Qualitative analysis reveals VR improves tactics recognition in basketball players, indicating potential for broader training adoption.
This study examined how organized team basketball players learn tactics using Virtual Reality (VR). We interviewed 13 experienced players about learning a pick-and-roll scenario with a VR prototype under varying user perspectives (egocentric vs. exocentric) and graphical fidelity levels. Thematic analysis highlighted that offense is fluid and less dependent on defensive knowledge, whereas defense demands deep understanding of offense. Participants reported that first-person (egocentric) view enhanced immersion, while third-person (exocentric) view improved spatial awareness. Simplified avatars focused attention, whereas realistic avatars supported decision-making. Clear role representation was crucial for coordination; confusion and limited spatial cues impeded performance. Although participants saw VR as a valuable supplement to traditional training, they noted potential adoption barriers due to unfamiliarity. The results suggest VR basketball training should offer adjustable perspectives and avatar fidelity to effectively teach diverse player roles.
No takes yet. Share an insight, caveat, or question.
Hsing et al. (2025) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: