A taxonomy of virtual reality sports applications

Although physical fitness is one of the most important factors regarding an individual’s health, many people perceive a lack of motivation. One promising solution is the usage of virtual reality (VR) sports applications. Studies showed that VR sport offers several advantages, ranging from a high enjoyment, the improvement of skill quality and motivation, to effectiveness in rehabilitation. The present study aims to address the growing need for a comprehensive understanding of the fast-evolving landscape of VR sports applications. By examining 59 research studies in a systematic literature review and 141 commercial applications, we developed a taxonomy that highlights key trends, gaps, and discrepancies between academic and commercial approaches within the VR sports domain. A comparison of both theoretical and commercial applications reveals that while research applications often include specific sports movements for a well-defined target group, most market applications are designed for a wider audience and emphasize gamification. Further, market applications often include social experiences and competition that can motivate users significantly. Additionally, we identified that current VR sports applications align with established learning theories and that their design can thereby facilitate sport skill learning. Our taxonomy offers valuable insights for both researchers and practitioners in the dynamic landscape of VR sports through describing trends and deriving gaps for future research.

Publication Details

Journal
DepositOnce
Published
2025-01-01
DOI
https://doi.org/10.14279/depositonce-22658
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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A taxonomy of virtual reality sports applications

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Virtual Reality Applications and Impacts
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A taxonomy of virtual reality sports applications

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Abstract

Although physical fitness is one of the most important factors regarding an individual’s health, many people perceive a lack of motivation. One promising solution is the usage of virtual reality (VR) sports applications. Studies showed that VR sport offers several advantages, ranging from a high enjoyment, the improvement of skill quality and motivation, to effectiveness in rehabilitation. The present study aims to address the growing need for a comprehensive understanding of the fast-evolving landscape of VR sports applications. By examining 59 research studies in a systematic literature review and 141 commercial applications, we developed a taxonomy that highlights key trends, gaps, and discrepancies between academic and commercial approaches within the VR sports domain. A comparison of both theoretical and commercial applications reveals that while research applications often include specific sports movements for a well-defined target group, most market applications are designed for a wider audience and emphasize gamification. Further, market applications often include social experiences and competition that can motivate users significantly. Additionally, we identified that current VR sports applications align with established learning theories and that their design can thereby facilitate sport skill learning. Our taxonomy offers valuable insights for both researchers and practitioners in the dynamic landscape of VR sports through describing trends and deriving gaps for future research.

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Virtual Reality Applications and Impacts
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