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Exploratory study shows cognitive-behavioral VR training improves strategy use and motivation in recreational runners, indicating value in coaching contexts.
Introduction The purpose of this exploratory study was to examine the potential effects of virtual reality (VR) mental training, based on cognitive-behavioral (CB) techniques, on race preparation among long-distance recreational runners within a sports coaching context. Although VR interventions have shown promises for enhancing athletic performance, their integration with CB-based imagery and self-talk remains limited. Methods Using a single-subject A-B-A design, six recreational runners completed two races: a first race without mental training and a second race after a series of VR mental training sessions conducted alongside their usual physical training. Each participant used a VR headset equipped with an application that delivered strategy guidance (including pacing and drafting) while also targeting motivation through CB-based imagery and self-talk. Navigation occurred entirely in a virtual environment, with no physical movement. Background audio featured participant-generated self-talk statements. Performance data from VR sessions were recorded through log-file, and emotional responses were assessed with the Emotional Stress Reaction Questionnaire (ESRQ). Race outcomes were compared using smartwatch metrics and participant self-assessments (e.g., Likert scales and open-ended responses). Results Following CB-based VR training, most participants reported using pacing and drafting strategies more frequently during the second race. Self-talk frequency increased, and post-race questionnaires indicated higher motivation ratings. Smartwatch data suggested moderately enhanced pacing consistency compared to baseline for some individuals. Discussion These exploratory findings suggest that CB-based VR mental training might help the adoption of certain race strategies and encourage self-talk use withing a coaching context. Results from the study may serve as preliminary reference points for future research aimed at integrating VR tools into complementary coaching approaches.
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Telse Nagler (2025) studied this question.
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