Key points are not available for this paper at this time.
Virtual reality (VR) has become an increasingly popular tool for use in sports, particularly with regards to enhancing the psychological performance of athletes. Despite this, a systematic approach in exactly how sporting organizations can apply the technology appears to be lacking. This paper proposes the Baseball Framework for Applying Virtual Reality (Baseball-FAVR) which aims to guide practitioners within professional baseball as to how, when, and with whom VR can be used to enhance the performance of their players. The framework outlines six specific use cases which are reflected by their suggested prioritization at each affiliate level from Major League down to Rookie (newly drafted to an organization). It is hoped that the Baseball-FAVR will enable baseball organizations to take advantage of the many potential benefits that VR technology offers to the sport.
Luke Wilkins (Mon,) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: