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dc.contributor.authorWood, G
dc.contributor.authorWright, DJ
dc.contributor.authorHarris, D
dc.contributor.authorPal, A
dc.contributor.authorFranklin, ZC
dc.contributor.authorVine, SJ
dc.date.accessioned2020-06-08T15:55:21Z
dc.date.issued2020-04-01
dc.description.abstractVirtual reality (VR) provides the potential for immersive and engaging training solutions for improving sport performance. However, if VR training is to be adopted and used in an effective and evidence-based fashion, a more rigorous assessment of the validity of the simulation is required. Construct validity is the degree to which the simulation provides an accurate representation of core features of the task. In the context of sport, if the training drills in the VR environment are a true representation of the skills needed in the real world, then those that excel at the sport in the real world should also excel in the virtual one. In this experiment, we examined the construct validity of a soccer-specific VR simulator by recruiting professional, academy, and novice players. Seventeen participants in each group completed four VR soccer drills, and the VR software provided scores relating to performance and process (e.g., passing accuracy, composure, reaction time, and adaptability). Based on these scores, an algorithm gave a diagnostic score relating to the predicted ability of the player. Results showed that this VR platform successfully differentiated between participants of differing skill levels. These results provide some support for the construct validity of this VR simulator and suggest at least partial overlap between the perceptual-cognitive and motor skills needed to perform well across ‘real’ and virtual environments. Further work is needed to explore the validity and fidelity of the simulation before its adoption as a training device can be fully endorsed.en_GB
dc.identifier.citationPublished online 1 April 2020en_GB
dc.identifier.doi10.1007/s10055-020-00441-x
dc.identifier.urihttp://hdl.handle.net/10871/121325
dc.language.isoenen_GB
dc.publisherSpringer Verlagen_GB
dc.rightsOpen Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.en_GB
dc.subjectFootballen_GB
dc.subjectSimulationen_GB
dc.subjectTrainingen_GB
dc.subjectPerceptual-cognitive expertiseen_GB
dc.subjectSkill acquisitionen_GB
dc.titleTesting the construct validity of a soccer-specific virtual reality simulator using novice, academy, and professional soccer playersen_GB
dc.typeArticleen_GB
dc.date.available2020-06-08T15:55:21Z
dc.identifier.issn1359-4338
dc.descriptionThis is the final version. Available from the publisher via the DOI in this record.en_GB
dc.identifier.journalVirtual Realityen_GB
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en_GB
dcterms.dateAccepted2020-03-20
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2020-04-01
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2020-06-08T15:51:36Z
refterms.versionFCDVoR
refterms.dateFOA2020-06-08T15:55:24Z
refterms.panelCen_GB


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Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long
as you give appropriate credit to the original author(s) and the source,
provide a link to the Creative Commons licence, and indicate if changes
were made. The images or other third party material in this article are
included in the article’s Creative Commons licence, unless indicated
otherwise in a credit line to the material. If material is not included in
the article’s Creative Commons licence and your intended use is not
permitted by statutory regulation or exceeds the permitted use, you will
need to obtain permission directly from the copyright holder. To view a
copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
Except where otherwise noted, this item's licence is described as Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.