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Sports training in virtual reality with a focus on visual perception: a systematic review
Kerstin Witte1, Dan Bürger1, Stefan Pastel1
1Department Sports Engineering/Movement Science, Otto-von-Guericke-University Magdeburg, Magdeburg, Germany.
Frontiers in Sports and Active Living
|April 4, 2025
Summary
Virtual Reality (VR) enhances sports training by improving visual perception and motor learning across diverse sports. Further research is needed to optimize VR training protocols and understand transfer effects to real-world performance.
Area of Science:
- Sports Science
- Human-Computer Interaction
- Motor Learning
Background:
- Visual perception is critical for athletic performance.
- Virtual Reality (VR) is increasingly adopted for sports training.
- The role of visual elements in VR sports training requires examination.
Purpose of the Study:
- To review the application fields and domains of VR in sports.
- To identify key considerations for developing VR training tools, focusing on visual perception.
- To clarify the necessity of visualizing bodies in VR training environments.
Main Methods:
- A comprehensive literature search was conducted across five major databases (PsychInfo, Pubmed, Scopus, SportDiscus, IEEE Explore).
- The review included English-language review and original articles published between January 2015 and March 2024.
- Qualitative analysis was performed on the selected 12 review and 46 research articles.
Main Results:
- VR applications in sports have expanded from endurance to nearly all sports, including team, martial arts, and individual disciplines.
- Common VR training domains include motor learning, visual perception, decision-making, anticipation skills, and sport-specific drills.
- Visual aids in VR, such as varied perspectives and movement trajectory displays, can optimize training and motor learning.
Conclusions:
- VR offers significant potential for visually supporting sports training and motor learning.
- Training based on visual perception in VR has proven effective across numerous sports.
- Future research should compare VR and real-world training, investigate transfer effects, and explore optimal VR training parameters (frequency, duration, intensity).

