NCT06544239

Brief Summary

This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.

Trial Health

55
Monitor

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
60

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Jul 2024

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
enrolling by invitation

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Start

First participant enrolled

July 1, 2024

Completed
5 days until next milestone

First Submitted

Initial submission to the registry

July 6, 2024

Completed
1 month until next milestone

First Posted

Study publicly available on registry

August 9, 2024

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

October 1, 2024

Completed
9 days until next milestone

Study Completion

Last participant's last visit for all outcomes

October 10, 2024

Completed
Last Updated

August 9, 2024

Status Verified

August 1, 2024

Enrollment Period

3 months

First QC Date

July 6, 2024

Last Update Submit

August 5, 2024

Conditions

Keywords

Virtual Reality TrainingPhysicalRecoverySports PsychologySkill

Outcome Measures

Primary Outcomes (3)

  • Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players

    Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores of complex technical abilities in terms of professional basketball players' dribbling, driving, passing, and rebounding in China. This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Completion Rate (0/100 points) Technical Connection Rate (0/100 points)

    Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

  • Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball players

    Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical rate of complex technical abilities in terms of professional basketball players' shooting, layup and defensive in China. This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Accuracy Rate (%) Technology Success Rate (%)

    Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

  • Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball Players

    Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores level of tactical abilities in terms of professional basketball players' 3-man organized offense, 3-man organized defense, 4-man organized offense, 4-man organized defense, 5-man organized offense and 5-man organized defense in China. This study used DJ Osmo Action 3 camera and Dartfish software to capture, measure, and analyze the basketball tactical execution process of the experimental subjects. The specific measurements are listed below: Tactical Completion Rate (0/100 points) Tactical Connection (0/100 points) Tactical Decision-making Ability (0/100 points) Tactical Selection Accuracy (0/100 points) Tactical SuccessRate (0/100 points)

    Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

Study Arms (2)

Virtual reality basketball asymmetric training

EXPERIMENTAL
Behavioral: Virtual reality basketball asymmetric training

Traditional basketball asymmetric training

EXPERIMENTAL
Behavioral: Traditional basketball asymmetric training

Interventions

This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training

Virtual reality basketball asymmetric training

This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training

Traditional basketball asymmetric training

Eligibility Criteria

Age17 Years - 29 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64)

You may qualify if:

  • Asymmetric limbs
  • Psychological defects
  • Joint stiffness
  • Amyotrophic lateral sclerosis

You may not qualify if:

  • Physically and mentally healthy individuals
  • Schizophrenia patients
  • Cognitive impairment patients

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Shandong Provincial Sports Training Center

Jinan, Shandong, 250002, China

Location

Study Officials

  • Soh Kim Geok, Professor

    Universiti Putra Malaysia Research Institute Branch

    STUDY CHAIR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Purpose
HEALTH SERVICES RESEARCH
Intervention Model
PARALLEL
Model Details: Experimental Group (virtual reality training) \& Control Group (traditional training)
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Researcher, Student of Faculty Education, Dr.

Study Record Dates

First Submitted

July 6, 2024

First Posted

August 9, 2024

Study Start

July 1, 2024

Primary Completion

October 1, 2024

Study Completion

October 10, 2024

Last Updated

August 9, 2024

Record last verified: 2024-08

Locations