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The acute effect of throwing training with virtual reality on boccia competitive performance in healthy adults
Takumi Nagao1, Noriaki Maeda1, Makoto Komiya2
1Department of Sports Rehabilitation, Graduate School of Biomedical and Health Sciences, Hiroshima University: 1-2-3 Kasumi, Minami-ku, Hiroshima 734-8553, Japan.
Abstract:
[Purpose] This study aimed to investigate the differences in the acute effects of virtual and actual throwing training on throwing performance. [Participants and Methods] Twenty healthy men and six women with no boccia experience were randomly divided into the virtual and non-virtual groups. The task involved throwing boccia balls at target sets of 2 (short), 5 (middle), and 9 m (long). Both the groups were trained in three rows for each condition. The distance from the ball to the target was calculated as throwing accuracy for both pre- and post-training. Confidence in throwing was measured using a visual analog scale pre-and immediately post-training. A two-way analysis of variance with a post-hoc Bonferroni test or t-test was conducted for throwing accuracy and confidence. [Results] For throwing accuracy, the post hoc test results showed that both groups improved after training, but only in the middle-distance throw. Throwing confidence improved after training in both groups. [Conclusion] Boccia-throwing training using virtual reality may have an acute training effect comparable to that of actual training.
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