Dergiler / Pamukkale Journal of Sport Sciences / 2026 / Volume: 17 Issue: 1

The Effect of Virtual Reality Training on Basic Hitting Performance in Tennis

Hüsniye Çelik(Bayburt Üniversitesi)0000-0001-8022-4466
Erdoğan Tozoğlu(ATATÜRK ÜNİVERSİTESİ)0000-0001-7547-249X
Fatih Ağduman(ATATÜRK ÜNİVERSİTESİ)0000-0002-5744-7191
Sayfa
—
Yayın Tarihi
2026-03-27
🏛️Bu makalenin bibliyografik verileri ve tam metin bağlantısı DergiPark üzerinden sağlanmıştır.
DergiPark Kaydı ↗
✨

Yapay Zeka Hızlı Bakış & Çıkarımlar

AI Insight
⚡ TL;DR(1 Cümlede Hızlı Çıkarım)

Specifically, VR training proved particularly effective for improving backhand strokes, while no additional benefit was observed for forehand strokes compared to traditional training.

📌 3 Maddede Bu Makale

🎯
Amaç & Hipotez:The aim of this study was to investigate the effect of virtual reality (VR) training on basic stroke performance in tennis.
📊
Temel Bulgular & Veri:In the fall semester of the 2023-2024 academic year at Atatürk University, 20 students without prior tennis experience participated.
💡
Sonuç & Katkı:Specifically, VR training proved particularly effective for improving backhand strokes, while no additional benefit was observed for forehand strokes compared to traditional training.
🔬Tür:Research Article
📍Kapsam:2023-2024 Verileri
⚙️Değişkenler:Basic Stroke Performance · Tennis · Virtual Reality

Abstract

The aim of this study was to investigate the effect of virtual reality (VR) training on basic stroke performance in tennis. In the fall semester of the 2023-2024 academic year at Atatürk University, 20 students without prior tennis experience participated. They were divided into two equal groups: the control group, which received only traditional training, and the experimental group, which received a combination of VR and traditional training. Each group included five male and five female students, all participating in an 8-week training program. A pre-test–post-test control group experimental design was used. Data were collected through a VR application and a performance test administered before and after training. Descriptive statistics and normality tests were conducted, with paired t-tests for intra-group comparisons and ANCOVA for inter-group comparisons, using SPSS 25. Results showed significant improvements in stroke performance in both groups. However, analysis revealed no statistically significant difference in forehand stroke performance between groups. In contrast, the experimental group demonstrated significant improvement in backhand performance compared to the control group. Findings suggest that both VR-based and traditional methods can effectively enhance basic stroke performance in tennis. Specifically, VR training proved particularly effective for improving backhand strokes, while no additional benefit was observed for forehand strokes compared to traditional training.

🔖

Bu Makaleye Atıf Yap

Çelik, H., Tozoğlu, E., Ağduman, F. (2026). The Effect of Virtual Reality Training on Basic Hitting Performance in Tennis. Pamukkale Journal of Sport Sciences, Volume: 17 Issue: 1. https://doi.org/10.54141/psbd.1767153

📄 Tam Metin PDF Okuyucu

📄

PDF görüntüleyici hazırlanıyor...

Kaynakça (81)

