Pilot study evaluates batting performance in women’s cricket using virtual reality technology, indicating potential training benefits.
p = 0.178). However, this only occurred between batters and bowlers, and the number of wickets lost was high, with no difference between groups. Players perceived a wide range of potential uses for VR in cricket batting training and testing. Results show promise for integrating VR technologies into high-performance cricket, but further work is required to understand biomechanical and ergonomic fidelity, the mechanisms driving wicket loss, and the optimal use cases.
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Runswick et al. (2026) studied this question.
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