Maximal intended movement velocity, low training load, simple training methods, low-volume training and low-frequency training were revealed as components offering potential for the development of a pragmatic intervention. Additionally, the research area is dominated by short-term interventions producing short-term gains with little consideration of the long-term maintenance of functional performance. We believe the area would benefit from larger and higher-quality studies and consideration of optimal long-term strategies to develop and maintain muscle power and physical function over years rather than weeks.
Virtual reality (VR) is a widespread technology drawing an increasing interest for players and coaches, especially in team ball sports as it offers a simple tool to simulate, analyse and train situations that are often too complex to reproduce in the field. In this review we aimed at (1) providing an overview of methodologies and outcomes of research studies using VR in team ball sports; (2) better evaluating the potential interest of VR to analyse or train team ball sports situation and (3) identifying limitations, gaps in knowledge and remaining scientific challenges. The MEDLINE and Web of Science Core Collection databases were searched, using predefined combinations of keywords. Thirty articles were retained and analysed. VR can be an interesting tool to assess or train team ball sports skills/situations as it allows researchers to control and standardise situations and focus on specific skills/subskills. Studies that used VR in team ball sports still have some limitations, mainly due to technical issues or study design. This paper also describes the way VR should be used to enhance understanding of performance in team ball sports. Additional suggestions for future research and study design are proposed.
Virtual reality using head-mounted displays (HMD) could provide enhanced physical load during active gaming (AG) compared to traditional displays. We aimed to compare the physical load elicited by conventional exercise and AG with an HMD. We measured energy expenditure (EE) and heart rate (HR) in nine healthy men (age: 27 ± 5 years) performing three testing components in a randomised order: walking at 6 km/h (W6), AG, and AG with an additional constraint (AGW; wrist-worn weights). Although we found that HR was not significantly different between W6 and the two modes of AG, actual energy expenditure was consistently lower in AG and AGW compared to W6. We observed that playing AG with wrist-worn weights could be used as a means of increasing energy expenditure only at maximum game level, but ineffective otherwise. Our findings indicate that AG in an HMD may not provide a sufficient stimulus to meet recommended physical activity levels despite increased psychophysiological load. The differential outcomes of measures of HR and EE indicates that HR should not be used as an indicator of EE in AG. Yet, adding a simple constraint (wrist-worn weights) proved to be a simple and effective measure to increase EE during AG.
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