ArticleFrontiers in sports and active living2020
The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance.
Article in Frontiers in sports and active living, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 1 of them a synthesis that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
10 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Sports training in virtual reality with a focus on visual perception: a systematic review.Frontiers in sports and active living · 2025Pooled it
- Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.PloS one · 2023Trial
- Impact of immersive virtual reality and transcranial direct current stimulation over the parietal cortex on motor response.AIMS neuroscience · 2026Article
- Effectiveness of virtual reality games on the specific sport skills of adolescents.BMC sports science, medicine & rehabilitation · 2025Article
- Advancements in virtual reality for performance enhancement in combat sports: a mini-review and perspective.Frontiers in psychology · 2025Review
- Affordances for throwing: An uncontrolled manifold analysis.PloS one · 2024Article
- Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?iScience · 2023Article
- XR Programmers Give Their Perspective on How XR Technology can be Effectively Utilised in High-Performance Sport.Sports medicine - open · 2023Article
- Feedback from HTC Vive Sensors Results in Transient Performance Enhancements on a Juggling Task in Virtual Reality.Sensors (Basel, Switzerland) · 2021Article
- Performance Variability During Motor Learning of a New Balance Task in a Non-immersive Virtual Environment in Children With Hemiplegic Cerebral Palsy and Typically Developing Peers.Frontiers in neurology · 2021Article
Corrections and comments
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Authors and funding
6 authors.
Funding
Abstract
Advancements in virtual reality (VR) technology now allow for the creation of highly immersive virtual environments and for systems to be commercially available at an affordable price. Despite increased availability, this access does not ensure that VR is appropriate for training for all motor skills. Before the implementation of VR for training sport-related skills takes place, it must first be established whether VR utilization is appropriate. To this end, it is crucial to better understand the mechanisms that drive learning in these new environments which will allow for optimization of VR to best facilitate transfer of learned skills to the real world. In this study we sought to examine how a skill acquired in VR compares to one acquired in the real world (RW), utilizing training to complete a dart-throwing task in either a virtual or real environment. We adopted a perceptual-motor approach in this study, employing measures of task performance (i.e., accuracy), as well as of perception (i.e., visual symptoms and oculomotor behavior) and motor behaviors (i.e., throwing kinematics and coordination). Critically, the VR-trained group performed significantly worse in terms of throwing accuracy compared to both the RW-trained group and their own baseline performance. In terms of perception, the VR-trained group reported greater acute visual symptoms compared to the RW-trained group, though oculomotor behaviors were largely the same across groups. In terms of motor behaviors, the VR-trained group exhibited different dart-throwing kinematics during training, but in the follow-up test adapted their throwing pattern to one similar to the RW-trained group. In total, VR training impaired real-world task performance, suggesting that virtual environments may offer different learning constraints compared to the real world. These results thus emphasize the need to better understand how some elements of virtual learning environments detract from transfer of an acquired sport skill to the real world. Additional work is warranted to further understand how perceptual-motor behaviors are acquired differently in virtual spaces.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.