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OpenTrials
Completed

NCT Number: NCT07356427

VR Tennis Training Effects on Psychological Outcomes

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.

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Key information

Age range

18 year–26 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Hezhou University

Hezhou, Guangxi, 542899, China

About this study

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).

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

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

Treatment and study plan

Virtual Reality Tennis Training

Behavioral

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.

Traditional Tennis Training

Behavioral

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.

Primary outcomes

  1. Self-Efficacy

    Time frame: Baseline 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.

  2. Flow Experience

    Time frame: Baseline 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.

  3. Embodied Cognition

    Time frame: Baseline 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.

  4. Intention to Use

    Time frame: Baseline 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.

Sponsors and collaborators

Lead sponsor

Universiti Sains Malaysia

Other

Registry information

Official study title

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

Important dates

Study start
2025
Primary completion
2025
Study completion
2025
First posted
Jan 21, 2026
Registry last updated
Jan 22, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

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This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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