  1. Akça, T., & Özer, M. K. (2020). Examining the effect of virtual reality glasses on maximum repetitions in strength training using the bench press exercise. Journal of Health and Sports Sciences, 3(2), 32-38. https://izlik.org/JA82YD59WA
  2. Arndt, S., Perkis, A., & Voigt-Antons, J.N. (2018). Using virtual reality and head-mounted displays to increase performance in rowing workouts. Proceedings of the 1st International Workshop on Multimedia Content Analysis in Sports, 45–50. https://doi.org/10.1145/3265845.3265848
  3. Bedir, D., & Erhan, S. E. (2021). The effect of virtual reality technology on the imagery skills and performance of target-based sports athletes. Frontiers in psychology, 11, 2073. https://doi.org/10.3389/fpsyg.2020.02073
  4. Botwina, R., & Krawczynski, M. (2003). Application of visualization in training of young football players. XI. European Congress of Sport Psychology.
  5. Bulduk, S. (2003). Experimental research methods in psychology. Istanbul: Çantay Kitabevi.
  6. Büyüköztürk, Ş. (2012). Multivariate statistics for social sciences: SPSS and LISREL applications (2nd ed.). Ankara: Pegem Yayıncılık.
  7. Chen, K. B., Ponto, K., Tredinnick, R. D., & Radwin, R. G. (2015). Virtual exertions: Evoking the sense of exerting forces in virtual reality using gestures and muscle activity. Human factors, 57(4), 658-673. https://doi.org/10.1177/00187208145622
  8. Chu, D. A. (1995). Power tennis training. Human Kinetics Champaign.
  9. Colombo, V., Mondellini, M., Fumagalli, A., Aliverti, A., & Sacco, M. (2023). A virtual reality-based endurance training program for COPD patients: acceptability and user experience. Disability and rehabilitation. Assistive technology, 1–10. https://doi.org/10.1080/17483107.2023.2219699
  10. Crespo, M., & Reid, M. M. (2007). Motivation in tennis. British journal of sports medicine, 41(11), 769–772. https://doi.org/10.1136/bjsm.2007.036285
  11. Czub, M., & Janeta, P. (2021). Exercise in virtual reality with a muscular avatar influences performance on a weightlifting exercise. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 15(3). https://doi.org/10.5817/CP2021-3-10
  12. Çoruh, L. (2011). Evaluation of the effectiveness of virtual reality application as a learning model in art history courses (Erciyes University Faculty of Architecture and Fine Arts application example). (Thesis No. 279715) [Doctoral thesis, Gazi University-Ankara]. Higher Education Council National Thesis Center.
  13. Dolu, U., & Çamlıgüney, A. F. (2022). The effect of virtual reality on isometric muscle strength. Progress in Nutrition, 24(1). https://doi.org/10.23751/pn.v24i1.11462
  14. Donath, L., Rössler, R., & Faude, O. (2016). Effects of virtual reality training (exergaming) compared to alternative exercise training and passive control on standing balance and functional mobility in healthy community-dwelling seniors: A meta-analytical review. Sports Med 46, 1293–1309. https://doi.org/10.1007/s40279-016-0485-1
  15. Drew, S. A., Awad, M. F., Armendariz, J. A., Gabay, B., Lachica, I. J., & Hinkel-Lipsker, J. W. (2020). The trade-off of virtual reality training for dart throwing: A facilitation of perceptual-motor learning with a detriment to performance. Frontiers in sports and active living, 2, 59. https://doi.org/10.3389/fspor.2020.00059
  16. Evans, J. O., Tsaneva-Atanasova, K., & Buckingham, G. (2023). Using immersive virtual reality to remotely examine performance differences between dominant and non-dominant hands. Virtual reality, 1–16. https://doi.org/10.1007/s10055-023-00794-z
  17. Farrow, M., Lutteroth, C., Rouse, P. C., & Bilzon, J. L. J. (2019). Virtual-reality exergaming improves performance during high-intensity interval training. European journal of sport science, 19(6), 719–727. https://doi.org/10.1080/17461391.2018.1542459
  18. Feodoroff, B., Konstantinidis, I., & Froböse, I. (2019). Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment. JMIR serious games, 7(3), e12324. https://doi.org/10.2196/12324
