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MINI REVIEW article

Front. Psychol.

Sec. Sport Psychology

Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1563212

This article is part of the Research Topic Combat Sports and Wellbeing: Advancing Health and Inclusion in Athletes and Practitioners View all articles

Advancements in Virtual Reality for Performance Enhancement in Combat Sports: A Mini-Review and perspective

Provisionally accepted
  • 1 College of Physical Education, Southwest University, Chongqing, China
  • 2 School of Physical Education, Sichuan Agricultural University, Yaan, China
  • 3 Department of Police Tactics, Chongqing Police College, Chongqing, China
  • 4 College of Physical Education, Chongqing University of Posts and Telecommunications, Chongqing, China
  • 5 International College, Krirk University, Bangkok, Bangkok, Thailand

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

    This mini-review examines the role of Virtual Reality (VR) in enhancing athletes' performance and reaction abilities in combat sports, aiming to highlight the advantages and potential benefits of VR technology for improving outcomes in various combat disciplines. We identified 13 relevant studies from the Web of Science and Scopus databases, encompassing disciplines such as fencing, taekwondo, karate, judo, and wrestling. The findings indicate that VR training can enhance athletes' sports skills and physical fitness, correct improper movements, provide training feedback, and, in some cases, surpass the effectiveness of traditional training methods. It also significantly enhances athletes' reaction capabilities. Even with these benefits, VR usage in combat training is still quite limited. Future research should focus on how to better leverage the advantages of VR technology in practical combat training for athletes, addressing the lack of tactile feedback, aiding athletes adapt to competition pressure caused by spectators, and examining whether there are gender differences in the use of this technology for training.

    Keywords: virtual reality, combat sports, Virtual training, Reaction Time, performance enhancement

    Received: 19 Jan 2025; Accepted: 21 Feb 2025.

    Copyright: © 2025 Li, Li, Jiang, Su, Jiang and Zhang. 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: Guodong Zhang, College of Physical Education, Southwest University, Chongqing, China

    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.

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