Feasibility study demonstrates increased confidence and spin awareness in university students using VR training.
This study developed and evaluated an immersive VR game-based system for forehand topspin training in table tennis. The system used progressive visual guidance, including Quiet Eye targeting, reference visuals, trajectory paths, and spin-wheel support, to scaffold early-stage practice. A preliminary feasibility evaluation was conducted with 23 university students ( M age = 21.7 years) using a one-group pre-post design. Participants completed a VR training session and answered matched pre- and post-training questionnaire items. The two main questionnaire-based outcomes were self-reported confidence and self-rated spin amount (SSA). Both were measured using single 5-point Likert-type items before and after training. SSA refers to participants’ subjective rating of the amount of spin perceived on the ball and should not be interpreted as an objective measure of ball-spin rate, racket speed, contact accuracy, or stroke correctness. Results showed significant increases in self-reported confidence and SSA after training, with large effect sizes for confidence ( d = 1.008) and SSA ( d = 1.008). These findings suggest that the VR system is feasible as a supplementary training environment for supporting perceived confidence and spin-related awareness in early-stage forehand topspin practice.
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Kim et al. (2026) studied this question.
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