Skip to main content

ORIGINAL RESEARCH article

Front. Sports Act. Living
Sec. Exercise Physiology
Volume 6 - 2024 | doi: 10.3389/fspor.2024.1430719
This article is part of the Research Topic New Perspectives on the Role of Vision in Sports View all 4 articles

Virtual reality boxing: impact of gaze-contingent blur on elite boxers performance and gaze behavior

Provisionally accepted
  • 1 Univ Rennes, Inria, M2S, Rennes, Rennes, France
  • 2 Liverpool John Moores University, Liverpool, United Kingdom

The final, formatted version of the article will be published soon.

    It is essential in combat sports such as boxing for athletes to perceive the relevant visual information that enables them to anticipate and respond to their opponent's attacking and defensive moves. Here, we used virtual reality (VR), which enables standardization and reproducibility while maintaining perception-action coupling, to assess the influence of a gaze-contingent blur on the visual processes that underpin these boxing behaviours. Eleven elite French boxers were placed in an immersive and adaptive first-person VR environment where they had to avoid by dodging one or two punches, and then counterattack to strike their opponent. The VR boxing task was performed in a central blur, peripheral blur and control condition. The results showed that elite boxers outcome performance was resilient to blur, irrespective of its location in the visual field. However, there was an effect of blur on the eye gaze data, with participants spending less time looking at the left hand and plexus, and more time looking at the head and areas other than the boxer, in the peripheral blur condition. Overall, then, our study contributes to growing evidence that performance in dynamic interceptive sports can be maintained when the visual stimulus is artificially blurred. In future work, it will be relevant to consider whether VR training with a gaze-contingent blur can facilitate learning, transfer, and/or reintroduction after injury, to a real boxing situation.

    Keywords: Blur, Sport, Boxing, anticipation, virtual reality

    Received: 10 May 2024; Accepted: 05 Dec 2024.

    Copyright: © 2024 Limballe, Kulpa, Verhulst, Simon and Bennett. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Simon James Bennett, Liverpool John Moores University, Liverpool, United Kingdom

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.