  19. Ferrauti, A., Maier, P., & Weber, K. (2002). Tennistraining. Meyer and Meyer Verlag.
  20. Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology, 21(3), 95-113. https://psycnet.apa.org/doi/10.1027/1864-1105.21.3.95
  21. Gani, R. A., Setiawan, E., Achmad, I. Z., Aminudin, R., Purbangkara, T., & Hofmeister, M. (2023). Virtual reality-based tabata training: a professional method for changing levels physical fitness and psychological well-being on student-athletes. Pedagogy of Physical Culture and Sports, 27(2), 91-101. https://doi.org/10.15561/26649837.2023.0201
  22. George, D., & Mallery, M. (2010). SPSS for Windows Step by Step: A Simple Guide and Reference, 17.0 update (10a ed.) Boston: Pearson
  23. Gercek, N., Tatar, Y., & Uzun, S. (2021). Alternative exercise methods for children with cerebral palsy: effects of virtual vs. traditional golf training. International journal of developmental disabilities, 68(6), 933–942. https://doi.org/10.1080/20473869.2021.1926853
  24. Gökgöz, E. R. (2020). The effect of virtual reality rehabilitation approach applied to patients with ankylosing spondylitis on fall risk, balance, walking, and quality of life. (Thesis No. 618356) [Master's thesis, Marmara University-Istanbul]. Higher Education Council National Thesis Center.
  25. Göksu, F. (2017). The effect of virtual reality glasses used during venous blood collection in children on perceived pain. (Thesis No. 455052) [Master's thesis, Bülent Ecevit University-Zonguldak]. Higher Education Council National Thesis Center.
  26. Gray, R. (2017). Transfer of training from virtual to real baseball batting. Frontiers in psychology, 8, 2183. https://doi.org/10.3389/fpsyg.2017.02183
  27. Guadagnoli, M. A., & Lee, T. D. (2004). Challenge point: a framework for conceptualizing the effects of various practice conditions in motor learning. Journal Of Motor Behavior, 36(2), 212-224. https://doi.org/10.3200/JMBR.36.2.212-224
  28. Gullikson, T. (2003). Physical fitness tests in tennis (Trans. Yavuz Yarsuvat B.). Journal of Sports Research, 7(1), 135-156.
  29. Gürbüz, E., & Taş, M. (2023). The effect of virtual reality training on mental skills in 12-13-year-old soccer players. Journal of Sports Science Research, 8(1), 43-56 https://doi.org/10.25307/jssr.1172607
  30. Harrison, K., Potts, E., King, A. C., & Braun-Trocchio, R. (2021). The effectiveness of virtual reality on anxiety and performance in female soccer players. Sports (Basel, Switzerland), 9(12), 167. https://doi.org/10.3390/sports9120167
  31. Hays, R. T., Jacobs, J. W., Prince, C., & Salas, E. (1992). Flight simulator training effectiveness: A meta-analysis. Military psychology, 4(2), 63-74. https://psycnet.apa.org/doi/10.1207/s15327876mp0402_1
  32. Htut, T. Z. C., Hiengkaew, V., Jalayondeja, C., & Vongsirinavarat, M. (2018). Effects of physical, virtual reality-based, and brain exercise on physical, cognition, and preference in older persons: a randomized controlled trial. European Review of Aging and Physical Activity, 15(1), 1-12. https://doi.org/10.1186/s11556-018-0199-5
  33. Ida, H., Fukuhara, K., & Ogata, T. (2022). Virtual reality modulates the control of upper limb motion in one-handed ball catching. Frontiers in sports and active living, 4, 926542. https://doi.org/10.3389/fspor.2022.926542
  34. Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Morgan & Claypool.
  35. Ji, F., Zhang, X., Zhao, S., & Fang, Q. (2023). Virtual reality: a promising instrument to promote sail education. Frontiers in psychology, 14, 1185415. https://doi.org/10.3389/fpsyg.2023.1185415
  36. Jiang, J., Wu, S., & Zhang, S. (2022). Design and research of VR basketball teaching system based on embedded ıntelligent sensor. Journal of environmental and public health, 2022, 3688596. https://doi.org/10.1155/2022/3688596
