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Virtual reality in sports training, 49 studies: decisions improve in the headset, transfer to real play is rare and video sometimes does better.
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In brief. According to 49 studies, virtual reality and 360 video in a headset mainly improve the decision-making measured in the simulator or in front of a screen. Only ten trials checked the effect on a real movement or game, with mixed results, and the two that pit headset against screen on the field contradict each other. Updated November 3, 2026.
Hello to you, the movement professional,
In 2017, Rob Gray had 80 American high school baseball players, all seniors, bat against a screen 2.11 meters wide. No headset: a projector, a virtual pitcher, a ball that fades out 1.7 meters from home plate, and a real bat in their hands. Picture the swing sent at a ball you can no longer see, with a difficulty that adjusts after every success and every miss. After two 45-minute sessions a week for six weeks, this group improved more than the other three on most measures, real hitting included, then posted better league statistics the following season and reached higher levels of competition within five years (Gray, 2017).
Nine years later, in Australia, 28 young players from a semi-professional Australian football club followed four weeks of decision scenarios, randomly assigned between 360 video in a headset and the same video, flat, projected on a wall; the unavailable players formed a control group with no training. On the on-field decision test, flat video beats both other groups (Hoyne et al., 2026).
The most serious objection fits in one sentence: a headset is still a screen stuck to the eyes, and nothing guarantees that what is learned in it comes out of it. It is well founded. In these two trials, what paid off came down to how the task was built rather than to the degree of immersion. Does the rest of the literature say the same?
Under the words "virtual reality", studies group together different tools. Animated virtual reality builds a synthetic scene in a headset in which the athlete turns their head, moves and sometimes acts. 360-degree video, viewed in the same headset, is filmed: you look around without changing anything about what happens. A scoping review of 20 articles on decision-making in team sports distinguishes these two families and suggests computer simulation to get around the limits of 360 video, which requires filming every scenario (Jia et al., 2024). Older, screen video with temporal occlusion cuts the image just before or just after a key moment, the foot touching the ball for example, and the player announces what comes next.
All three target motor decision-making, the choice of action that precedes the movement, and anticipation, reading the opponent before the ball leaves. What separates them is the share of action left to the player: pressing a key in front of the screen, turning the head in the headset, diving or hitting on the field. The ecological framework calls this link the perception-action coupling: what you perceive is tuned to what you can do. Removing the action, as we will see, already changes what the player looks at.
Harris and colleagues propose a grid for testing a simulator before using it. The evaluation of virtual environments, they write, "too often confuses presentation and function": we judge the image instead of checking that the task provokes the behaviors of the field. For them, a good simulator is recognized by transfer, and psychological, affective and ergonomic fidelity decide it (Harris et al., 2020).
Several studies have run this test. In sub-elite soccer referees, visual behavior in the headset (search rate, fixation duration, head movements) is no different from that measured in a match, whereas it changes markedly in front of a video (van Biemen et al., 2023). In tennis, players often take the same footwork on groundstrokes in the headset as on the court, with a strong sense of presence and few side effects (Le Noury et al., 2021). Video distorts, and removing the action does so even more. Facing a penalty, goalkeepers who respond verbally or with a joystick in front of a video, or with a sketched movement on the field, mostly fixate on the kicker; when they actually attempt the save, they split their gaze between the kicker and the ball (Dicks et al., 2010). In cricket, in front of a life-size video, batters read the bowler's action, but the timing and speed of the bat's downswing change without a real ball to hit (Pinder et al., 2011), the founding argument of representative learning design.
The headset has its own distortions. It impoverishes or puts depth cues in conflict and almost entirely deprives you of touch; Harris et al. hypothesize that action there slips from control by the dorsal pathway of vision, efficient and online, toward the ventral pathway (Harris et al., 2019). In putting, the movement of the club changes in the headset, and body sway there becomes larger and more regular, a sign of more conscious postural control according to the authors, even though participants say they think less about their movements (Brock et al., 2023). In 63 participants (44 novices, 14 athletes from other disciplines and 5 expert golfers), everyone sinks more putts in the real world, the differences in putts sunk between levels disappear in the headset, and the quiet eye, the last fixation before the movement, predicts the experts' accuracy only in the real world (Bennett et al., 2025b). A simulator can reproduce a referee's gaze and distort a golfer's movement. Fidelity is checked task by task, and the trainer's question remains whole: does what is learned in the headset show up outside?
