Technological innovations are increasingly shaping modern sports at all levels. Virtual reality (VR) and augmented reality (AR) – once niche technologies – have now established themselves as reliable training and education tools across a range of disciplines. From simulating complex environments to refining complex motor skills through virtual drills, these immersive media offer extraordinary opportunities for athletic development.
Introduction to VR and AR in sports
1.1 Definition of Virtual and Augmented Reality
Virtual Reality (VR) are fully immersive digital environments, typically experienced through head-mounted displays (HMDs) and motion tracking devices. Users are visually separated from the real world and interact within a simulation generated by a computer (Gray, 2019).
Augmented Reality (AR) – these are digital components, such as virtual graphics, texts or sounds, presented in the real world, usually viewed using smartphones, tablets or specialized AR headsets (Stojan et al., 2019).
1.2 Why immersive technologies are important in sports
Safe exposure to various environments: VR and AR allow athletes to train in scenarios that might be too dangerous, expensive, or difficult to recreate in real life.
Consistency and repeatability: These technologies provide the opportunity to repeat exercises under identical conditions, helping athletes focus on improving specific techniques without external variables (Bideau et al., 2010).
Active feedback: The integration of advanced sensors and analytical systems can provide real-time data on performance indicators, which helps to correct errors faster and more effectively (Mihelj et al., 2013).
2. Improved training environments: simulation of various conditions
One of the main reasons why immersive technologies are attractive in sports is the ability to create or recreate training contexts that reflect or even complicate real-world competition scenarios.
2.1 Modeling of weather and terrain conditions
Adaptation to extreme weather conditions: Training for marathons, triathlons, or adventure races often requires preparing for unexpected environmental challenges. VR allows athletes to experience high-altitude conditions, extreme heat, cold, or wind in a controlled environment. Studies show that runners who train in VR-simulated high-altitude conditions developed better aerobic endurance than those who used traditional training environments (Perry et al., 2021).
Rebuilding the game floor: Whether it’s clay, grass, or synthetic courts, tennis players require different strategies and techniques for each surface. VR systems can accurately reproduce visual and audio cues from these environments, allowing players to practice positioning on the court and adjusting footwork (Stelzer, 2021).
2.2 Virtual opponents and crowd atmosphere
Competition scenarios: Athletes can train against a digital version of a high-level opponent, simulating the opponent’s real-life moves and strategies. This helps them prepare for matches and develop a strategic plan (Gray, 2019).
Simulated pressure: In sports such as football, basketball or gymnastics, psychological pressure can be a decisive factor.VR-recreated match scenarios with large, noisy crowds and a large statue help players get used to pressure, reduce performance anxiety, and strengthen psychological resilience (Neumann & Morgan, 2020).
2.3 Injury prevention and rehabilitation
Reducing physical stress: VR-based training can replace some intense or risky exercises with simulated ones, thus reducing the load on the athlete's body, which is especially important in contact sports (Mihelj et al., 2013).
Gradual exposure in rehabilitation: Injured athletes can gradually return to specific movements in a virtual environment. This reduces the risk of re-injury and provides confidence when returning to full physical activity (Stojan et al., 2019).
2.4 Personalization and adaptive complexity
Adaptive algorithms: The enhanced software analyzes performance in real time and adjusts the level of difficulty – for example, adjusting the ball speed, trajectory, or complexity of the environment – in response to the athlete's progress (Bertani et al., 2021).
Customized scenarios: Coaches can tailor training modules to focus on specific aspects of weakness (e.g., short passing in soccer or penalty situations) and gradually increase the intensity of the virtual environment to match the athlete's development.
3. Skill acquisition: virtual improvement of physical skills
In addition to simulating various conditions, VR and AR have also served to improve physical skills and develop mastery of complex movements. Immersive platforms are particularly useful for developing muscle memory, spatial awareness, and tactical decision-making.
3.1 Principles of Motor Learning in VR/AR
Cognitive phase: Athletes begin learning a new skill by understanding its basic structure. VR and AR interfaces can display on-screen instructions, highlight movement patterns, or provide real-time corrections. For example, a pitcher practicing a new throwing technique can see the angles of his or her hand through an AR headset (Gray, 2019).
Associative phase: Once an athlete has mastered the fundamentals, continuous practice helps to improve the movements. In VR simulations of golf swings or kayak throws, continuous repetition under controlled conditions ensures that the athlete masters correct form (Bideau et al., 2010).
Autonomous phase: At an advanced stage, athletes perform the skill without conscious effort. Competitive VR simulations help maintain these skills in a variety of scenarios exposed to external stress, ensuring reliable performance (Mihelj et al., 2013).
3.2 Specific areas of application in different sports
Baseball/Softball
Throw recognition: A VR system for batting training allows batters to encounter hundreds of different virtual pitches, from fastballs to curves, collecting precise data on reaction time and hitting accuracy (Perry et al., 2021).
Mowing mechanics: Cameras capture a pitcher's biomechanics and replicate them virtually, allowing coaches to spot inefficiencies or injury risks in real time.
Football
Tactical decision making: Players review 360-degree match footage to understand positioning, distances, and off-ball movements, which encourages tactical thinking without full-scale game simulations (Stelzer, 2021).
Goalkeeper exercises: VR scenarios simulate match situations, such as free kicks or penalties, allowing goalkeepers to develop quick reflexes and track a virtual ball in near-realistic conditions.