  37. Kalkan, N. (2020). Examining the effectiveness of virtual reality technology in teaching basic technical skills: The example of table tennis. (Thesis No. 622796) [Doctoral thesis, Manisa Celal Bayar University-Manisa]. Higher Education Council National Thesis Center.
  38. Kaptan, F. (1999). Science education. Ankara: National Education Printing House.
  39. Kermen, O. (1997). Tennis techniques and tactics. Istanbul: Aşama Printing House.
  40. Ko, J., Jang, S. W., Lee, H. T., Yun, H. K., & Kim, Y. S. (2020). Effects of virtual reality and non-virtual reality exercises on the exercise capacity and concentration of users in a ski exergame: Comparative study. JMIR serious games, 8(4), e16693. https://doi.org/10.2196/16693
  41. Kovacs, M. S. (2007). Tennis physiology: training the competitive athlete. Sports medicine (Auckland, N.Z.), 37(3), 189–198. https://doi.org/10.2165/00007256-200737030-00001
  42. Lathan, C. E., Tracey, M. R., Sebrechts, M. M., Clawson, D. M., & Higgins, G. A. (2002). Using virtual environments as training simulators: Measuring transfer. Stanney, K. M. (Ed.), Handbook of virtual environments: Design, implementation, and applications. (1st Edition, ss. 403-414). CRC Press.
  43. Lee, H. T., & Kim, Y. S. (2018). The effect of sports VR training for improving human body composition. EURASIP Journal on Image and Video Processing, (1), 1-5. https://doi.org/10.1186/s13640-018-0387-2
  44. Li, D., Yi, C., & Gu, Y. (2021). Research on college physical education and sports training based on virtual reality technology. Mathematical Problems in Engineering, 2021, e6625529. https://doi.org/10.1155/2021/6625529
  45. Li, J., Wang, X., Wang, L., & Kang, H. (2022). Effects of artificial intelligence and virtual reality in martial arts sports on students’ physical and mental health. International Transactions on Electrical Energy Systems, 2022. https://doi.org/10.1155/2022/1359243
  46. Liu, C., Wang, X., Chen, R., & Zhang, J. (2022). The effects of virtual reality training on balance, gross motor function, and daily living ability in children with cerebral palsy: Systematic review and meta-analysis. JMIR serious games, 10(4), e38972. https://doi.org/10.2196/38972
  47. Michalski, S. C., Szpak, A., Saredakis, D., Ross, T. J., Billinghurst, M., & Loetscher, T. (2019). Getting your game on: Using virtual reality to improve real table tennis skills. PloS one, 14(9), e0222351. https://doi.org/10.1371/journal.pone.0222351
  48. Mok, T. N., Chen, J., Pan, J., Ming, W. K., He, Q., Sin, T. H., Deng, J., Li, J., & Zha, Z. (2021). Use of a virtual reality simulator for tendon repair training: Randomized controlled trial. JMIR serious games, 9(3), e27544. https://doi.org/10.2196/27544
  49. Mologne, M. S., Hu, J., Carrillo, E., Gomez, D., Yamamoto, T., Lu, S., Browne, J. D., & Dolezal, B. A. (2022). The efficacy of an ımmersive virtual reality exergame ıncorporating an adaptive cable resistance system on fitness and cardiometabolic measures: A 12-week randomized controlled trial. International journal of environmental research and public health, 20(1), 210. https://doi.org/10.3390/ijerph20010210
  50. Moran, C. A., Corso, S. D., Bombig, M. T., Serra, A. J., Pereira, S. A., & Peccin, M. S. (2019). Heart rate agreement between the 20-meter shuttle run test and virtual system in healthy children: a cross-sectional study. BMC pediatrics, 19(1), 491. https://doi.org/10.1186/s12887-019-1861-4
  51. Nambi, G., Abdelbasset, W. K., Alsubaie, S. F., Saleh, A. K., Verma, A., Abdelaziz, M. A., & Alkathiry, A. A. (2021). Short-term psychological and hormonal effects of virtual reality training on chronic low back pain in soccer players. Journal of sport rehabilitation, 30(6), 884–893. https://doi.org/10.1123/jsr.2020-0075
  52. Noury, P. L., Buszard, T., Reis, M., & Farrow, D. (2021). Examining the representativeness of a virtual reality environment for simulation of tennis performance. Journal of Sports Sciences, 39(4), 412-420. https://doi.org/10.1080/02640414.2020.1823618