Study | Sport | Population (n) | Published protocol | Measure | Result | Transfer to the field | Level of evidence |
|---|---|---|---|---|---|---|---|
Baseball | 80 high schoolers, 20 per group, randomized | Projected virtual environment, adaptive batting, 2 times 45 min per week, 6 weeks, versus 3 groups | Virtual and real batting, pitch reading, league statistics, level at 5 years | More progress on most measures, better statistics | Measured and positive | Moderate, single lab | |
Basketball | University players, sample size not given in the abstract | 4 sessions of game sequences on screen or in headset, versus matches watched on screen | Decision-making on the field, trained and new actions | Screen and headset beat the control on trained actions; only the headset on new ones | Measured and positive | Moderate | |
Table tennis | 57 participants, 29 versus 28 | Matches in headset against a virtual opponent; control with no training | Real play rated blind by a coach | d = 1.08 and 1.10 | Measured and positive | Moderate to low | |
Soccer | 26 youth players, 13 versus 13, randomized | 8 weeks in headset versus video screen | Passing decision, visual search, inhibition | Both groups improved, headset more; inhibition no difference | Not measured | Moderate | |
Basketball | 14 experienced players | 6 weeks in headset versus a two-dimensional visual program | Gaze, dribbling stability | Progress described, transfer reported as better, no figures in the abstract | Reported, not quantified | Low | |
Soccer | 22 U16-U17 players, randomized | Headset 3 times a week, 7 weeks, in addition to training | Scans and passes in small-sided games | Scans before receiving from 18 to 43; passing advantage not maintained after correction | Measured, uncertain | Low to moderate, registered after the fact | |
Basketball | Elite youth, 11 trained versus 7 controls, not randomized | 360 video in headset, 10 or 12 sessions over 3 weeks | Immersive test, decision-making in small-sided games | Boys: non-significant gains; girls: only the controls improve in small-sided games | Measured, mixed | Low | |
Australian football | 28 semi-professional youth, trained groups randomized, control not randomized; 25 at the field test | 4 weeks of scenarios in 360 video in headset or in projected flat video, versus control | Decision-making in headset and on the field | Flat video superior on the field to 360 video and to the control | Measured: positive with flat video, null with 360 | Low to moderate | |
Soccer | 78 university players versus 52, groups by university | 9 sensorimotor exercises in headset, twice a week, 6 weeks | Exercises, neck control, balance, inspection time, injuries, match | Progress on 7 of 9 exercises and on the tests; neither injuries nor overall match performance changed | Measured and null in match | Low | |
Tennis | 23 juniors, 13 versus 10, randomized | Cognitive program in headset and on tablet, in addition to training | UTR rating | +0.5 versus +0.02 (p = 0.008) | Measured and positive | Low, pilot, authors linked to the program's company | |
Ice hockey | 25 elite youth, 12 versus 13 | Hockey-specific cognitive training in headset, twice a week, 9 weeks, versus individual technique | General and hockey-specific inhibition | Gain on a hockey-specific task only | Not measured | Low | |
Ice hockey | 74 elite youth, crossover design | 20-minute warm-up in headset or with a dual task | Dual-task tapping, on-ice tests | Dual task better; headset: small decline, more deteriorations than gains | Not measured | Moderate | |
Ice hockey | 34 professionals, half per group | 15 minutes of training with feedback in headset | Spotting the least covered area of the goal, in headset | Progress in the feedback group only | Not measured | Low to moderate | |
Soccer | Semi-elite youth, randomized | One headset session per week, 8 weeks, in addition to training | Anticipatory brain activity, discrimination task | Prefrontal anticipatory wave +40%; faster and more accurate responses | Not measured | Low | |
Soccer | 24 semi-elite youth | 30 min in headset at the end of the session, 8 weeks | Visuomotor task, brain activity | Speed and accuracy up, headset group only | Not measured | Low | |