Tennis
Impact analysis: Elevated sensors measure racket angles, speed, and stroke directions. These metrics are transmitted to a VR system that provides instant visual feedback on technique adjustments (Gray, 2019).
Serving and returning exercises: Tennis players practice random shots against consistently accurately simulated VR shots, developing muscle memory in response to different spin angles and speeds.
Basketball
Free throw practice: VR training helps athletes cope with situational pressure (e.g., crowd noise, the final seconds of a game). Research shows that VR-based drills can reduce anxiety and improve shooting consistency (Neumann & Morgan, 2020).
Game vision training: AR passes can highlight optimal passing lines or defender movement patterns, sharpening athletes' spatial awareness on the field.
3.3 Augmented reality for technical improvement
Active overlays: AR can display skeletal body tracking or biomechanical guidelines on an athlete’s body in real time, showing how they should move. This instant feedback significantly reduces the time spent making micro-corrections (Stojan et al., 2019).
Video annotations: Coaches and athletes can record movement and then overlay lines or angles on the video to illustrate correct posture, joint interaction, and force application.
3.4 The role of gamification
Engagement and motivation: Gamified exercises – for example, by receiving points for hitting virtual targets – can maintain athletes' motivation during long and monotonous exercise (Mihelj et al., 2013).
Monitoring results: Tools that measure progress over time help athletes set specific goals and visually track their improvement, reinforcing a sense of accomplishment.
4. Potential challenges and considerations
While the benefits are significant, the widespread adoption of VR and AR applications in sports faces several challenges:
Equipment price and availability: High-end VR headsets, motion tracking sensors, and specialized software may not be available to less affluent sports communities or youth sports programs (Stojan et al., 2019).
Lack of realism and motion sickness: Achieving hyper-realistic simulations requires a highly developed graphics engine and low latency. Otherwise, users may experience dizziness or discomfort, which hinders continued use (Neumann & Morgan, 2020).
Over-reliance on technology: Excessive use of virtual training can reduce the amount of time spent practicing in a real environment, which can lead to a gap between virtual skills and real game performance (Bertani et al., 2021).
Data security and privacy: The use of augmented VR/AR systems collects detailed biomechanical and physiological information. Ensuring data protection is important, especially when it comes to elite athletes whose performance data may be valuable to competitors (Gray, 2019).
Individual differences: Response to VR may vary – some athletes adapt quickly to digital environments, while others require slower engagement to reduce cognitive load (Mihelj et al., 2013).
5. Future trends
As VR and AR equipment becomes more accessible and user-friendly, its integration into sports is likely to become even more widespread. Emerging trends include:
Artificial Intelligence (AI) and Machine Learning: AI integration could allow VR scenarios to be adapted in real time based on athletes' performance, further personalizing training (Orekhov et al., 2021).
Brain-Computer Interfaces (BCI): Although still in its early stages, BCI technology may allow athletes to control certain game parameters with their minds, improving reaction time and decision-making.
Tactile feedback systems: Scientists are developing haptic jackets and gloves that provide realistic sensory experiences, enriching the immersive experience and simulating training even more authentically.
Virtual and augmented reality technologies have fundamentally expanded the landscape of sports training and skill acquisition. By simulating various environmental conditions, providing instant feedback, and allowing repetition of exercises in controlled and customizable scenarios, these immersive tools help athletes improve technique, manage performance anxiety, and improve tactical decisions. Despite challenges related to cost, lack of realism, and user adoption, ongoing hardware and software advancements suggest that VR and AR will continue to transform sports training methods and elevate performance across a variety of disciplines.
References
Bertani, R., Melegari, C., De Cola, MC, Bramanti, A., Bramanti, P., & Calabrò, RS (2021). Effects of robot-assisted upper limb rehabilitation in stroke patients: A systematic review with meta-analysis. Neurological Sciences, 42(2), 1–11.
Bideau, B., Kulpa, R., Vignais, N., Brault, S., & Multon, F. (2010). Using Virtual Reality to Analyze Sports Performance. IEEE Computer Graphics and Applications, 30(2), 14–21.
Gray, R. (2019). Virtual Reality in Sports: A Deeper Look. Current Issues in Sport Science, 4(1), 44–53.
Mihelj, M., Novak, D., & Beguš, S. (2013). Virtual reality technology in sports training. Journal of Sports Engineering and Technology, 227(4), 202–209.
Neumann, DL, & Morgan, D. (2020). Immersive virtual reality to improve health-related outcomes in youth: A systematic review. Computers in Human Behavior, 105, 105312.
Orekhov, AL, Basarab, DC, Sornkarn, N., & Nanayakkara, T. (2021). Shared autonomy in assistive robotics: A surveySensors, 21(19), 6468.
Perry, C., Morris, M., & Unruh, S. (2021). Virtual and augmented reality for athlete skill development. Journal of Sport, 23(4), 345–361.
Stelzer, E. M. (2021). Evaluating the effectiveness of VR-based soccer training systems. Soccer and Society, 22(8), 56–70.
Stojan, RS, Szekeres, ZE, & McCrea, AO (2019). Immersive augmented reality for sports performance enhancement: A systematic review. Journal of Technology in Sport, 12(2), 45–54.
This article is intended to provide information about the use of VR and AR in sports. It is not a substitute for professional coaching or medical advice.Always consult a professional regarding specific training or health needs.
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