  53. Novak, D., Sinković, F., Bilić, Z., & Barbaros, P. (2023). The effects of a short virtual reality training program on dynamic balance in tennis players. Journal of Functional Morphology and Kinesiology, 8(4), 168. https://doi.org/10.3390/jfmk8040168
  54. Park, S. J., & Lee, J. W. (2023). Effects of virtual reality pilates training on duration of posture maintenance and flow in young, healthy individuals: Randomized crossover trial. JMIR serious games, 11, e49080. https://doi.org/10.2196/49080
  55. Park, J., & Yim, J. (2016). A new approach to improve cognition, muscle strength, and postural balance in community-dwelling elderly with a 3-D virtual reality kayak program. The Tohoku journal of experimental medicine, 238(1), 1-8. https://doi.org/10.1620/tjem.238.1
  56. Peng, X., Menhas, R., Dai, J., & Younas, M. (2022). The COVID-19 Pandemic and overall wellbeing: Mediating Role of virtual reality fitness for physical-psychological health and physical activity. Psychology research and behavior management, 15, 1741–1756. https://doi.org/10.2147/PRBM.S369020
  57. Petri, K., Emmermacher, P., Danneberg, Masik, S., Eckardt, F., Weichelt, S., Bandow, N., & Witte, K. (2019). Training using virtual reality improves response behavior in karate kumite. Sports Eng 22, 2. https://doi.org/10.1007/s12283-019-0299-0
  58. Polikanova, I., Yakushina, A., Leonov, S., Kruchinina, A., Chertopolokhov, V., & Liutsko, L. (2022). What Differences Exist in Professional Ice Hockey Performance Using Virtual Reality (VR) Technology between Professional Hockey Players and Freestyle Wrestlers? (A Pilot Study). Sports (Basel, Switzerland), 10(8), 116. https://doi.org/10.3390/sports10080116
  59. Rabbi, F., Park, T., Fang, B., Zhang, M., & Lee, Y. (2018). When virtual reality meets internet of things in the gym: Enabling immersive interactive machine exercises. Proceedings of the ACM on interactive, mobile, wearable and ubiquitous technologies, 2(2), 1-21. https://doi.org/10.1145/3214281
  60. Rajaratnam, B., Fang, H. W., Jun, V.G., Chai, S. H., & Shan, D. L. (2010). A pilot study of the efficacy of ınteractive virtual reality sports on balance performance among older women. Jurnal Sains Kesihatan Malaysia, 8(2), 21-26.
  61. Reneker, J. C., Pannell, W. C., Babl, R. M., Zhang, Y., Lirette, S. T., Adah, F., & Reneker, M. R. (2020). Virtual immersive sensorimotor training (VIST) in collegiate soccer athletes: A quasi-experimental study. Heliyon, 6(7), e04527. https://doi.org/10.1016/j.heliyon.2020.e04527
  62. Rose, F. D., Attree, E. A., Brooks, B. M., Parslow, D. M., & Penn, P. R. (2000). Training in virtual environments: transfer to real world tasks and equivalence to real task training. Ergonomics, 43(4), 494-511. https://psycnet.apa.org/doi/10.1080/001401300184378
  63. Sadeghi, H., Jehu, D. A., Daneshjoo, A., Shakoor, E., Razeghi, M., Amani, A., Hâkim, M. N., & Yusof, A. (2021). Effects of 8 weeks of balance training, virtual reality training, and combined exercise on lower limb muscle strength, balance, and functional mobility among older men: a randomized controlled trial. Sports Health, 13(6), 606-612. https://doi.org/10.1177/1941738120986803
  64. Sağdıç, Z. A. (2019). Comparison of the effectiveness of discrete trial teaching and virtual reality headset teaching in teaching students with autism spectrum disorder to recognize facial expressions. (Thesis No. 569966) [Master's thesis, Biruni University-Istanbul]. Higher Education Council National Thesis Center.
  65. Sato, K., Kuroki, K., Saiki, S., & Nagatomi, R. (2015). Improving walking, muscle strength, and balance in the elderly with an exergame using Kinect: a randomized controlled trial. Games for health journal, 4(3), 161-167. https://doi.org/10.1089/g4h.2014.0057
  66. Scalona, E., Taborri, J., Hayes, D. R., Del Prete, Z., Rossi, S., & Palermo, E. (2019). Is the neuromuscular organization of throwing unchanged in virtual reality? Implications for upper limb rehabilitation. Electronics, 8(12), 1495. https://doi.org/10.3390/electronics8121495
