ArticleCognitive processing2022
Basketball videos presented on a computer screen appear slower than in virtual reality.
Article in Cognitive processing, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
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
3 citing papers in PubMed.
- Multi-sensory information and simulator immersion: impact on decision-making performance, presence, and cognitive load.Psychological research · 2026Article
- The Use of Extended Reality Technologies in Sport Perceptual-Cognitive Skill Research: A Systematic Scoping Review.Sports medicine - open · 2024Article
- Slow motion bias: Exploring the relation between time overestimation and increased perceived intentionality.Perception · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Decision-making skills are essential to successful performance. To train them, coaches frequently use video replays to show their athletes how to best respond when facing specific situations. Recently, it has been shown that presenting the videos in virtual reality (VR) led to enhanced transfer, from the laboratory to the playing field, compared to when the videos were presented on a standard computer screen (CS). Interestingly, although the videos were identical, many participants informally reported that the VR videos felt accelerated compared to those they usually see on television. Here, we tested this claim by having varsity-level basketball players perform a decision-making task concomitantly with a playback speed estimation task. All participants observed the same video clips in the VR and CS conditions, and the video clips were either presented at their normal speed or had been accelerated or decelerated by 10%. Our results revealed that participants perceived the VR videos as significantly faster than the CS videos (mean perceived playback speed of 100.7% ± 2.35% and 94.9% ± 2.24%, respectively). This difference was, however, caused by the CS videos appearing slower than they truly were. Our results indicate that VR videos appear immune to the speed underestimation frequently reported with CS videos.
Indexed as
Identifiers
35776219What OpenQuestion holds
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.