Schmidt (Ed.). (2020). 21st century sports: how technologies will change sports in the digital
age. Springer. 249-262. https://doi.org/10.1007/978-3-030-50801-2
Topic: 21st century sports: how technologies will change sports in the digital age.
Chapter topic: Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive,
and Esports Experiences.
The rise of virtual reality and sports, as explored in this research, signifies a profound shift in
how sports are experienced and engaged with. This transformation extends beyond traditional
sports, encompassing mixed, augmented, immersive, and esports experiences. With technologies
like virtual reality, augmented reality, and mixed reality, the lines between physical and digital
realms are blurring, providing athletes, spectators, and gamers with entirely new dimensions of
engagement. This convergence of technology and sports not only enhances the immersive
aspects of the athletic experience but also offers exciting opportunities for innovation in sports
analysis, training, and entertainment. The research delves into these evolving paradigms,
shedding light on the dynamic intersection of technology and sports in an era of digital
immersion.
1.
Geumchan Hwang, & Kyu-soo Chung. (2023). Virtual Reality Users’ Stress Reduction and Sport
Participation Intention: Effects of Sensation Seeking and Sense of Presence. Journal of Sport
Behavior, 46(1), 56–70.
Source Title: Virtual Reality Users’ Stress Reduction and Sport Participation Intention: Effects
of Sensation Seeking and Sense of Presence.
Purpose: This study investigates how factors such as sensation seeking, sense of presence, and
perceived risk in virtual reality (VR) sport games influence stress reduction and the intention to
participate in sport activities. The study also controls for the variable of sport involvement. It
aims to provide insights into the potential of VR sport games to promote stress reduction and
increase sport participation intention.
Key Findings: The research, conducted with a sample of 88 college students, revealed that
sensation seeking had a significant multivariate effect on both stress reduction and intention to
participate in sport activities within VR games. However, sense of presence and perceived risk of
sport did not have a significant multivariate effect. The subsequent univariate analysis showed
that sense of presence and sensation seeking had separate effects on stress reduction and
participation intention, respectively.
Methodology: The study employed a three-way multivariate analysis of covariance, controlling
for sport involvement, with 88 college students as participants. Data collection was done through
surveys or assessments in a VR sport game environment.
Relevance: This source is highly relevant to your research on the relationship between sensation
seeking, sense of presence, perceived risk, and the impact of VR sport games on stress reduction
and sport participation intention. The findings indicate that sensation seeking may be a key factor
in promoting these outcomes in VR sport games.
Intended Audience: The intended audience for this study includes researchers in the fields of
sports psychology, virtual reality, and human-computer interaction. It may also be of interest to
sport marketers, coaches, and administrators looking to use VR technology for enhancing sport
participation and stress reduction strategies.
This source provides valuable insights into the role of sensation seeking in VR sport games,
shedding light on potential practical applications for sport marketers and organizations, as well
as therapeutic possibilities for individuals with specific phobias or aversions.
2.
Dejaco, B., Wagener, M., & Lewis, J. (2023). “I Was Focused on the Game and Not on My
Shoulder.” A Case Report on the Use of Virtual Reality in the Rehabilitation of an Unstable
Shoulder. JOSPT Cases, 3(3), 158–162.
Source Title: "I Was Focused on the Game and Not on My Shoulder." A Case Report on the Use
of Virtual Reality in the Rehabilitation of an Unstable Shoulder.
Background: This case report addresses the issue of shoulder instability in individuals, a
condition commonly accompanied by pain and a significant reduction in shoulder function. It
highlights the challenge of inconsistent rehabilitation recommendations due to equivocal
evidence on different interventions.
Case Presentation: The report presents a case of a young athlete who had been experiencing
shoulder pain and the constant feeling of shoulder instability. Prior to using immersive virtual
reality (VR) as an intervention, the athlete had undergone unsuccessful nonsurgical treatments
and had withdrawn from competitive sports due to the pain and restricted movement.
Outcome and Follow-up: After using a VR device for three weeks at home, the case reported a
significant improvement in shoulder range of motion, with notable increases in abduction,
flexion, and external rotation. Pain levels decreased from 7/10 to 4/10.
Discussion: While the report acknowledges that causality cannot be definitively established in a
single case, it underscores the potential of immersive VR as a rehabilitation tool for young
patients dealing with perceived shoulder instability, pain, and functional limitations.
Relevance: This case report is relevant to the field of rehabilitation, particularly in the context of
shoulder instability and pain management. It suggests that immersive VR may have a positive
impact on shoulder function and pain reduction, offering a potential avenue for further research
and exploration in rehabilitation practices.
Intended Audience: The intended audience for this case report includes healthcare
professionals, physiotherapists, and researchers in the fields of sports medicine and
rehabilitation. It may also be of interest to individuals exploring innovative rehabilitation
approaches using immersive VR technology.
This case report provides a valuable example of how immersive VR technology may be
beneficial in the rehabilitation of individuals with perceived shoulder instability, emphasizing the
potential for improving range of motion and reducing pain, although more research is needed to
establish causality and generalizability.
3.
Faure, C., Limballe, A., Bideau, B., & Kulpa, R. (2020). Virtual reality to assess and train team
ball sports performance: A scoping review. Journal of Sports Sciences, 38(2), 192–205.
Source Title: Virtual reality to assess and train team ball sports performance: A scoping review.
Purpose: This review article aims to provide an overview of research studies using virtual reality
in team ball sports. It has three primary objectives: (1) to summarize the methodologies and
outcomes of such research; (2) to evaluate the potential of VR in analyzing and training team ball
sports situations; and (3) to identify existing limitations, knowledge gaps, and scientific
challenges in this field.
Key Findings: The review discusses how VR is a valuable tool for assessing and training team
ball sports skills and situations, allowing researchers to control and standardize scenarios while
focusing on specific skills and subskills. However, it points out that studies utilizing VR in team
ball sports face limitations, primarily related to technical issues and study design. The paper also
provides insights into how VR can enhance the understanding of performance in team ball sports
and offers suggestions for future research and study design.
Methodology: The review collected information from 30 articles by searching the MEDLINE
and Web of Science Core Collection databases using predefined combinations of keywords
related to VR and team ball sports. The retained articles were analyzed to draw conclusions
about the state of the field.
Relevance: This source is highly relevant for researchers, coaches, and professionals interested
in the application of virtual reality technology in team ball sports. It offers a comprehensive
overview of the existing research, challenges, and potential benefits of using VR in sports
training and analysis.
Intended Audience: The intended audience for this review includes sports scientists, coaches,
athletes, and researchers interested in the integration of virtual reality into team ball sports for
skill development, analysis, and performance enhancement.
This review provides a valuable summary of the current state of research in the use of virtual
reality for team ball sports, offering insights into its potential advantages and limitations. It also
suggests directions for future research, which can help advance the field and optimize the use of
VR in sports training and analysis.
Powered by TCPDF (www.tcpdf.org)