Baseball | 37 university players, randomized | 8 batting sessions in headset with slow replay, 4 weeks, in addition to practice | Bat-ball contact precision | More progress than the controls | Test setting not given in the abstract | Low to moderate | |
Softball | 17 batters, 9 versus 8 | Perceptual training in headset to discriminate ball speed | Discrimination and swing initiation, in headset | Two measures improved | Not measured | Low | |
Golf | 46 novices, 4 groups | Quiet eye training or not, then practice in headset or in the real world | Real putt, gaze, retention at 1 week | Real putt better after quiet eye, wherever the practice took place; headset practice with no progress on the headset test | Measured and positive | Low to moderate | |
Golf | 42 novices | Headset video of an expert's gaze (cursor, or cursor and blurred periphery), versus no training | Real putt, quiet eye | More putts sunk with the cursor | Measured and positive | Low |
Ten of these trials checked a real movement or game: Gray, Pagé, Michalski, Panchuk, Erişik, Hoyne, Reneker, Anguera and the two putting trials by Bennett. The clearest results come from tasks where the eye directly guides the hand: hitting, returning a ball or putting (the trials of virtual reality in table tennis have their own article). For team decision-making, Pagé et al. bring the most useful nuance: screen and headset both improve on-field decision-making for actions already seen, the headset alone for new actions.
The largest trial finds no effect in matches. In 130 university soccer players, the headset exercises, neck control and balance improve, but neither overall match performance nor injury rate differs from the other university (Reneker et al., 2020). In ice hockey, the headset warm-up does rather worse than the dual task (Brinkbäumer et al., 2026), and nine weeks of cognitive training move only the task that resembles hockey (Heilmann et al., 2025). The ranking gain of the young tennis players comes from a pilot trial whose four authors are linked to the company that sells the program (see anticipation in tennis). In soccer, Erişik et al. raise scanning with no demonstrated gain in passing (see scanning in soccer).
Four trials pit the headset against a screen. Three lean toward the headset: Pagé on generalization, Fortes on passing decisions and visual search, Liu on gaze and dribbling. The fourth, with a field test and a control group, leans toward the screen: in Hoyne et al., flat video transfers to the field, 360 video does not. The authors conclude that immersion is not the mechanism of learning, that the use of perceptual information matters, and that 360 video perhaps serves mostly engagement.
Other data point the same way. In Gray's program, the group that simply batted more in the same virtual environment progressed less than the adaptive group: the setting was the same, the design of the task differed. In expert and non-expert soccer players, the first-person view of a 360 video does not change decision quality, whereas the pressure of a nearby opponent and the lack of time do (Musculus et al., 2021). In golf, gaze training improves the real putt, whether practice follows in the headset or on a real green; practicing only in the headset does not even improve the putt in the headset, whereas real practice does carry over into the headset (Bennett et al., 2025a). Watching an expert's gaze in the headset, without practicing, increases the number of putts sunk in the real world (Bennett et al., 2026).
The headset's advantage in Pagé may have a perceptual explanation: the same lab showed that university basketball players estimate the speed of videos on screen at 94.9% of reality, versus 100.7% in the headset (Richard et al., 2022). These results make a hypothesis plausible, without demonstrating it: what transfers is the information the task forces you to pick up and the response linked to it, whatever the screen. Gray already concluded that the virtual environment serves the field when it provides what real training does not allow, such as adaptive difficulty, instead of copying the usual session (see Rob Gray's work on perception-action). This lead goes straight to the oldest tool.
