Abstract
Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport.
Highlights
Perceptual-motor skills are an essential part of skilled performance in sport [1]
To validate the use of XR tools and minimise the probability of negative transfer effects, it is essential that XR tools are assessed for their level of representativeness before they are used during training
As interest in XR technology grows throughout the highperformance sport landscape, it is important to maintain a balanced and evidence-based approach when deciding how XR can best be utilised within training programmes
Summary
Perceptual-motor skills are an essential part of skilled performance in sport [1]. Finding novel ways to train these types of skills has long been a strong interest of coaches and managers within high-performance programmes with the aim being to gain a competitive advantage. Extended reality (XR), which is an umbrella term that encapsulates all real and virtual environments that are generated by computer technology and wearables [2], provides an opportunity to potentially fast track the development of such skills. Extended reality technologies have been utilised in highperformance environments across multiple domains such. Two key issues preventing high-performance sporting organisations from investing the time and money required
Published Version (Free)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have