Exploring the Effectiveness of Virtual Reality Training: A Scoping Review on Sports Skill Development

The usage of virtual reality (VR) in the sports domain has several advantages, ranging from a high flexibility, an increased motivation, to the potential to provide customized training. However, its effectiveness in sports skill acquisition still needs to be evaluated. To do this, we conducted a systematic literature review based on 33 articles from two search interfaces, investigating 19 different sports, with most studies focusing on table tennis and cycling, while the most researched skill is decision making. Our analysis shows that research can be categorized in five different skill areas: performance, technical, cognitive, physiological, and visual skills. The overall findings for the usage of VR in most of the skill areas, especially performance and cognitive skills, are promising. Additionally, we have identified several areas of future research potential, such as social skill training and skills training for professional athletes.

Institutions

Publication Details

Journal
Journal of the Association for Information Systems
Published
2025-08-15
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Exploring the Effectiveness of Virtual Reality Training: A Scoping Review on Sports Skill Development

Journal of the Association for Information Systems
Virtual Reality Applications and Impacts
article

Exploring the Effectiveness of Virtual Reality Training: A Scoping Review on Sports Skill Development

article en

Abstract

The usage of virtual reality (VR) in the sports domain has several advantages, ranging from a high flexibility, an increased motivation, to the potential to provide customized training. However, its effectiveness in sports skill acquisition still needs to be evaluated. To do this, we conducted a systematic literature review based on 33 articles from two search interfaces, investigating 19 different sports, with most studies focusing on table tennis and cycling, while the most researched skill is decision making. Our analysis shows that research can be categorized in five different skill areas: performance, technical, cognitive, physiological, and visual skills. The overall findings for the usage of VR in most of the skill areas, especially performance and cognitive skills, are promising. Additionally, we have identified several areas of future research potential, such as social skill training and skills training for professional athletes.

Journal of the Association for Information Systems
Technische Universität Berlin (DE)
Openalex Percentile: Top 46%
Virtual Reality Applications and Impacts
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.