Skip to content

VR Tennis Training Effects on Psychological Outcomes

Effects of Virtual Reality Tennis Training on Self-Efficacy, Flow Experience, Embodied Cognition, and Intention to Use Among Chinese University Tennis Players: A Randomized Controlled Trial

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07356427
Enrollment
180
Registered
2026-01-21
Start date
2025-09-01
Completion date
2025-11-01
Last updated
2026-01-22

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Psychological Adaptation, Sports Performance

Keywords

Virtual Reality, Tennis, Flow Experience, Embodied Cognition, Technology Acceptance, Sports Psychology, Self-Efficacy

Brief summary

This randomized controlled trial examined the effects of an 8-week virtual reality (VR) tennis training intervention on psychological outcomes among Chinese university tennis players. A total of 180 participants were randomly assigned to either a VR training group (n=90) using Meta Quest 2 headsets or a traditional training control group (n=90). The VR group received immersive tennis training twice weekly for 60 minutes per session, while the control group received equivalent traditional coaching. Primary outcomes included self-efficacy, flow experience, embodied cognition, and intention to use, measured at baseline and post-intervention. Secondary analyses examined whether self-efficacy and flow experience mediated the relationship between VR training and intention to use. The study aimed to provide evidence for the effectiveness of VR technology in sports training and to elucidate the psychological mechanisms underlying VR training benefits.

Detailed description

Background: Virtual reality (VR) technology has emerged as a promising tool for sports training, offering immersive environments that simulate real-world athletic scenarios. Tennis represents an ideal sport for VR training applications due to its technical complexity, spatial demands, and the importance of anticipatory skills. Despite growing adoption of VR in sports contexts, the psychological mechanisms underlying VR training effectiveness remain insufficiently understood. Theoretical Framework: This study was grounded in four theoretical perspectives: (1) Bandura's Self-Efficacy Theory, proposing that VR training enhances confidence through mastery experiences; (2) Csikszentmihalyi's Flow Theory, suggesting VR environments facilitate optimal psychological states; (3) Embodied Cognition Theory, emphasizing that cognitive processes are rooted in bodily interactions; and (4) the Technology Acceptance Model, providing a framework for understanding intention to use technology. Objectives: Primary objectives were to determine whether VR tennis training produces greater improvements in self-efficacy, flow experience, embodied cognition, and intention to use compared to traditional training. Secondary objectives investigated whether self-efficacy and flow experience mediate the effect of VR training on intention to use. Methods: A parallel-group, single-blind randomized controlled trial was conducted at Hezhou University, Guangxi, China. Eligible participants were undergraduate students aged 18-26 years enrolled in Physical Education or Sports Science programs with at least two semesters of tennis instruction. Participants were randomly assigned using computer-generated random numbers with stratification by sex and year of study. Intervention: The VR group received 8 weeks of immersive tennis training using Meta Quest 2 head-mounted displays (2 sessions/week, 60 minutes/session, 16 sessions total). Training included warm-up in virtual environment (10 min), technical skill practice (25 min), tactical decision-making scenarios (20 min), and cool-down (5 min). The control group received matched traditional tennis training with the same frequency, duration, and content structure. Outcome Measures: Self-efficacy was measured using an 8-item scale adapted from Bandura (2006). Flow experience was assessed using a 10-item scale based on Csikszentmihalyi (1990). Embodied cognition was measured using an 8-item scale adapted from presence questionnaires. Intention to use was assessed with a 6-item scale adapted from the Technology Acceptance Model. Sport motivation (SMS-II) was measured as a covariate. Statistical Analysis: Between-group differences were examined using analysis of covariance (ANCOVA) controlling for baseline scores and sport motivation. Effect sizes were calculated as Hedges' g. Parallel mediation analysis was conducted using the PROCESS macro with bias-corrected bootstrap confidence intervals (10,000 samples).

Interventions

BEHAVIORALVirtual Reality Tennis Training

Immersive VR tennis training using Meta Quest 2 head-mounted displays. The VR system provided real-time feedback on stroke mechanics, ball trajectory, and court positioning. Training included progressive difficulty adjustment based on individual performance. Participants practiced forehand, backhand, serve techniques, and tactical decision-making against virtual opponents.

Standard tennis training delivered by qualified coaches on regular tennis courts. Training included ball feeding machines, partner practice, and coach-led instruction for technical skills, as well as competitive rallies for tactical application.

Sponsors

Universiti Sains Malaysia
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Outcomes Assessor)

Masking description

Outcome assessors who administered questionnaires and collected data were blinded to participant group allocation. Due to the nature of the interventions, participants and training providers could not be blinded.

Intervention model description

Participants were randomly assigned to either the VR tennis training group or the traditional tennis training control group in a 1:1 ratio, with both groups receiving training concurrently over the 8-week intervention period.

Eligibility

Sex/Gender
ALL
Age
18 Years to 26 Years
Healthy volunteers
Yes

Inclusion criteria

* Undergraduate students aged 18-26 years * Enrolled in Physical Education or Sports Science programs at Hezhou University * Completed at least two semesters of formal tennis instruction * Basic tennis proficiency (able to perform forehand, backhand, and serve) * Willing to participate in the 8-week training program * Able to provide written informed consent

Exclusion criteria

* Visual impairments that could not be corrected and would preclude VR headset use * History of photosensitive epilepsy or seizure disorders * Vestibular disorders or severe motion sickness * Current participation in competitive tennis programs at regional or higher levels * Prior experience with VR-based sports training systems * Any musculoskeletal injury preventing full participation in tennis training

Design outcomes

Primary

MeasureTime frameDescription
Self-EfficacyBaseline and 8 weeks (post-intervention)Tennis-specific self-efficacy measured using an 8-item scale adapted from Bandura (2006). Items assess confidence in performing tennis skills and managing competitive situations. Responses on 5-point Likert scale (1=Strongly Disagree to 5=Strongly Agree). Higher scores indicate greater self-efficacy. Score range: 1-5.
Flow ExperienceBaseline and 8 weeks (post-intervention)Flow during training measured using a 10-item scale based on Csikszentmihalyi (1990). Items assess challenge-skill balance, concentration, sense of control, and intrinsic enjoyment. Responses on 5-point Likert scale. Higher scores indicate greater flow experience. Score range: 1-5.
Embodied CognitionBaseline and 8 weeks (post-intervention)Embodied cognition during training measured using an 8-item scale adapted from presence questionnaires (Wilson 2002; Gonzalez-Franco 2018). Items assess sense of presence, body ownership, and sense of agency. Responses on 5-point Likert scale. Higher scores indicate greater embodied cognition. Score range: 1-5.
Intention to UseBaseline and 8 weeks (post-intervention)Intention to continue using the training method measured using a 6-item scale adapted from the Technology Acceptance Model (Davis 1989). Items assess willingness to use, recommend, and prefer the training method. Responses on 5-point Likert scale. Higher scores indicate greater intention to use. Score range: 1-5.

Countries

China

Contacts

PRINCIPAL_INVESTIGATORRui Liu, PhD Candidate

Advanced Medical and Dental Institute, Universiti Sains Malaysia

STUDY_DIRECTORRohayu Hami, PhD

Advanced Medical and Dental Institute, Universiti Sains Malaysia

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 31, 2026