- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07356427
VR Tennis Training Effects on Psychological Outcomes
Effects of Virtual Reality Tennis Training on Self-Efficacy, Flow Experience, Embodied Cognition, and Intention to Use Among Chinese University Tennis Players: A Randomized Controlled Trial
This randomized controlled trial examined the effects of an 8-week virtual reality (VR) tennis training intervention on psychological outcomes among Chinese university tennis players.
A total of 180 participants were randomly assigned to either a VR training group (n=90) using Meta Quest 2 headsets or a traditional training control group (n=90). The VR group received immersive tennis training twice weekly for 60 minutes per session, while the control group received equivalent traditional coaching.
Primary outcomes included self-efficacy, flow experience, embodied cognition, and intention to use, measured at baseline and post-intervention. Secondary analyses examined whether self-efficacy and flow experience mediated the relationship between VR training and intention to use.
The study aimed to provide evidence for the effectiveness of VR technology in sports training and to elucidate the psychological mechanisms underlying VR training benefits.
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Background:
Virtual reality (VR) technology has emerged as a promising tool for sports training, offering immersive environments that simulate real-world athletic scenarios. Tennis represents an ideal sport for VR training applications due to its technical complexity, spatial demands, and the importance of anticipatory skills. Despite growing adoption of VR in sports contexts, the psychological mechanisms underlying VR training effectiveness remain insufficiently understood.
Theoretical Framework:
This study was grounded in four theoretical perspectives: (1) Bandura's Self-Efficacy Theory, proposing that VR training enhances confidence through mastery experiences; (2) Csikszentmihalyi's Flow Theory, suggesting VR environments facilitate optimal psychological states; (3) Embodied Cognition Theory, emphasizing that cognitive processes are rooted in bodily interactions; and (4) the Technology Acceptance Model, providing a framework for understanding intention to use technology.
Objectives:
Primary objectives were to determine whether VR tennis training produces greater improvements in self-efficacy, flow experience, embodied cognition, and intention to use compared to traditional training. Secondary objectives investigated whether self-efficacy and flow experience mediate the effect of VR training on intention to use.
Methods:
A parallel-group, single-blind randomized controlled trial was conducted at Hezhou University, Guangxi, China. Eligible participants were undergraduate students aged 18-26 years enrolled in Physical Education or Sports Science programs with at least two semesters of tennis instruction. Participants were randomly assigned using computer-generated random numbers with stratification by sex and year of study.
Intervention:
The VR group received 8 weeks of immersive tennis training using Meta Quest 2 head-mounted displays (2 sessions/week, 60 minutes/session, 16 sessions total). Training included warm-up in virtual environment (10 min), technical skill practice (25 min), tactical decision-making scenarios (20 min), and cool-down (5 min). The control group received matched traditional tennis training with the same frequency, duration, and content structure.
Outcome Measures:
Self-efficacy was measured using an 8-item scale adapted from Bandura (2006). Flow experience was assessed using a 10-item scale based on Csikszentmihalyi (1990). Embodied cognition was measured using an 8-item scale adapted from presence questionnaires. Intention to use was assessed with a 6-item scale adapted from the Technology Acceptance Model. Sport motivation (SMS-II) was measured as a covariate.
Statistical Analysis:
Between-group differences were examined using analysis of covariance (ANCOVA) controlling for baseline scores and sport motivation. Effect sizes were calculated as Hedges' g. Parallel mediation analysis was conducted using the PROCESS macro with bias-corrected bootstrap confidence intervals (10,000 samples).
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Guangxi
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Hezhou, Guangxi, China, 542899
- Hezhou University
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Undergraduate students aged 18-26 years
- Enrolled in Physical Education or Sports Science programs at Hezhou University
- Completed at least two semesters of formal tennis instruction
- Basic tennis proficiency (able to perform forehand, backhand, and serve)
- Willing to participate in the 8-week training program
- Able to provide written informed consent
Exclusion Criteria:
- Visual impairments that could not be corrected and would preclude VR headset use
- History of photosensitive epilepsy or seizure disorders
- Vestibular disorders or severe motion sickness
- Current participation in competitive tennis programs at regional or higher levels
- Prior experience with VR-based sports training systems
- Any musculoskeletal injury preventing full participation in tennis training
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Virtual Reality Tennis Training
Participants received 8 weeks of immersive VR tennis training using Meta Quest 2 headsets.
Training sessions were conducted twice weekly, each lasting 60 minutes (16 sessions total).
Sessions included warm-up in virtual environment (10 min), technical skill practice (25 min), tactical decision-making scenarios (20 min), and cool-down (5 min).
|
Standard tennis training delivered by qualified coaches on regular tennis courts.
Training included ball feeding machines, partner practice, and coach-led instruction for technical skills, as well as competitive rallies for tactical application.
|
|
Active Comparator: Traditional Tennis Training
Participants received 8 weeks of traditional tennis training matched for frequency (twice weekly), duration (60 minutes/session), and content structure.
Sessions included physical warm-up (10 min), technical skill drills (25 min), point play and match simulation (20 min), and cool-down (5 min).
|
Immersive VR tennis training using Meta Quest 2 head-mounted displays.
The VR system provided real-time feedback on stroke mechanics, ball trajectory, and court positioning.
Training included progressive difficulty adjustment based on individual performance.
Participants practiced forehand, backhand, serve techniques, and tactical decision-making against virtual opponents.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Self-Efficacy
Time Frame: Baseline and 8 weeks (post-intervention)
|
Tennis-specific self-efficacy measured using an 8-item scale adapted from Bandura (2006).
Items assess confidence in performing tennis skills and managing competitive situations.
Responses on 5-point Likert scale (1=Strongly Disagree to 5=Strongly Agree).
Higher scores indicate greater self-efficacy.
Score range: 1-5.
|
Baseline and 8 weeks (post-intervention)
|
|
Flow Experience
Time Frame: Baseline and 8 weeks (post-intervention)
|
Flow during training measured using a 10-item scale based on Csikszentmihalyi (1990).
Items assess challenge-skill balance, concentration, sense of control, and intrinsic enjoyment.
Responses on 5-point Likert scale.
Higher scores indicate greater flow experience.
Score range: 1-5.
|
Baseline and 8 weeks (post-intervention)
|
|
Embodied Cognition
Time Frame: Baseline and 8 weeks (post-intervention)
|
Embodied cognition during training measured using an 8-item scale adapted from presence questionnaires (Wilson 2002; Gonzalez-Franco 2018).
Items assess sense of presence, body ownership, and sense of agency.
Responses on 5-point Likert scale.
Higher scores indicate greater embodied cognition.
Score range: 1-5.
|
Baseline and 8 weeks (post-intervention)
|
|
Intention to Use
Time Frame: Baseline and 8 weeks (post-intervention)
|
Intention to continue using the training method measured using a 6-item scale adapted from the Technology Acceptance Model (Davis 1989).
Items assess willingness to use, recommend, and prefer the training method.
Responses on 5-point Likert scale.
Higher scores indicate greater intention to use.
Score range: 1-5.
|
Baseline and 8 weeks (post-intervention)
|
Collaborators and Investigators
Sponsor
Investigators
- Principal Investigator: Rui Liu, PhD Candidate, Advanced Medical and Dental Institute, Universiti Sains Malaysia
- Study Director: Rohayu Hami, PhD, Advanced Medical and Dental Institute, Universiti Sains Malaysia
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- USM/JEPeM/PP/25030255
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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