More golf or more game? Examining the predictive influences on virtual reality golf performance

Establishing the construct validity of virtual reality (VR) sports platforms is essential to ensure their effective and appropriate use with athletes. This study aimed to test: (1) the broad and fine construct validity of a commercially available VR golf game, and (2) whether real-world (RW) golf ability and videogame experience predicted VR golf performance. Thirty-three golfers and 32 non-golfers completed a 12-hole test (preceded by a five-hole familiarisation period), with their To Par score used as the performance measure. Self-reported current handicap, weekly golf hours, all-time videogame playing experience, and prior VR exposure was also recorded. A Welch’s t test found that golfers performed significantly better than non-golfers on the VR golf game (golfers M = 12.5 ± 7.5; non-golfers M = 27.5 ± 15.9), consistent with broad construct validity. VR golf performance was not predicted by current handicap, thereby failing to support fine construct validity. Weekly golf hours and prior VR exposure also did not predict VR golf performance, though videogame playing experience did, but only for the non-golfers group. Reduced motor correspondence (due to using a standard VR controller) and gamified features may explain the inability of the VR golf game to make fine-grained distinctions between golfers of varying abilities, whilst the minimal perception–action coupling afforded by videogames may account for the limited transfer of videogame experience to VR golf performance amongst golfers. Practitioners should ensure that VR sports platforms demonstrate (at least) broad construct validity before implementing them into the practices of their athletes.

Authors

Institutions

Publication Details

Journal
Virtual Reality
Published
2025-11-11
DOI
https://doi.org/10.1007/s10055-025-01247-5
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

More golf or more game? Examining the predictive influences on virtual reality golf performance

Kane Middleton, Luke Wilkins
1 citations
Virtual Reality
Virtual Reality Applications and Impacts
1.94
article

More golf or more game? Examining the predictive influences on virtual reality golf performance

Kane Middleton, Luke Wilkins
article en
1 citations

Abstract

Establishing the construct validity of virtual reality (VR) sports platforms is essential to ensure their effective and appropriate use with athletes. This study aimed to test: (1) the broad and fine construct validity of a commercially available VR golf game, and (2) whether real-world (RW) golf ability and videogame experience predicted VR golf performance. Thirty-three golfers and 32 non-golfers completed a 12-hole test (preceded by a five-hole familiarisation period), with their To Par score used as the performance measure. Self-reported current handicap, weekly golf hours, all-time videogame playing experience, and prior VR exposure was also recorded. A Welch’s t test found that golfers performed significantly better than non-golfers on the VR golf game (golfers M = 12.5 ± 7.5; non-golfers M = 27.5 ± 15.9), consistent with broad construct validity. VR golf performance was not predicted by current handicap, thereby failing to support fine construct validity. Weekly golf hours and prior VR exposure also did not predict VR golf performance, though videogame playing experience did, but only for the non-golfers group. Reduced motor correspondence (due to using a standard VR controller) and gamified features may explain the inability of the VR golf game to make fine-grained distinctions between golfers of varying abilities, whilst the minimal perception–action coupling afforded by videogames may account for the limited transfer of videogame experience to VR golf performance amongst golfers. Practitioners should ensure that VR sports platforms demonstrate (at least) broad construct validity before implementing them into the practices of their athletes.

Virtual RealityVol. 29(4)
La Trobe University (AU)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
1.94
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.