Temporal occlusion is first of all a test. Across 100 studies and 127 effect sizes, experts anticipate markedly better than less expert players (g = 1.15), this advantage does not carry over from one sport to another, and the anticipation score in the lab is only weakly to moderately related to real performance (Song et al., 2025). Used for training, it holds up. A meta-analysis of 12 trials and 25 effect sizes finds a large training effect, with no difference between transfer tests in video and on the field, with a publication bias that the authors cannot exclude for lack of studies (Müller et al., 2024). In soccer, 8 studies out of 10 report an improvement in anticipation or decision-making after video training (Zhao et al., 2022).
Study | Sport | Population (n) | Published protocol | Measure | Result | Transfer to the field | Level of evidence |
|---|---|---|---|---|---|---|---|
Soccer | 18 professionals, 9 versus 9, assigned by their role on corners | Corner videos with progressive occlusion, 1 session per week, 12 weeks | Prediction of the landing zone, corners in matches | 54% then 68% correct answers, held at 6 months | Measured in matches, at team level, no control | Low to moderate | |
Soccer | 16 elite women players, 8 versus 8 | 12 sessions of 15 min over 4 weeks, videos of international matches | Decision-making on video and on the field, physical load in small-sided play | Decision-making improved, including pass, shot and dribble on the field; load unchanged | Measured and positive | Low | |
Soccer | 34 academy youth, 18 versus 16, randomized | 40 one-on-one videos with occlusion, twice a week, 6 weeks | Decisions and response times on video, reactive agility | Response from 0.41 to 0.31 s, agility from 2.22 to 1.94 s | Not measured in play | Low to moderate | |
Officiating, Australian football | 52 umpires, randomized | 12 weeks of videos with no explicit instruction | Decision-making on video, retention at 1 and 3 weeks | Gain, mostly in the less experienced | Not measured | Low to moderate | |
Officiating, Australian football | 20 amateur umpires, randomized | Decision video integrated or not into intense interval training, 8 weeks | Decision-making on video under exertion | No net benefit | Measured on video, null | Low | |
Officiating, Australian football | Amateur umpires, 3 groups | Video at real speed or accelerated to 150%, 5 weeks | Decision-making on video at rest and under exertion | Only real speed improves, under exertion | Not measured | Low |
The trial closest to a match involves professional women soccer players. After twelve weeks of corner videos cut earlier and earlier, correct prediction of the landing zone rises from 54 to 68% and response time from 3.2 to 2.4 seconds; the gain fades a little but holds for six months. In matches, the share of corners with no attacker near the landing point falls from 32% to 6% between the first and second half of the season (Libreau and Benguigui, 2025). Reading it calls for caution: nine trained players, chosen because they play the offensive corners, and a team-level match measure that no control group can be compared with.
Sorted by distance between the exercise and the game, these results become readable. Near transfer, on the headset or screen task, is the rule: Fortes, Heilmann, Bloechle, Casella, Nasu, Nimmerichter. Intermediate transfer, to a real movement or a small-sided game, exists: Gray, Pagé, Michalski, Gabbett, Bennett, and Hoyne for flat video. Far transfer, competition, has only been approached by Gray (league statistics), Anguera (ranking), Libreau (team corners) and Reneker, who finds no effect in matches. Null or opposite results: Reneker 2020, Brinkbäumer 2026, Hoyne 2026 for 360 video, Panchuk 2018 in the girls, Kittel 2019b, Heilmann 2025 on general tasks, Bennett 2025a for headset practice.
Recent syntheses speak the same language. In racket sports, six trials give a mean effect of g = 0.78, with a prediction interval from -0.01 to 1.57 that includes no effect (Liu et al., 2026). Across 14 controlled studies of immersive training, the effects on decision-making and processing speed are moderate to large, but the designs are heterogeneous and the statistical power limited (Gala et al., 2026). A narrative review of 12 trials and 493 participants reports often positive effects and leaves the question of transfer open (Richlan et al., 2023). Across 20 studies in student soccer players, the authors separate what validates a test from what proves a training, and note limited transfer to the full match (Park et al., 2026). A review of 12 reviews and 46 articles finds that little is yet known about the useful frequency, duration and intensity (Witte et al., 2025).
