Frontiers in Psychology (Jul 2024)

Animated VR and 360-degree VR to assess and train team sports decision-making: a scoping review

  • Yaxiang Jia,
  • Xuan Zhou,
  • Jing Yang,
  • Quan Fu

DOI
https://doi.org/10.3389/fpsyg.2024.1410132
Journal volume & issue
Vol. 15

Abstract

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IntroductionIn team sports, athletes’ ability to make quick decisions plays a crucial role. Decision-making proficiency relies on the intricate balance of athletes’ perceptual and cognitive abilities, enabling them to assess the competitive environment swiftly and select the most appropriate actions from various options. Virtual reality (VR) technology is emerging as a valuable tool for evaluating and refining athletes’ decision-making skills. This study systematically examined the integration of VR technology into decision-making processes in team sports, aiming to identify more effective methods for presenting and interacting with virtual decision-making systems, thus enhancing the evaluation and refinement of athletes’ decision making abilities.MethodsFollowing the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines, a thorough search of respected research databases, including Web of Science, PubMed, SPORTDiscus, ScienceDirect, PsycINFO, and IEEE, was conducted using carefully selected keywords.ResultsTwenty research papers meeting predefined inclusion criteria were included after careful evaluation. These papers were systematically analyzed to delineate the attributes of virtual decision-making task environments, the interactive dynamics inherent in motor decision-making tasks, and the significant findingsDiscussionThis review indicate that (1) the effectiveness of VR technology in assessing and improving athletes’ decision-making skills in team sports; (2) the construction of virtual environments using the Head-Mounted Display (HMD) system, characterized by enhanced ease and efficiency; (3) the potential for future investigations to explore computer simulations to create more expansive virtual motion scenarios, thus efficiently generating substantial task scenario material, diverging from the constraints posed by 360-degree panoramic videos; and (4) the integration of motion capture technology for identifying and monitoring athletes’ decision-making behaviors, which not only enhances ecological validity but also augments the transfer validity of virtual sports decision-making systems. Future research endeavors could explore integrating eye-tracking technology with virtual reality to gain insights into the intrinsic cognitive-action associations exhibited by athletes.

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