  67. Seymour, N. E., Gallagher, A. G., Roman, S. A., O’brien, M. K., Bansal, V. K., Andersen, D. K., & Satava, R. M. (2002). Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Annals of surgery, 236(4), 458-464. https://doi.org/10.1097/00000658-200210000-00008
  68. Sousa, C. V., Lee, K., Alon, D., Sternad, D., & Lu, A. S. (2023). A Systematic review and meta-analysis of the effect of active video games on postural balance. Archives of physical medicine and rehabilitation, 104(4), 631–644. https://doi.org/10.1016/j.apmr.2023.01.002
  69. Stansfield, S., Shawver, D., Sobel, A., Prasad, M., & Tapia, L. (2000). Design and implementation of a virtual reality system and its application to training medical first responders. Presence: Teleoperators & Virtual Environments, 9(6), 524-556. https://doi.org/10.1162/105474600300040376
  70. Taşkın, C. (2020). Investigation of the effects of tennis education activities on teacher candidates in virtual reality environment. Trakya University Journal of Social Sciences, 22(2), 977-988. https://izlik.org/JA82CK72TK
  71. Temizkan, E., & Ekici, G. (2018). The effect of game-based education with virtual reality at home on balance in geriatrics: A short-term follow-up preliminary study. Journal of Occupational Therapy and Rehabilitation, 6(3), 171-178. https://doi.org/10.30720/ered.396603
  72. Theofilou, G., Ladakis, I., Mavroidi, C., Kilintzis, V., Mirachtsis, T., Chouvarda, I., & Kouidi, E. (2022). The effects of a visual stimuli training program on reaction time, cognitive function, and fitness in young soccer players. Sensors (Basel, Switzerland), 22(17), 6680. https://doi.org/10.3390/s22176680
  73. Todorov, E., Shadmehr, R., & Bizzi, E. (1997). Augmented feedback presented in a virtual environment accelerates learning of a difficult motor task. Journal Of Motor Behavior, 29(2), 147-158. https://psycnet.apa.org/doi/10.1080/00222899709600829
  74. Tomaç, H. (2017). Investigation of the effects of virtual reality training on postural stability, body composition, body image, depression, and quality of life in obese children. (Thesis No. 645655) [Master's thesis, Eastern Mediterranean University, Famagusta, Northern Cyprus]. Higher Education Council National Thesis Center.
  75. Ulas, K., & Semin, I. (2021). The biological and motivational effects of aerobic exercise with virtual reality. Research quarterly for exercise and sport, 92(3), 321–326. https://doi.org/10.1080/02701367.2020.1729329
  76. Wang, Y., Chen, Q., Liu, L., He, Q., Cheung, J. C., Wong, D. W., Liu, Y., & Lam, W. K. (2023). Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?. iScience, 26(8), 107399. https://doi.org/10.1016/j.isci.2023.107399
  77. Weber, K. (1982). Tenis-Fitness. BLV Verlagsgesellschaft.
  78. Wei, W., Qin, Z., Yan, B., & Wang, Q. (2022). Application effect of motion capture technology in basketball resistance training and shooting hit rate in ımmersive virtual reality environment. Computational intelligence and neuroscience, 2022, 4584980. https://doi.org/10.1155/2022/4584980
  79. Vojciechowski, A. S., Natal, J. Z., Gomes, A. R. S., Rodrigues, E. V., Villegas, I. L. P., & Korelo, R. I. G. (2017). Effects of exergame training on the health promotion of young adults. Fisioterapia em Movimento, 30, 59- 67. https://doi.org/10.1590/1980-5918.030.001.AO06
  80. Yenilmez, Ö. (2021). The effect of virtual reality training on balance, upper extremity functions, and activities of daily living in children with hemiparetic cerebral palsy. (Thesis No. 675830) [Doctoral thesis, Pamukkale University-Denizli]. Higher Education Council National Thesis Center.
  81. Yıldırım, Y., & Sunay, H. (2009). Reasons for starting tennis and expectations of athletes playing performance tennis in Turkey. SPORMETRE Journal of Physical Education and Sports Sciences, 7(3) 103-109. https://doi.org/10.1501/Sporm_0000000158