Study A | Relation | Study B |
|---|---|---|
Hoyne 2026 | contradicts | Pagé 2019 and Fortes 2021: on the field, flat video does better than 360 video |
Gray 2017 | converges with | Hoyne 2026: task design weighs more than setting or immersion |
Richard 2022 | may shed light on | Pagé 2019 (same lab): videos on screen appear slowed down |
van Biemen 2023 | converges with | Dicks 2010 and Pinder 2011: removing the action changes gaze and movement |
Bennett 2025b and Brock 2023 | qualify | Le Noury 2021: in putting, movement, posture and accuracy differ between headset and real world |
Panchuk 2018 | converges with | Hoyne 2026: 360 video alone does not transfer in a demonstrated way |
Kittel 2021 | qualifies | Kittel 2019a: a reliable 360 test does not distinguish the best referees in matches |
Liu 2026 | includes | Michalski 2019 and Anguera 2025 |
Müller 2024 | probable overlap, not verified | Song 2025: each gathers 12 occlusion training studies |
Hoyne 2026, Müller 2023, Müller 2024 | authors in common | Müller and Morris-Binelli in all three, Dekker and Piggott in the first two |
Casella 2025 | same team, possibly shared sample | Casella 2026 |
Bennett 2025a, 2025b, 2026 | same team | three putting studies |
The strongest convergence concerns representativeness: when you remove the action, gaze changes, and a well-designed headset can preserve part of what happens on the field. The most fragile concerns the added value of the headset over the screen. The team that concludes flat video is enough is also the one that led the meta-analysis favorable to occlusion and signed an opinion article on designing simulators from expert anticipation (Müller et al., 2023): a coherent program, awaiting replication by other teams.
Established: experts anticipate better on occlusion tasks, and video occlusion training improves anticipation on transfer tests, with publication bias not excluded. A decision-making test in 360 video can be reliable, with a test-retest reliability of 0.89 (intraclass correlation coefficient) in 28 referees (Kittel et al., 2019a), and the headset can reproduce a referee's field gaze. Debated: that the headset brings more than the screen; that a good test score predicts the field. In 21 elite referees, neither the 360 test nor the test on broadcast footage distinguishes the best in matches (Kittel et al., 2021); in 48 young soccer players, the 360 test assigns the right adult level reached three years later with a probability of 71% (area under the ROC curve), and the authors call for caution before using it to select (Höner et al., 2023). Extrapolation: that virtual reality makes established athletes play better in competition. Nobody can promise you that an athlete who improves in the headset will decide better on Saturday, and researchers in the field themselves call for more interactive anticipation tasks than current tests (Cañal-Bruland and Mann, 2025).
One prediction settles it. If a randomized trial, in established players, compares at equal volume the same bank of scenarios in headset and on screen, takes as its criterion the quality of decisions coded in an official match with a two-month retention, and finds no difference, the idea that immersion adds something to video falls. No trial gathered here meets these conditions.
The headset taxes binocular vision with impoverished or contradictory depth cues (Harris et al., 2019). If your athlete reports double vision, blur that persists, headaches on exertion or dizziness, visual training waits. They see an ophthalmologist first, then an orthoptist in France, or an optometrist in Switzerland or the United States. LabO RNP is neither medical nor paramedical, and comes as a complement to a care pathway, never in its place. LabO RNP works with optometrists; the curriculum was built with them.
The eyes are an entry point. What LabO RNP teaches is the whole sensorimotor loop: how what the athlete perceives organizes what they do. Virtual reality gives a demonstration of it by omission. Remove touch or blur depth, and the golfer's posture reorganizes; remove the real save, and the goalkeeper's gaze changes target. For the place of the eyes in the warm-up, read our article on oculomotor exercises in the warm-up; for the whole range of training families, the map of the evidence in sports vision; for the question of cognitive transfer, neurocognitive training for athletes.
