NCT07356427

Brief Summary

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.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
180

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Sep 2025

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

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

September 1, 2025

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 1, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

November 1, 2025

Completed
2 months until next milestone

First Submitted

Initial submission to the registry

January 12, 2026

Completed
9 days until next milestone

First Posted

Study publicly available on registry

January 21, 2026

Completed
Last Updated

January 22, 2026

Status Verified

January 1, 2026

Enrollment Period

2 months

First QC Date

January 12, 2026

Last Update Submit

January 20, 2026

Conditions

Keywords

Virtual RealityTennisFlow ExperienceEmbodied CognitionTechnology AcceptanceSports PsychologySelf-Efficacy

Outcome Measures

Primary Outcomes (4)

  • Self-Efficacy

    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.

    Baseline and 8 weeks (post-intervention)

  • Flow Experience

    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.

    Baseline and 8 weeks (post-intervention)

  • Embodied Cognition

    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.

    Baseline and 8 weeks (post-intervention)

  • Intention to Use

    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.

    Baseline and 8 weeks (post-intervention)

Study Arms (2)

Virtual Reality Tennis Training

EXPERIMENTAL

Participants received 8 weeks of immersive VR tennis training using Meta Quest 2 headsets. Training sessions were conducted twice weekly, each lasting 60 minutes (16 sessions total). Sessions included warm-up in virtual environment (10 min), technical skill practice (25 min), tactical decision-making scenarios (20 min), and cool-down (5 min).

Behavioral: Traditional Tennis Training

Traditional Tennis Training

ACTIVE COMPARATOR

Participants received 8 weeks of traditional tennis training matched for frequency (twice weekly), duration (60 minutes/session), and content structure. Sessions included physical warm-up (10 min), technical skill drills (25 min), point play and match simulation (20 min), and cool-down (5 min).

Behavioral: Virtual Reality Tennis Training

Interventions

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

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.

Virtual Reality Tennis Training

Eligibility Criteria

Age18 Years - 26 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • 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

You may not qualify if:

  • 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

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Hezhou University

Hezhou, Guangxi, 542899, China

Location

Study Officials

  • Rui Liu, PhD Candidate

    Advanced Medical and Dental Institute, Universiti Sains Malaysia

    PRINCIPAL INVESTIGATOR
  • Rohayu Hami, PhD

    Advanced Medical and Dental Institute, Universiti Sains Malaysia

    STUDY DIRECTOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Masking Details
Outcome assessors who administered questionnaires and collected data were blinded to participant group allocation. Due to the nature of the interventions, participants and training providers could not be blinded.
Purpose
OTHER
Intervention Model
PARALLEL
Model Details: Participants were randomly assigned to either the VR tennis training group or the traditional tennis training control group in a 1:1 ratio, with both groups receiving training concurrently over the 8-week intervention period.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Doctoral

Study Record Dates

First Submitted

January 12, 2026

First Posted

January 21, 2026

Study Start

September 1, 2025

Primary Completion

November 1, 2025

Study Completion

November 1, 2025

Last Updated

January 22, 2026

Record last verified: 2026-01

Data Sharing

IPD Sharing
Will not share

This study was conducted as part of a doctoral dissertation. The informed consent obtained from participants did not include provisions for sharing individual-level data with external researchers.

Locations