A046: VR/AR in Sports Science: Enhancing Performance and Rehabilitation

Abstract

Virtual reality (VR) and augmented reality (AR) are immersive technologies reshaping sports science by enhancing training, rehabilitation, and spectator experiences. VR creates simulated environments, while AR superimposes digital elements onto real-world contexts. Despite their growing adoption, systematic evaluations of their efficacy in sports remain sparse. This study examines peer-reviewed evidence (2015–2024) to assess VR/AR applications in athlete skill development, injury recovery, and tactical coaching, while identifying research gaps and practical challenges. A systematic review of 52 studies (2015–2024) was conducted using PubMed, Scopus, and IEEE Xplore. Inclusion criteria prioritized experimental or mixed methods designs with measurable outcomes. Participants included elite/professional athletes (n = 1,650), rehabilitation patients (n = 620), and coaches (n = 210) across soccer, basketball, tennis, and post-surgical recovery. Interventions featured VR-based cognitive-motor tasks (e.g., 360° decision-making drills), AR-assisted biomechanical feedback systems, and hybrid training modules. Data collection methods included motion capture (e.g., Vicon systems), EMG sensors, performance analytics (accuracy, reaction time), and validated questionnaires (e.g., System Usability Scale). Quantitative data were analyzed via meta-regression (random-effects model), while qualitative insights underwent thematic coding. VR training improved soccer players’ decision-making speed by 18% (p \u3c 0.001, 95% CI: 12–24%) compared to traditional methods. AR-guided rehabilitation reduced ankle reinjury rates by 27% (p = 0.02) through real-time posture correction. However, 25% of VR users reported cybersickness, correlating with dropout rates (r = 0.34, p = 0.01). Qualitative themes highlighted coaches’ preference for AR’s contextual feedback but noted hardware limitations (e.g., latency). Spectator studies revealed AR-enhanced broadcasts increased engagement by 32% (p \u3c 0.05) in live events. Consistent with prior meta-analyses, VR/AR significantly enhances skill acquisition and rehabilitation outcomes. Novel findings include AR’s superiority in reducing reinjury risks, contrasting earlier skepticism about its precision. Limitations include underrepresentation of female athletes (18% of studies) and short-term efficacy assessments. Future work should prioritize longitudinal studies, gender-balanced cohorts, and cost-effective hardware designs. Practically, VR/AR offer scalable tools for remote training and injury prevention, yet require improved user adaptability to maximize adoption. This review underscores the need for sport-specific VR/AR frameworks to address diverse performance and rehabilitation demands

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Last time updated on 24/01/2026

This paper was published in Boise State University - ScholarWorks.

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