TY - JOUR
T1 - Player Perceptions of Face Validity and Fidelity in 360-Video and Virtual Reality Cricket
AU - Runswick, Oliver R.
N1 - Funding Information:
Thanks to Mark Phillips, David Court, the players, and the team at the England and Wales Cricket Board for facilitating the collection of the data presented here. Author Contributions: Conceptualization, methodology, formal analysis, investigation, data curation, writing—original draft, writing—review and editing, and visualization: Runswick. Data Availability Statement: The data associated with this project can be found at https://osf.io/ze67c/?view_only=747dbfeff58d4359b099a87856cca8e4. Funding Information: This research received no specific grant from any funding agency, commercial, or not-for-profit sectors. Conflicts of Interest: Runswick is a co-founder and director of Cover Drive Cricket Ltd. Original Submission Date: May 16, 2023.
Publisher Copyright:
© 2023 Human Kinetics, Inc.
PY - 2023/11/7
Y1 - 2023/11/7
N2 - Virtual reality (VR) and 360° video can provide new opportunities for testing and training in sport. Both options offer different benefits in terms of efficacy for training, ease of use, and cost. This creates questions about the implementation of immersive technologies, and research is required to further understand their use. We aimed to gain initial evidence of athletes’ perceptions of face validity and fidelity in VR and 360-video. Thirty-nine international pathway cricketers experienced five overs in VR cricket and in a 360-video recording. After trying each technology, players completed questionnaires to measure perceptions of presence and task workload. Participants reported immersive experience in both methods, but higher levels of realism, possibility to act, physical effort, temporal constraints, and task control in VR. 360-video offers a better possibility to visually examine the environment, while VR offers enhanced realism and physical elements, but 360-video may still offer affordable solutions for visual tasks.
AB - Virtual reality (VR) and 360° video can provide new opportunities for testing and training in sport. Both options offer different benefits in terms of efficacy for training, ease of use, and cost. This creates questions about the implementation of immersive technologies, and research is required to further understand their use. We aimed to gain initial evidence of athletes’ perceptions of face validity and fidelity in VR and 360-video. Thirty-nine international pathway cricketers experienced five overs in VR cricket and in a 360-video recording. After trying each technology, players completed questionnaires to measure perceptions of presence and task workload. Participants reported immersive experience in both methods, but higher levels of realism, possibility to act, physical effort, temporal constraints, and task control in VR. 360-video offers a better possibility to visually examine the environment, while VR offers enhanced realism and physical elements, but 360-video may still offer affordable solutions for visual tasks.
UR - http://www.scopus.com/inward/record.url?scp=85176230236&partnerID=8YFLogxK
U2 - 10.1123/jsep.2023-0122
DO - 10.1123/jsep.2023-0122
M3 - Article
SN - 0895-2779
VL - 1
SP - 1
EP - 8
JO - Journal of Sport & Exercise Psychology
JF - Journal of Sport & Exercise Psychology
IS - 8
ER -