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dc.contributor.authorNeumann, David
dc.contributor.editorZ. Hill
dc.date.accessioned2018-04-20T00:44:39Z
dc.date.available2018-04-20T00:44:39Z
dc.date.issued2016
dc.identifier.isbn9781536103649
dc.identifier.urihttp://hdl.handle.net/10072/143445
dc.description.abstractThe application of virtual reality (VR) technology in sport and physical exercise has the potential to improve sport performance, increase adherence and enjoyment of exercise, and provide competitive and non-competitive physical activity interactions among people in geographically diverse areas. There are also challenges to VR applications and these require developers to adopt an evidence-based approach in their work. Accordingly, the use of VR in sport and physical exercise is reviewed. A definition of VR in sport and exercise is proposed from the perspective of the athlete. This approach potentially broadens the ways in which VR can be applied in sport and exercise. Most applications to date have been based on endurance type activities, such as cycling, running, and rowing. In this work, various factors have been shown to influence performance, psychological, and physiological outcomes. VR has shown to improve adherence to exercise, be effective in training race pacing strategies, enhance effort, improve mood and enjoyment, and increase cognitive functioning when compared to control conditions. Elements of the virtual environment, such as the presence of real or virtual others and its immersive properties, can also have additional effects on outcomes. Furthermore, factors related to the individual, such as attentional focus and competitiveness, can influence outcomes. Thus, the use of VR in sport and exercise may be conceptualised as reflecting the independent and interactive effects of the sport or exercise task, the interactions with the virtual environment, and the characteristics of the individual user. Research directions and future applications for VR in sport and exercise are discussed.
dc.description.peerreviewedYes
dc.languageEnglish
dc.language.isoeng
dc.publisherNova Publishers
dc.publisher.placeUnited States
dc.publisher.urihttps://novapublishers.com/shop/virtual-reality-advances-in-research-and-applications/
dc.relation.ispartofbooktitleVirtual Reality: Advances in Research and Applications
dc.relation.ispartofchapter6
dc.relation.ispartofpagefrom153
dc.relation.ispartofpageto182
dc.subject.fieldofresearchSport and exercise psychology
dc.subject.fieldofresearchcode520107
dc.titleOn the use of virtual reality in sport and exercise: Applications and research findings
dc.typeBook chapter
dc.type.descriptionB1 - Chapters
dc.type.codeB - Book Chapters
dc.description.versionAccepted Manuscript (AM)
gro.facultyGriffith Health, School of Applied Psychology
gro.rights.copyright© 2016 Nova Science Publishers Inc. This is the author-manuscript version of this paper. It is reproduced here in accordance with the copyright policy of the publisher. Please refer to the publisher’s website for further information.
gro.hasfulltextFull Text
gro.griffith.authorNeumann, David L.


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