computer_science3 papersavg year 2026weak evidence

The use of VR-assisted neuromuscular training in other sports

Research gap analysis derived from 3 computer_science papers in our local library.

The gap

Future studies can investigate the use of VR-assisted neuromuscular training in other sports. Future studies can examine the effects of VR-assisted neuromuscular training on injury risk and prevention. Future studies can use neuroimaging to

Evidence profile

Sourced from the recommendations and future-work section of the source papers, classified as general, spanning 3 journals.

Research trend

Established — well-defined area with open sub-problems.

Supporting evidence — 3 representative gaps

  • Virtual reality as a training tool for athletes with intellectual disabilities: a study protocol (2026) · Frontiers in Sports and Active Living · doi

    supporting existing for Physiologically, the VR sessions were well tolerated. Pre-post balance scores remained stable or improved, contrasting with findings temporary in neurotypical adults, who reported postural disruption after immersive VR (11, 18, 19). The absence of sway increases or compensatory movements likely reflects the stable optical flow and low motion of the selected content (5, 11). Likewise, SSQ-aligned observational scoring revealed insignificant symptoms in nearly all entries, with no nausea recorded, an unusually low cyber sickness profile for VR research. This dataset provides real-world evidence on how athletes with ID respond to immersive VR within an active, sports-based context - a setting largely absent in existing VR/ID research. Unlike most prior studies focusing on educational or therapeutic applications, this study examines how VR use could be applied within adapted basketball training, combining emotional, behavioral, and motor outcomes with detailed usability mapping. Overall, the findings indicate that immersive VR, when delivered through stable, low-motion content and supported by continuous supervision, can be feasibly and safely integrated into adapted basketball training for athletes with ID. Further research with larger, more diverse samples is needed to refine protocols, examine long-term effects, and explore the potential for progressively interactive VR modalities.

    generalrecommendations
    Keywords: stable immersive existing ndings motion content athletes within adapted basketball training supporting physiologically sessions well
  • The Effect of Virtual Reality-Based Multimodal Training Programs on the Balance and Agility of Young Football Athletes (2026) · Physical Education Theory and Methodology · doi

    Future studies can investigate the long-term effects of VR-based training on physical fitness in young athletes. Future studies can compare the effects of VR-based training to other types of training programs. Future studies can examine the effects of VR-based training on other physical components, such as speed and endurance.

    generalfuture-work sectionevidence 5/5
    Keywords: future studies investigate long-term effects vr-based training physical
  • Virtual reality-assisted neuromuscular training effects on agility performance and injury prevention in basketball athletes: a controlled laboratory experiment (2026) · Scientific Reports · doi

    Future studies can investigate the use of VR-assisted neuromuscular training in other sports. Future studies can examine the effects of VR-assisted neuromuscular training on injury risk and prevention. Future studies can use neuroimaging to examine the neural adaptations underlying the improvements in agility measures.

    generalfuture-work sectionevidence 5/5
    Keywords: future studies investigate use vr-assisted neuromuscular training other

Questions about this gap

Future studies can investigate the use of VR-assisted neuromuscular training in other sports. Future studies can examine the effects of VR-assisted neuromuscular training on injury… This is supported by 3 representative gap statements extracted from 3 papers, rated weak evidence.

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