434 | |
Paper Publishing WeChat |
Useful Links
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Article
Impact of Virtual RealityTraining on Real-World Hockey Skill: An Intervention Trial
Author(s)
Matthew Buns
Full-Text PDF XML 972 Views
DOI:10.17265/2332-7839/2020.01.002
Affiliation(s)
Department of Kinesiology and Health Sciences, Concordia University, St. Paul, MN 55116, USA
ABSTRACT
Training specificity is imperative for successful performance of the
elite athlete. Virtual reality (VR) has been successfully applied to a broad
range of training domains. However, to date there is little research
investigating the use of VR for sport training.The purpose of this study was to
address the question of whether virtual reality (VR) training can improve real
world hockey shooting performance. Twenty four volunteers were recruited and
randomly selected to complete the virtual training intervention or enter a
control group with no training. Four primary types of data were collected: (1) participant’s
experience with video games and hockey, (2) participant’s motivation toward video game use, (3) participant’s technical
performance on real-world hockey, and (4) participant’s technical performance in virtual hockey.One-way
multivariate analysis of variance (ANOVA) indicated that the intervention group
demonstrated significantly more real-world hockey accuracy (F(1,24) =15.43, p< 0.01, E.S. = 0.56) while shooting on
goal than their control group counterparts (intervention M accuracy = 54.17%, SD=12.38, control M accuracy = 46.76%,
SD=13.45). One-way
multivariate analysis of variance (MANOVA) repeated measures indicated
significantly higher outcome scores on real-world accuracy (35.42% versus
54.17%; ES = 1.52) and velocity (51.10 mph versus 65.50 mph; ES=0.86) of hockey
shooting on goal. This research supports the idea that virtual training is an
effective tool for increasing real-world hockey skill.
KEYWORDS
Virtual training, hockey skill, video games, esports.
Cite this paper
References