Using a virtual reality cricket simulator to explore the effects of pressure,competition anxiety on batting performance in cricket |
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Affiliation: | 1. Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland;2. Movement Innovation Lab, School of Psychology, Queens University Belfast, Belfast, UK;3. School of Psychology, Ulster University (Coleraine Campus), Cromore road, Coleraine, UK;4. Physical Activity for Health Research Cluster, Health Research Institute, University of Limerick, Limerick, Ireland;5. Lero, The Science Foundation Ireland Centre for Software Research, University of Limerick, Ireland;1. Nantes Université, Movement – Interactions -Performance, MIP, UR 4334, F, 44000, Nantes, France;2. University of Lyon, University of Claude Bernard Lyon 1, Laboratory of Vulnerabilities and Innovation in Sport (EA 7428), Confederation Interdisciplinary Research in Sport (FED 4272), F-69622, Lyon, France;1. Department of Exercise and Health, Paderborn University, Germany;2. Physical Education Research Group, Zurich University of Teacher Education, Switzerland;1. Faculty of Sport and Health Sciences, University of Jyväskylä, P.O. Box 35, Jyväskylä, 40014, Finland;2. College of Education, Physical Education Department, United Arab Emirates University, P.O. Box 15551, Al Ain, United Arab Emirates;1. Centre for Health, Exercise and Sports Medicine, Department of Physiotherapy, The University of Melbourne, Level 7, Alan Gilbert Building, Building 104, 161 Barry St, The University of Melbourne, Victoria, 3010, Australia;2. Motivation of Health Behaviours Lab, School of Health, Medical and Applied Sciences, Central Queensland University, Rockhampton, Queensland, Australia;1. Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal, Rio Grande do Norte, Brazil;2. Department of Physical Education, Federal University of Rio Grande do Norte, Natal, Rio Grande do Norte, Brazil;3. Department of Motion Science, Fundácion Universitaria Ciencias de la Salud, Bogotá, Cundinamarca, Colombia;4. Department of Physical Education, Federal University of Paraná, Curitiba, Paraná, Brazil |
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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 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. |
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Keywords: | Virtual reality Batting Expertise Anxiety Pressure manipulation Sport Cricket |
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