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Sports PerformanceNCT07356427

VR Tennis Training Effects on Psychological Outcomes

A study testing Virtual Reality Tennis Training and Traditional Tennis Training in people with Sports Performance and Psychological Adaptation, run by Universiti Sains Malaysia at 1 site in China.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 18 to 26 yearsHealthy volunteers can take part
Conditions the study is for
Sports Performance, Psychological Adaptation
What is being tested?
Virtual Reality Tennis Training and Traditional Tennis Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
180 participants
Where
1 siteChina
Study dates
1 Sep 2025to 1 Nov 2025
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 26 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • 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

Who cannot join

  • 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

Trial locations and contacts

1 site in 1 country.

China1 site
  • Hezhou University

    Hezhou, Guangxi, 542899

Other trials in China

About this study

Official 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

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.

Read more

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.

Read the detailed description

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).

Being tested
Virtual Reality Tennis Training, Traditional Tennis Training
Keywords
Virtual Reality, Tennis, Flow Experience, Embodied Cognition, Technology Acceptance, Sports Psychology, Self-Efficacy

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual Reality Tennis TrainingBehavioural

    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 TrainingBehavioural

    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.

Study groups in NCT07356427
Study groupRoleWhat they receive
Virtual Reality Tennis TrainingExperimentalParticipants 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).
Receives: Behavioral: Traditional Tennis Training
Traditional Tennis TrainingActive comparatorParticipants 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).
Receives: Behavioral: Virtual Reality Tennis Training

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. 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.

    Measured: Baseline and 8 weeks (post-intervention)

  2. 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.

    Measured: Baseline and 8 weeks (post-intervention)

  3. 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.

    Measured: Baseline and 8 weeks (post-intervention)

  4. 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.

    Measured: Baseline and 8 weeks (post-intervention)

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted21 Jan 2026
  2. Study start1 Sep 2025
  3. Primary completion1 Nov 2025
  4. Study completion1 Nov 2025

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Parallel groups
Model description
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.
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
180 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07356427
Sponsor's protocol ID
USM/JEPeM/PP/25030255
Status last verified
Jan 2026
First submitted
12 Jan 2026
Last updated
22 Jan 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No: 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.

Publications

  • Liu R, Yusof HA, Zhong Z, Wu WJ, Hami R. Psychological outcomes and intention to use following an 8-week virtual reality tennis training programme: a randomised controlled trial with exploratory mediation analysis. BMC Psychol. 2026 Jul 29;14(1):1211. doi: 10.1186/s40359-026-05260-4.

    PubMed 42613638

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Tennis Training and Traditional Tennis Training in people with Sports Performance and Psychological Adaptation, run by Universiti Sains Malaysia at 1 site in China.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 6 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 22 Jan 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in China. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Self-Efficacy (time frame: Baseline and 8 weeks (post-intervention)). The study lists 4 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT07356427, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 22 Jan 2026.

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