ArticleBMC sports science, medicine & rehabilitation2025
Effectiveness of virtual reality games on the specific sport skills of adolescents.
Article in BMC sports science, medicine & rehabilitation, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 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.
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Who cites it
3 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effects of immersive training on motor competence: a systematic review and meta-analysis.Scientific reports · 2026Pooled it
- Comparing embedded virtual reality combat to traditional warm-ups on fencing performance and fatigue: Protocol for a randomized crossover trial.JSAMS plus · 2026Article
- Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study.JMIR serious games · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThe aim of this study was to examine the basketball-specific skills of young individuals and the acute effects of virtual reality (VR) games.
methodsSeventeen high school students aged between 14 and 16 years (mean 15.3 ± 0.85 years) who had not received prior basketball training and VR experiments volunteered for the study. The participants were divided into two groups: the VR group (VRG) and the court group (CG). Both groups engaged in 45-min basketball court training sessions twice a week for eight weeks, whereas the VRG additionally received 15-min sessions of VR basketball exercises twice a week. Before and after the 8-week intervention period, dribbling, slaloming, free throw, and stop shot tests and VR experiment surveys were administered.
resultsThe results revealed no significant difference in within-group pretest-to-posttest comparisons for the CG, whereas the VRG exhibited a significant improvement in repeated measurements of dribbling, slalom, and stop shot tests (p < 0.05). In the between-group repeated measurement difference scores, a significant advantage for the VRG was observed in the stop shoot test (p < 0.05).
conclusionIn conclusion, the VR exercises conducted in addition to the 8-week on-court training were found to be effective in improving dribbling, slaloming, and stopping shot skills in basketball. Furthermore, although the VR experience questionnaire revealed that VR games are close to reality, it revealed that there is a need for improvement.
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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.