Abstract

Virtual reality (VR) and 360° video can provide new opportunities for testing and training in sport. Both options offer different benefits in terms of efficacy for training, ease of use, and cost. This creates questions about the implementation of immersive technologies, and research is required to further understand their use. We aimed to gain initial evidence of athletes' perceptions of face validity and fidelity in VR and 360-video. Thirty-nine international pathway cricketers experienced five overs in VR cricket and in a 360-video recording. After trying each technology, players completed questionnaires to measure perceptions of presence and task workload. Participants reported immersive experience in both methods, but higher levels of realism, possibility to act, physical effort, temporal constraints, and task control in VR. 360-video offers a better possibility to visually examine the environment, while VR offers enhanced realism and physical elements, but 360-video may still offer affordable solutions for visual tasks.

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