The Effects of a Short Virtual Reality Training Program on Dynamic Balance in Tennis Players

J Funct Morphol Kinesiol. 2023 Dec 18;8(4):168. doi: 10.3390/jfmk8040168.

Abstract

This study aimed to analyze the effects of a 5 min virtual reality training program (VR) on dynamic balance in tennis players. Fifty-eight college tennis players (mean age 22.9 ± 3.1 years, weight 73.9 ± 10.8 kg, height 176.6 ± 8.4 cm) were allocated to either the control group (placebo) (CG, n = 20) or the right-handed experimental group (RTG, n = 20) and left-handed experimental group (LTG, n = 18), both of which took part in the 5 min VR intervention program. Pre-tests included anthropometric measures and the Y Balance Test (YBT), and the post-test was the Y Balance Test (YBT). Three YBT trials were performed in anterior (ANT), posterolateral (PL), and posteromedial (PM) directions. After the training intervention, in the right-handed experimental group (RTG), significant differences were observed for two variables: anterior reach (right foot) (p = 0.00) and posterior medial reach (right foot) (p = 0.03). In other analyzed variables, there were no significant differences. Additionally, the effect size was small. In the left-handed experimental group (LTG), statistically significant improvements were identified in five out of six analyzed variables: anterior reach (left foot) (p = 0.00), posterior medial reach (left foot) (p = 0.00), posterior lateral reach (left foot) (p = 0.00), posterior medial reach (right foot) (p = 0.00), and posterior lateral reach (right foot) (p = 0.00). The effect size ranged between small and medium. No significant changes were observed in the control group (CG) after the training intervention. Moreover, for all variables, the time*group interaction is determined. Anterior reach (left foot), posterior medial reach (left foot), posterior medial reach (right foot), and posterior lateral reach (right foot) showed significant interactions (F = 3.04, p = 0.05; F = 3.50, p = 0.03; F = 6.08, p = 0.00; and F = 4.69, p = 0.01). The outcome of this study leads us to a further understanding that if a player were to partake in VR activity, it could show a positive effect on their dynamic balance performance.

Keywords: Y Balance Test; experimental group; placebo; stimulus; training intervention.

Grants and funding

This research received no external funding.