It mostly improves what is measured in the headset. Ten trials checked a real movement or game: batting in baseball (Gray, 2017), on-field decision-making in basketball (Pagé et al., 2019) and play in table tennis (Michalski et al., 2019) improve, whereas the overall match performance of 130 university soccer players does not move (Reneker et al., 2020). In racket sports, the meta-analysis speaks of a preliminary signal (Liu et al., 2026).
The trials contradict each other. In university basketball players, only the headset improves decision-making on new actions (Pagé et al., 2019), and in 26 young soccer players the headset does better than the screen (Fortes et al., 2021). In Australian football, flat video does better than 360 video on the field test (Hoyne et al., 2026). The design of the scenarios seems to weigh more than the screen.
It is a video cut just before or just after a key moment, the hit or the contact, after which the player announces what comes next. As a test, it clearly separates experts from less expert players (g = 1.15 across 100 studies, Song et al., 2025). As training, it improves anticipation on video tests as well as on field tests, according to 12 trials (Müller et al., 2024).
Studies often file it under that name, but it is filmed: the athlete looks around without acting on the scene. Animated virtual reality builds a synthetic scene with which they interact (Jia et al., 2024). The two 360 video training trials measured in play give a mixed or null result (Panchuk et al., 2018; Hoyne et al., 2026).
It can distinguish levels. In 48 young soccer players, a test of 54 360 videos separates academy from regional level, and assigns the right adult level, three years later, with a probability of 71%; the authors call for caution before using it to select (Höner et al., 2023). In 21 elite referees, a 360 test does not distinguish the best in matches (Kittel et al., 2021).
Yes. The headset taxes binocular vision with impoverished or conflicting depth cues (Harris et al., 2019). If the athlete reports double vision, blur that persists, headaches or dizziness, the ophthalmologist comes first, then the orthoptist or optometrist depending on the country. LabO RNP is neither medical nor paramedical, and comes as a complement to a care pathway, never in its place.
What transfers is built into the task and checked on the field, whatever the screen.
👉 I want to understand what my athlete perceives before choosing the tool that trains them.
By the LabO RNP team
Method. Consolidated inventory of 1,275 studies from the vision silo built on November 3, 2026 from PubMed and the LabO RNP vault notes; 167 lines there mention virtual reality, video, 360, occlusion or simulation (keyword screening, including many observational studies on video). 49 studies retained here for their direct link to training decision-making in a headset or on a screen, simulator fidelity and recent reviews; four studies on the fidelity of virtual reality (Harris 2019 and 2020, Brock 2023, Musculus 2021) were added through a targeted PubMed search. Excluded: studies with no sports transfer or decision-making measure, and those that belong to the care pathway. Every PMID and every DOI was checked against the PubMed record on November 3, 2026.
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Bennett JB, Neumann DL, Stainer MJ (2025a). Quiet Eye Training in Virtual Reality and in the Real-World. Hum Mov Sci, 102, 103370. PMID 40482604. doi:10.1016/j.humov.2025.103370
Bennett JB, Neumann DL, Stainer MJ (2025b). Get in the Virtual Hole! Examination of Gaze and Performance of Experts, Athletes, and Novices While Putting in Virtual Reality and in the Real-World. Eur J Sport Sci, 25(9), e70049. PMID 40884421. doi:10.1002/ejsc.70049
Bennett JB, Neumann DL, Stainer MJ (2026). Showing Eye Movement Modelling Examples in Virtual Reality Increases Quiet Eye Duration and Improves Real World Motor Skill Performance. Percept Mot Skills, 133(5), 1339-1365. PMID 41146558. doi:10.1177/00315125251392995
Bloechle JL, Audiffren J, Sauthier Q, Mertenat Q, Waeber Y, Aebischer D, Bresciani JP (2025). Perceptual Training in Ice Hockey: Bridging the Eyes-Puck Gap Using Virtual Reality. Sports Med Open, 11(1), 38. PMID 40220079. doi:10.1186/s40798-025-00840-x
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Gray R (2017). Transfer of Training from Virtual to Real Baseball Batting. Front Psychol, 8, 2183. PMID 29326627. doi:10.3389/fpsyg.2017.02183
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