2018
DOI: 10.3389/fphys.2018.00128
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The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis

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Cited by 79 publications
(63 citation statements)
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References 25 publications
(38 reference statements)
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“…Since the introduction of virtual reality (VR), rapid growth and emergence of new technologies has enabled individuals to behave and interact in more immersive environments with relative ease and at relatively low cost (e.g., Occulus Rift and HTC Vive) (Düking, Holmberg, & Sperlich, 2018). In sport, increased accessibility and mobility of VR systems has led to a growing interest in their application to develop athlete performance (Cotterill, 2018).…”
Section: Introductionmentioning
confidence: 99%
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“…Since the introduction of virtual reality (VR), rapid growth and emergence of new technologies has enabled individuals to behave and interact in more immersive environments with relative ease and at relatively low cost (e.g., Occulus Rift and HTC Vive) (Düking, Holmberg, & Sperlich, 2018). In sport, increased accessibility and mobility of VR systems has led to a growing interest in their application to develop athlete performance (Cotterill, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…In sport, increased accessibility and mobility of VR systems has led to a growing interest in their application to develop athlete performance (Cotterill, 2018). However, despite the number of sports organisations investing in VR systems, there is currently limited scientific evidence to inform and underpin its application (Neumann et al, 2018;Düking et al, 2018). Most importantly, it is unclear whether VR systems develop skills and expertise beyond the specific practice context in which it is implemented, and how the effectiveness of VR compares to other methods of learning and training.…”
Section: Introductionmentioning
confidence: 99%
“…Peer-reviewed studies are needed on the effects of interventions aimed at reducing the risk of ACL injury in male athletes. 103 Neuromuscular-training programs may benefit from the addition of more game-like environments, as increased cognitive load may help transfer proper biomechanical movement patterns to the field [104][105][106] (See Myer et al keynote 22 and MacPherson et al abstract #19). Virtualand mixed-or augmented-reality technologies are likely to advance this area.…”
Section: Directions For Future Researchmentioning
confidence: 99%
“…The current work focusses on the development and application of virtual reality (VR) systems and especially on virtual characters (VCs) used in virtual environments (VEs) in the domain of exercise and research of recreational and high-performance sports. Until now, we identified only four reviews in the context of competitive sports: one short review (Wang, 2012), one review article concerning ball sports in VR (Miles et al, 2012), one review focusing on possibilities to analyze perception-action-coupling in sports using VR (Craig, 2013) and one SWAT analysis about the potential usefulness of VR for athletes (Düking, Holmberg & Sperlich, 2018). So far, no review article focused on VCs in sports although recent research detected that VCs are essential to improve performance in VR (e.g.…”
Section: Introductionmentioning
confidence: 99%