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The aim of this study was to investigate the effects of complementary Virtual Reality (VR) gaming-based basketball training on skill transfer, physiological performance, and psychological factors in young athletes. A total of 20 male basketball players aged 16-18 years voluntarily participated in the study. Participants were randomly divided into two groups (Virtual Reality: 10, Control: 10). Basketball technical skills, aerobic endurance, decision-making styles, game addiction and VR experience were tested. SPSS was used for data analysis. Mann-Whitney U test results showed that the control group (CG) improved significantly more in dribbling speed (p = 0.003, ES = 0.78) and moving shot accuracy (p = 0.012, ES = 0.56) than the VR group. Conversely, the CG showed a significantly larger increase in estimated VO₂max (p = 0.013, ES = 0.69). No significant differences were found between groups in decision-making subscales or game addiction scores (p > 0.05). The VR experience questionnaire revealed very high acceptance rates (100% would recommend VR), positive perceptions of skill development (75%), and minimal physical side effects (0% dizziness). However, ratings remained low for the realism of controller movements (30%) and adequacy of session duration (25%). In conclusion, short-term and complementary VR gaming-based training is not suitable for endurance in young basketball players, but has no effect on game addiction, has limited impact on decision-making processes, and can be tentatively recommended as a viable exercise modality due to participant satisfaction with VR application and its positive effects on basketball skills.
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Özhan Bavlı (2026) studied this question.
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