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dc.contributor.authorDiscombe, RM
dc.contributor.authorBird, JM
dc.contributor.authorKelly, A
dc.contributor.authorBlake, RL
dc.contributor.authorHarris, DJ
dc.contributor.authorVine, SJ
dc.date.accessioned2021-11-23T12:18:24Z
dc.date.issued2021-10-14
dc.date.updated2021-11-23T12:11:26Z
dc.description.abstractTraditional videos are frequently employed to assess anticipation within interceptive sports. However, there are limitations associated with traditional videos which impair the degree of correspondence between training interventions and competitive performances. Virtual reality (VR) head-mounted displays allow for the presentation of immersive videos in 360-degrees that might offer a more effective means by which to train athletes. Nonetheless, there is a paucity of research examining the efficacy of immersive videos in a cricket context. The main purpose of the present investigation was to compare batters’ ability to accurately predict the landing location of deliveries, and assess their confidence in such predictions, when viewing traditional and immersive videos. We also examined the degree to which delivery style (i.e., bowling machine, throwdowns, spin, and pace bowling) impacted prediction accuracy and confidence scores. Forty deliveries (i.e., 10 per style; occluded at 120 ms post-ball release) were presented to amateur cricketers (N = 18) in traditional and immersive video conditions. Participants were required to anticipate the landing location of the ball and rate their prediction confidence after each delivery. Analyses indicated a main effect of viewing condition that applied only to prediction. Participants predicted the landing location of the ball with the greatest accuracy in the immersive video footage condition. There was a main effect of delivery style for confidence only, with higher scores observed in the throwdown, spin, and pace conditions, when compared to the bowling machine. Given the increasing rate at which VR is becoming accessible, immersive videos should be considered by sport psychologists as an effective means by which to assess anticipation in cricket.en_GB
dc.format.extent102088-102088
dc.identifier.citationVol. 58, article 102088en_GB
dc.identifier.doihttps://doi.org/10.1016/j.psychsport.2021.102088
dc.identifier.urihttp://hdl.handle.net/10871/127919
dc.identifierORCID: 0000-0003-3929-8783 (Bird, JM)
dc.identifierORCID: 0000-0003-3880-3856 (Harris, DJ)
dc.language.isoenen_GB
dc.publisherElsevier / European Federation of Sport Psychology (FEPSAC)en_GB
dc.rights.embargoreasonUnder embargo until 14 April 2023 in compliance with publisher policyen_GB
dc.rights© 2021 Elsevier Ltd. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dc.subjectanticipationen_GB
dc.subjectpresenceen_GB
dc.subjectvirtual realityen_GB
dc.subject360-Degree videoen_GB
dc.titleEffects of traditional and immersive video on anticipation in cricket: A temporal occlusion studyen_GB
dc.typeArticleen_GB
dc.date.available2021-11-23T12:18:24Z
dc.identifier.issn1469-0292
exeter.article-number102088
dc.descriptionThis is the author accepted manuscript. The final version is available from Elsevier via the DOI in this recorden_GB
dc.descriptionData availability statement: The data that support the findings of this study are available from the corresponding author upon request.en_GB
dc.identifier.journalPsychology of Sport and Exerciseen_GB
dc.relation.ispartofPsychology of Sport and Exercise, 58
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dcterms.dateAccepted2021-10-12
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2021-10-14
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2021-11-23T12:15:39Z
refterms.versionFCDAM
refterms.panelCen_GB


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© 2021 Elsevier Ltd. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  
Except where otherwise noted, this item's licence is described as © 2021 Elsevier Ltd. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/