Virtual reality (VR) technology is being increasingly used by athletes, coaches, and other sport-related professionals. The present systematic review aimed to document research on the application of VR to sport to better understand the outcomes that have emerged in this work. Research literature databases were searched and the results screened to identify articles reporting applications of interactive VR to sport with healthy human participants. Twenty articles were identified and coded to document the study aims, research designs, participant characteristics, sport types, VR technology, measures, and key findings. From the review, it was shown that interactive VR applications have enhanced a range of performance, physiological, and psychological outcomes. The specific effects have been influenced by factors related to the athlete and the VR system, which comprises athlete factors, VR environment factors, task factors, and the non-VR environment factors. Important variables include the presence of others in the virtual environment, competitiveness, task autonomy, immersion, attentional focus, and feedback. The majority of research has been conducted on endurance sports, such as running, cycling, and rowing, and more research is required to examine the use of interactive VR in skill-based sports. Additional directions for future research and reporting standards for researchers are suggested.
There is accumulating evidence that computerised cognitive training of inhibitory control and/or working memory can lead to behavioural improvement in children with AD/HD. Using a randomised waitlist control design, the present study examined the effects of combined working memory and inhibitory control training, with and without passive attention monitoring via EEG, for children with and without AD/HD. One hundred and twenty-eight children (60 children with AD/HD, 68 without AD/HD) were randomly allocated to one of three training conditions (waitlist; working memory and inhibitory control with attention monitoring; working memory and inhibitory control without attention monitoring) and completed with pre- and post-training assessments of overt behaviour (from 2 sources), trained and untrained cognitive task performance, and resting EEG activity. The two active training conditions completed 25 sessions of training at home over a 4- 5-week period. Results showed significant improvements in overt behaviour for children with AD/HD in both training conditions compared to the waitlist condition as rated by a parent and other adult. Post-training improvements in the areas of spatial working memory, ignoring distracting stimuli, and sustained attention were reported for children with AD/HD. Children without AD/HD showed behavioural improvements after training. The improvements for both groups were maintained over the 6-week period following training. The passive attention monitoring via EEG had a minor effect on training outcomes. Overall, the results suggest that combined WM/IC training can result in improved behavioural control for children with and without AD/HD.
A substantial body of literature exists investigating the psychological states underlying peak performance in sports. However, performance excellence among performing artists, particularly actors, has received less empirical study. Thus, this investigation explored what the subjective peak performance experience is like in the context of professional screen acting, and how it is achieved. Adopting a qualitative approach, semi-structured interviews were conducted with five professional screen actors exploring a subjective peak performance experience. Transcripts were analysed using an interpretative phenomenological analysis. Two master themes represented peak screen acting performance experiences and described how actors achieved them.The first theme revealed how actors achieve peak performance through preparation processes that afford self-efficacy and acceptance to perform freely. The second theme illustrated that subjective peak screen acting performances were a present, connected, and heightened state where actors felt like they cognitively and physically lived as their character whilst attention resources monitored technical performance factors. Evidently, subjective peak screen acting performance involves an interaction of skill-based and psychological factors. Additionally, the peak performance state involves both cognitive and physical components. Not only can these results offer actors increased self-insight, but educators and directors can use findings to support actors in reaching their performance potential.
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