Kittel Aden, Lindsay Riki, Le Noury Peter, Wilkins Luke
Centre for Sport Research, Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia.
School of Exercise and Nutrition Sciences, Deakin University, Geelong, Australia.
Sports Med Open. 2024 Nov 29;10(1):128. doi: 10.1186/s40798-024-00794-6.
Extended Reality (XR) technologies, such as Virtual Reality (VR) and 360°VR are growing rapidly in the scientific literature and sporting practice. These have been used for a range of skills, particularly perceptual-cognitive skills. However, to our knowledge, there is no systematic scoping review on this topic identifying the current state of play of the research area by characteristics such as study type, technology type, or sport investigated, and such a review would help guide the future direction of this area. Therefore, this study aimed to systematically review the extent of XR technology in sport for assessing and training athletes' and officials' perceptual-cognitive skills.
Electronic databases (SCOPUS, Web of Science, SPORTDiscus, PsycINFO) were searched for relevant articles up until January 2024. Studies were included if they used XR technologies to assess or develop sport-specific, higher order perceptual-cognitive skills.
57 studies met the inclusion criteria for this review, of which 67% were published from 2020. Most studies conducted quantitative research designs, with 66% of studies adopting a cross-sectional assessment approach and 28% conducting an intervention to assess performance improvements. Decision-making was the most prevalent skill investigated, across 60% of studies. The most common technology was head mounted display (51%) presenting animated environments and the most common sports investigated were football and handball (32% and 19% of studies, respectively).
This review highlights a significant growth in the research exploring XR technologies in sport for perceptual-cognitive skill development and understanding, with most studies published in the last 4 years. Prominent technology types (e.g. animated HMD), perceptual-cognitive skills (e.g. decision making), study designs (e.g. quantitative assessment), and sports (e.g. football) are identified and discussed along with practical implications and future research.
Extended reality technologies for sports perceptual-cognitive skills is an emerging field, marked by key trends in the types of technology used and the perceptual-cognitive skills being studied. Decision-making is the most commonly studied perceptual-cognitive skill, and these technologies report to have high representativeness and engagement when being used. More research is required to explore the effectiveness of this technology through intervention study designs, and further understand how it can be used and the perceptual-cognitive processes through qualitative research designs.
扩展现实(XR)技术,如虚拟现实(VR)和360°VR,在科学文献和体育实践中发展迅速。这些技术已被用于一系列技能,特别是感知认知技能。然而,据我们所知,目前尚无关于该主题的系统综述,通过研究类型、技术类型或所研究的运动等特征来确定该研究领域的现状,而这样的综述将有助于指导该领域的未来方向。因此,本研究旨在系统综述XR技术在体育中用于评估和训练运动员及官员感知认知技能的程度。
检索电子数据库(SCOPUS、科学网、SPORTDiscus、PsycINFO)直至2024年1月的相关文章。如果研究使用XR技术来评估或发展特定于运动的高阶感知认知技能,则纳入研究。
57项研究符合本综述的纳入标准,其中67%于2020年发表。大多数研究采用定量研究设计,66%的研究采用横断面评估方法,28%进行干预以评估性能改善。决策是研究最普遍的技能,占60%的研究。最常见的技术是头戴式显示器(51%),呈现动画环境,研究最多的运动是足球和手球(分别占研究的32%和19%)。
本综述强调了在探索XR技术用于体育感知认知技能发展和理解方面的研究显著增长,大多数研究在过去4年发表。识别并讨论了突出的技术类型(如动画头戴式显示器)、感知认知技能(如决策)、研究设计(如定量评估)和运动(如足球),以及实际意义和未来研究。
用于体育感知认知技能的扩展现实技术是一个新兴领域,其特点是所用技术类型和所研究的感知认知技能的关键趋势。决策是最常研究的感知认知技能,这些技术在使用时具有很高的代表性和参与度。需要更多研究通过干预研究设计来探索该技术的有效性,并通过定性研究设计进一步了解其如何使用以及感知认知过程。