Using a virtual reality cricket simulator to explore the effects of pressure, competition anxiety on batting performance in cricket. (November 2022)
- Record Type:
- Journal Article
- Title:
- Using a virtual reality cricket simulator to explore the effects of pressure, competition anxiety on batting performance in cricket. (November 2022)
- Main Title:
- Using a virtual reality cricket simulator to explore the effects of pressure, competition anxiety on batting performance in cricket
- Authors:
- Kelly, Niall
Stafford, James
Craig, Cathy
Herring, Matthew P.
Campbell, Mark - Abstract:
- Abstract: Virtual reality (VR) has created opportunities to innovatively re-imagine the way we examine the relations between pressure, competition anxiety and performance. This study aimed to determine the efficacy of VR as a means of measuring the effects of competition anxiety when pressure manipulations are applied while participants bat in a cricket batting VR simulator. The twenty-eight male participants who took part in two experiments were divided into a high (14, mean age: 22.94, SD: 5.4) and a low skill group (14; mean age: 23.55, SD: 9.9). The aim of the first experiment was to validate the VR simulator as a tool that could capture differences in batting performance between a high and low skilled group. The results showed that high skill participants not only scored significantly higher run rates than low skill participants, but they outperformed the low skill group in all performance measures including higher incidences of correct foot placements that reflect better anticipatory responses. Having established the VR batting simulator as being a reliable tool for capturing batting dynamics, experiment 2 aimed to explore the effects of a pressure manipulation on competition anxiety and batting performance. All measures of competition anxiety were significantly greater for both groups in the high-pressure condition compared to the two low-pressure conditions (p < 0.001). The magnitude of this effect was greater in the low skill group for cognitive (0.59) and somaticAbstract: Virtual reality (VR) has created opportunities to innovatively re-imagine the way we examine the relations between pressure, competition anxiety and performance. This study aimed to determine the efficacy of VR as a means of measuring the effects of competition anxiety when pressure manipulations are applied while participants bat in a cricket batting VR simulator. The twenty-eight male participants who took part in two experiments were divided into a high (14, mean age: 22.94, SD: 5.4) and a low skill group (14; mean age: 23.55, SD: 9.9). The aim of the first experiment was to validate the VR simulator as a tool that could capture differences in batting performance between a high and low skilled group. The results showed that high skill participants not only scored significantly higher run rates than low skill participants, but they outperformed the low skill group in all performance measures including higher incidences of correct foot placements that reflect better anticipatory responses. Having established the VR batting simulator as being a reliable tool for capturing batting dynamics, experiment 2 aimed to explore the effects of a pressure manipulation on competition anxiety and batting performance. All measures of competition anxiety were significantly greater for both groups in the high-pressure condition compared to the two low-pressure conditions (p < 0.001). The magnitude of this effect was greater in the low skill group for cognitive (0.59) and somatic (0.794) anxiety. Despite anxiety levels significantly increasing in the high-pressure condition, no significant negative changes to batting performance were found for either group, with both groups actually demonstrating performance improvements. Overall, the findings show how a cricket batting virtual reality simulator can be used as a tool to measure the effects of pressure on competition anxiety and batting performance in tasks involving dynamic skill execution. Highlights: Pressure manipulations can be used in VR to induce competition anxiety. Increased pressure resulted in increased competition anxiety in both skill groups. Effect sizes showed a greater increase in competition anxiety in low skill batters. Competition anxiety had no significant impact to performance in either skill group. Performance improvements were more marked in the high skill group under pressure. … (more)
- Is Part Of:
- Psychology of sport and exercise. Volume 63(2022)
- Journal:
- Psychology of sport and exercise
- Issue:
- Volume 63(2022)
- Issue Display:
- Volume 63, Issue 2022 (2022)
- Year:
- 2022
- Volume:
- 63
- Issue:
- 2022
- Issue Sort Value:
- 2022-0063-2022-0000
- Page Start:
- Page End:
- Publication Date:
- 2022-11
- Subjects:
- Virtual reality -- Batting -- Expertise -- Anxiety -- Pressure manipulation -- Sport -- Cricket
Sports -- Psychological aspects -- Periodicals
Exercise -- Psychological aspects -- Periodicals
Psychology -- Periodicals
Sports -- Periodicals
Exercise -- Periodicals
Societies, Medical -- Periodicals
Psychology
Sports
Exercise
Societies, Medical
Sports -- Aspect psychologique -- Périodiques
Exercice -- Aspect psychologique -- Périodiques
613.71019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/14690292 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.psychsport.2022.102244 ↗
- Languages:
- English
- ISSNs:
- 1469-0292
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 6946.536590
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