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MINI REVIEW article

Front. Public Health

Sec. Digital Public Health

Volume 13 - 2025 | doi: 10.3389/fpubh.2025.1557338

This article is part of the Research Topic Reviews in Serious Games and Mobile Health Interventions: Form Design, Implementation, User Engagement, and Behavior Change View all 6 articles

Combat Sports in Virtual Reality for Rehabilitation and Disability Adaptation: A Mini-review

Provisionally accepted
  • 1 College of Physical Education, Southwest University, Chongqing, China
  • 2 Department of Police Tactics, Chongqing Police College, Chongqing, China
  • 3 School of Physical Education, Sichuan Agricultural University, Yaan, China
  • 4 School of Physical Education, Shaanxi Normal University, Xi'an, China
  • 5 Department of Clinical Epidemiology and Biostatistics, School of Medical Sciences, Faculty of Medicine and Health, Örebro University, Örebro, Örebro, Sweden
  • 6 Unit of Integrative Epidemiology, Institute of Environmental Medicine, Karolinska Institutet, Stockholm, Stockholm, Sweden
  • 7 International College, Krirk University, Bangkok, Bangkok, Thailand

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

    This review examines the existing literature regarding the utilization of combat sports in virtual reality (VR) for disease rehabilitation and adaptive physical activity. A total of 18 studies were obtained from the Web of Science and Scopus databases. The results suggest that Boxing, the most studied combat sport in VR systems, has been primarily used to improve motor function and quality of life in patients with neurological conditions such as cerebral palsy, Parkinson's disease, and stroke. Furthermore, VR combat sports have been shown to increase energy expenditure and physical activity intensity in individuals with disabilities, proving effective in maintaining overall physical health. Notably, VR boxing produces higher energy expenditure than other activities (e.g., tennis), with heart rate (HR) and oxygen consumption (VO2) during boxing sessions consistently exceeding those observed in tennis. Overall, research in this field remains limited and further explorations are warranted.

    Keywords: virtual reality, Boxing, combat sports, Rehabilitation, Adaptive Physical Activities

    Received: 08 Jan 2025; Accepted: 17 Feb 2025.

    Copyright: © 2025 Li, Jiang, Li, Su, Li, Cao 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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