Reaction time training in netball players using virtual reality: a randomised controlled trial
| dc.contributor.author | Pinto, Chandré Tamsyn | |
| dc.contributor.author | Wing, Yu Tak | |
| dc.date.accessioned | 2026-06-15T10:46:26Z | |
| dc.date.available | 2026-06-15T10:46:26Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | Background: Quick reaction time is crucial in high-speed sports where split-second decisions impact performance. While traditional training emphasises physical conditioning, VR has emerged as a novel tool for enhancing cognitive- motor skills. VR enables targeted reaction time drills beyond conventional methods by providing an immersive and interactive environment. Despite its growing use in sports, research on VR’s effectiveness in netball remains limited. This study explores whether VR training can improve reaction time in netball players, bridging the gap between traditional and technology-driven training approaches. Aim: This study aimed to determine the effectiveness of VR training in improving reaction time in netball players. This research contributes to the broader research field of VR in sports. Methodology: The research was conducted at a university high-performance centre in the Cape Metropole. Participants were randomly assigned to an intervention group (Group A) or a control group (Group B). After the study period, Group B received iVR training. Ethics: Ethical approval was obtained from the University of the Western Cape’s Human and Social Sciences Research Ethics Committee, Faculty of Community and Health Sciences, and Senate Higher Degree Committees, Ethics number: BM23/9/2. Written consent was secured in accordance with the Protection of Personal Information Act (POPIA). Results: Amongst the 48 netball players, 91.77% (n = 44) were female, and 8.33% (n = 4) were male, with a mean age of 22 years (SD = 3.5). Pre-intervention assessments showed no significant baseline differences in reaction times between the experimental and control groups (p = 0.78). Post-intervention, the experimental group showed a significant 15% reduction in reaction times (p < 0.05), while the control group exhibited no meaningful change (p = 0.62). The four-week intervention involved the experimental group participating in biweekly immersive virtual reality (iVR) sessions, each lasting 15 minutes. The results of this study indicate that iVR training had a meaningful effect on enhancing reaction time amongst netball players, with the intervention group showing greater improvements than the control group engaged in standard training protocols. | |
| dc.identifier.citation | N/A | |
| dc.identifier.uri | https://hdl.handle.net/10566/24463 | |
| dc.language.iso | en | |
| dc.publisher | University of the Western Cape | |
| dc.relation.ispartofseries | N/A | |
| dc.subject | Immersive virtual reality | |
| dc.subject | Reaction time | |
| dc.subject | Netball | |
| dc.subject | Headset | |
| dc.title | Reaction time training in netball players using virtual reality: a randomised controlled trial | |
| dc.type | Thesis |