Factors Influencing Transfer of Motor Skills from Virtual Reality to On-Field Performance in Racket Sports
Keywords:
Virtual reality, motor learning, skill transfer, racket sports, qualitative research, sport training, performance adaptationAbstract
This study aimed to explore the factors influencing the transfer of motor skills acquired in virtual reality (VR) environments to on-field performance in racket sports. A qualitative research design was employed using semi-structured interviews with 19 participants from the United States, including athletes, coaches, and performance specialists across tennis, badminton, and squash. Participants were recruited through purposive sampling, and interviews continued until theoretical saturation was reached. Each interview lasted between 45 and 75 minutes, was audio-recorded, and transcribed verbatim. NVivo 14 software was used to manage and code the data. An inductive thematic analysis was applied, moving through stages of open coding, axial coding, and selective coding to identify patterns and themes. Trustworthiness was ensured through peer debriefing, audit trails, and participant validation. Four overarching themes were identified: (1) Fidelity of VR training environments (including visual and spatial realism, haptic and sensory feedback, and customization of scenarios), (2) Athlete psychological and cognitive factors (such as motivation, confidence, attention, cognitive load, and transfer mindset), (3) Coaching and instructional integration (highlighting coach involvement, feedback mechanisms, program design, and institutional support), and (4) Transfer conditions to on-field performance (including physical adaptation, perceptual-motor coupling, contextual similarity, performance pressure, injury prevention, and long-term retention). Participants emphasized that ecological fidelity, motivational engagement, coaching structures, and contextual similarity were decisive in whether VR-acquired skills translated effectively to real competition. The findings demonstrate that VR can support motor skill acquisition and transfer in racket sports, but its effectiveness depends on the integration of technological fidelity, psychological readiness, instructional frameworks, and contextual similarity. VR should be regarded as a complementary tool rather than a replacement for traditional training, with potential to enhance anticipation, confidence, and safe repetition if applied strategically.
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