Evidence map›Paper›PMID 39612099›Full record

ArticleSports medicine - open2024

The Use of Extended Reality Technologies in Sport Perceptual-Cognitive Skill Research: A Systematic Scoping Review.

Aden Kittel, Riki Lindsay, Peter Le Noury, Luke Wilkins

Abstract readScoping Review
In one paragraph

Article in Sports medicine - open, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
11citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

11 citing papers in PubMed, 1 synthesis or guideline pooled it.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Aden KittelCentre for Sport Research, Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia. Aden.Kittel@deakin.edu.au.ORCID http://orcid.org/0000-0002-9642-0055
Riki LindsayInstitute of Education, Arts and Community, Federation University, Ballarat, Australia.ORCID https://orcid.org/0000-0001-8791-9471
Peter Le NouryAustralian Football League, Melbourne, Australia.ORCID https://orcid.org/0000-0001-9825-4233
Luke WilkinsSports, Performance, and Nutrition (SPAN) Research Group, La Trobe University, Bundoora, VIC, Australia.ORCID https://orcid.org/0000-0001-6735-1903

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundExtended 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.

methodsElectronic 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.

results57 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).

conclusionsThis 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. KEY POINTS: 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.

Indexed as

Decision-makingExtended realityPerceptual-cognitiveSportVirtual reality

Identifiers

PMID39612099
PMCPMC11607248

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.