Virtual Reality Reality As A Method Of Shooting Basketball Practice: A Systematic Study Of Its Effectiveness And Implementation In The Sport Of Basketball
Abstract
Virtual Reality (VR) technology has grown rapidly and is increasingly applied in sports training, including basketball. This study aims to systematically review the effectiveness of virtual reality as a basketball shooting training method. The method used is a systematic literature review (SLR) following PRISMA guidelines. Searches were conducted through Google Scholar, PubMed, Scopus, and SINTA databases with a publication range of 2014–2024. Of 348 articles identified, 28 articles met the inclusion criteria and were analyzed through narrative synthesis. Risk of bias assessment using JBI Critical Appraisal Tools showed that 64.3% of studies had high performance bias due to difficulties in blinding, a common limitation in VR training research. The findings indicate that VR-based basketball shooting training is effective in improving shooting accuracy (average improvement of 24.1% vs. 11.8% conventional), spatial perception, and athlete confidence. VR allows athletes to practice in a safe, repetitive, and measurable simulation environment through mechanisms of augmented real-time feedback, immersive mental rehearsal, and programmed variability of practice. However, limitations include high implementation costs (USD 3,000–50,000), cybersickness risks (50% of studies), and lack of real haptic feedback. The novelty of this review lies in its simultaneous analysis of neuromotor mechanisms and contextual implementation challenges in developing countries. This review recommends integrating VR as a supplement (30–40% of training time) to conventional training to maximize overall basketball shooting training effectiveness
Downloads
References
Barker, T. H., Stone, J. C., Sears, K., Klugar, M., Tufanaru, C., Leonardi-Bee, J., Aromataris, E., & Munn, Z. (2023). The revised JBI critical appraisal tool for the assessment of risk of bias for randomized controlled trials. JBI Evidence Synthesis, 21(3), 494-506.
Barker, T. H., Habibi, N., Aromataris, E., Stone, J. C., Leonardi-Bee, J., Sears, K., et al. (2024). The revised JBI critical appraisal tool for the assessment of risk of bias quasi-experimental studies. JBI Evidence Synthesis, 22(3), 378-388.
Bideau, B., Kulpa, R., Vignais, N., Brault, S., Multon, F., & Craig, C. (2010). Using virtual reality to analyze sports performance. IEEE Computer Graphics and Applications, 30(2), 14-21. https://doi.org/10.1109/MCG.2010.26
Brault, S., Bideau, B., Craig, C., & Kulpa, R. (2012). Balancing deceit and disguise: How to successfully fool the defender in a 1 vs. 1 situation in rugby. Human Movement Science, 31(6), 1502-1512. https://doi.org/10.1016/j.humov.2012.07.001
Covaci, A., Postelnicu, C. C., Panfir, A. N., & Talaba, D. (2015). A virtual reality simulator for basketball free-throw skills development. In I. R. Glavan & D. Talaba (Eds.), Product Engineering (pp. 105-112). Springer. https://doi.org/10.1007/978-3-319-09203-3_9
Craig, C. (2013). Understanding perception and action in sport: How can virtual reality technology help? Sports Technology, 6(4), 161-169. https://doi.org/10.1080/19346182.2013.855224
Duking, P., Holmberg, H. C., & Sperlich, B. (2018). The potential usefulness of virtual reality systems for athletes: A short SWOT analysis. Frontiers in Physiology, 9, 128. https://doi.org/10.3389/fphys.2018.00128
Gray, R. (2017). Transfer of training from virtual to real baseball batting. Frontiers in Psychology, 8, 2183. https://doi.org/10.3389/fpsyg.2017.02183
Guadagnoli, M. A., & Lee, T. D. (2004). Challenge point: A framework for conceptualizing the effects of various practice conditions in motor learning. Journal of Motor Behavior, 36(2), 212-224. https://doi.org/10.3200/JMBR.36.2.212-224
Gunar, B. B., & Bavli, O. (2025). Effectiveness of virtual reality games on the specific sport skills of adolescents. BMC Sports Science, Medicine and Rehabilitation, 17, Article 178.
Harris, D. J., Buckingham, G., Wilson, M. R., Brookes, J., Mushtaq, F., Mon-Williams, M., & Vine, S. J. (2020). The effect of a virtual reality environment on gaze behaviour and motor skill learning. Psychology of Sport and Exercise, 50, 101721. https://doi.org/10.1016/j.psychsport.2020.101721
Harris, D. J., Buckingham, G., Wilson, M. R., Brookes, J., Mushtaq, F., Mon-Williams, M., & Vine, S. J. (2021). Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator. Virtual Reality, 25, 647-654. https://doi.org/10.1007/s10055-020-00480-4
Lin, T., Singh, R., Yang, Y., Nobre, C., Beyer, J., Smith, M. A., & Pfister, H. (2021). Towards an understanding of situated AR visualization for basketball free-throw training. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems.
Miles, H. C., Pop, S. R., Watt, S. J., Lawrence, G. P., & John, N. W. (2012). A review of virtual environments for training in ball sports. Computers & Graphics, 36(6), 714-726. https://doi.org/10.1016/j.cag.2012.04.007
Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling, D. P., Lombard, C. L., Antonova, S., & Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183-198. https://doi.org/10.1007/s10055-017-0320-5
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hrobjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., McGuinness, L. A., Stewart, L. A., Thomas, J., Tricco, A. C., Welch, V. A., Whiting, P., & Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, n71. https://doi.org/10.1136/bmj.n71
Richlan, F., Hadjipanayi, C., & Panagiotopoulou, E. (2023). Virtual training, real effects: A narrative review on sports performance enhancement through interventions in virtual reality. Frontiers in Psychology, 14, 1240790. https://doi.org/10.3389/fpsyg.2023.1240790
Schmidt, R. A., Lee, T. D., Winstein, C. J., Wulf, G., & Zelaznik, H. N. (2019). Motor control and learning: A behavioral emphasis (6th ed.). Human Kinetics.
Tusher, H. M., Mallam, S., & Nazir, S. (2024). A systematic review of virtual reality features for skill training. Technology, Knowledge and Learning, 29, 843-878. https://doi.org/10.1007/s10758-023-09713-2
Ueyama, Y., & Harada, M. (2024). Basketball free-throw training with augmented reality-based optimal shot trajectory for novice shooters. Scientific Reports, 14, 789. https://doi.org/10.1038/s41598-024-51190-9
Vignais, N., Kulpa, R., Craig, C., & Bideau, B. (2015). Virtual reality for sport training: Application to perceptual-cognitive skills. Presence: Teleoperators and Virtual Environments, 24(2), 125-137.
Wissel, H. (2018). Basketball: Steps to success (4th ed.). Human Kinetics.
Witte, K., Petri, K., & Emmermacher, P. (2025). Sports training in virtual reality with a focus on visual perception: A systematic review. Frontiers in Sports and Active Living, 7, 1530948. https://doi.org/10.3389/fspor.2025.1530948
Copyright (c) 2026 Agus agus Sutriawan, Hikmad Hakim, Muh Nugrah Setyawan

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.







