Objectives: To determine the validity and reliability of the peak frontal plane knee angle evaluated by a virtual reality (VR) netball game when landing from a drop vertical jump (DVJ).
Study Design: LaboratoryMethods: Forty participants performed 3 DVJs evaluated by 3-dimensional (3D) motion analysis and 3 DVJs evaluated by the VR game. Limits of agreement for the peak projected frontal plane knee angle and peak knee abduction were determined. Participants were given a consensus category of "Above threshold" or "Below threshold" based on a pre-specified threshold angle of 9˚ during landing. Classification agreement was determined using kappa coefficient and accuracy was determined using specificity and sensitivity. Ten participants returned 1-week later to determine intra-rater reliability, standard error of the measure and typical error.
Results:The mean difference in detected frontal plane knee angle was 3.39˚ (1.03˚, 5.74˚).Limits of agreement were -10.27˚ (-14.36˚, -6.19˚)
Conclusion:The VR game reliably evaluated a projected frontal plane knee angle. While the knee angle detected by the VR game is strongly related peak knee abduction, the accuracy of detecting the exact angle was limited. A threshold approach may be a more accurate approach for gaming technology to evaluate frontal plane knee angles when landing from a jump.