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Virtual Reality: A Performance Intervention for High School Quarterbacks.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Virtual Reality: A Performance Intervention for High School Quarterbacks./
作者:
Kennedy, Kyle.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
面頁冊數:
126 p.
附註:
Source: Dissertations Abstracts International, Volume: 83-02, Section: B.
Contained By:
Dissertations Abstracts International83-02B.
標題:
Counseling psychology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28647523
ISBN:
9798535549743
Virtual Reality: A Performance Intervention for High School Quarterbacks.
Kennedy, Kyle.
Virtual Reality: A Performance Intervention for High School Quarterbacks.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 126 p.
Source: Dissertations Abstracts International, Volume: 83-02, Section: B.
Thesis (Ph.D.)--Indiana University, 2021.
This item must not be sold to any third party vendors.
Individuals using novel, technology-based interventions may help improve sport performance for athletes. Cotterill (2018) calls for the application of virtual reality (VR) into performance-based interventions. The use of VR has shown efficacy in the realms of both clinical mental health (Valmaggia, Latif, Kempton, & Rus-Calafell, 2016) and applied sport performance (Cannova, 2020; Bideau et al., 2009; Mcleod et al., 2008). Existing imagery-based frameworks employed by sport and performance psychologists serve as the foundation for developing enhanced technology-based interventions in sport, such as VR. Specifically, quarterbacks have been a population of interest regarding research of novel technology-based interventions (Powless, et al., 2020). Chapter I lays the framework for a conceptual model of VR using PETTLEP based imagery (Holmes & Collins, 2001) while Chapter II provides an empirical examination of this model through an applied VR intervention with student-athletes. The review suggests a lack of novel, modernized interventions for athletes specifically in the realm of football. Therefore, Chapter II builds off Powless et al., 2020 and prior literature by investigating the use of a VR-based intervention for quarterbacks. The intervention was designed to improve processing speed, decision making, defensive coverage identification, and reduce levels of sport anxiety. The study employed a single-subject, multiple baseline ABA design. VR modules were developed using a 360-degree camera filming quarterback-specific football drills. Visual analysis and improvement rate difference (IRD) were used for data analysis. Results indicated the VR intervention reduced processing time. Correct coverage identification also increased, however produced questionable IRD. Decision making and sport-anxiety effects failed to provide evidence of a causal relationship to the VR intervention due to small IRD. Limitations including binary "right or wrong" decisions may help explain the absence of adequate effects. Implications suggest the VR intervention is best suited as a supplementary tool and not a replacement for traditional performance interventions with quarterbacks.
ISBN: 9798535549743Subjects--Topical Terms:
924824
Counseling psychology.
Subjects--Index Terms:
Coverage identification
Virtual Reality: A Performance Intervention for High School Quarterbacks.
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Individuals using novel, technology-based interventions may help improve sport performance for athletes. Cotterill (2018) calls for the application of virtual reality (VR) into performance-based interventions. The use of VR has shown efficacy in the realms of both clinical mental health (Valmaggia, Latif, Kempton, & Rus-Calafell, 2016) and applied sport performance (Cannova, 2020; Bideau et al., 2009; Mcleod et al., 2008). Existing imagery-based frameworks employed by sport and performance psychologists serve as the foundation for developing enhanced technology-based interventions in sport, such as VR. Specifically, quarterbacks have been a population of interest regarding research of novel technology-based interventions (Powless, et al., 2020). Chapter I lays the framework for a conceptual model of VR using PETTLEP based imagery (Holmes & Collins, 2001) while Chapter II provides an empirical examination of this model through an applied VR intervention with student-athletes. The review suggests a lack of novel, modernized interventions for athletes specifically in the realm of football. Therefore, Chapter II builds off Powless et al., 2020 and prior literature by investigating the use of a VR-based intervention for quarterbacks. The intervention was designed to improve processing speed, decision making, defensive coverage identification, and reduce levels of sport anxiety. The study employed a single-subject, multiple baseline ABA design. VR modules were developed using a 360-degree camera filming quarterback-specific football drills. Visual analysis and improvement rate difference (IRD) were used for data analysis. Results indicated the VR intervention reduced processing time. Correct coverage identification also increased, however produced questionable IRD. Decision making and sport-anxiety effects failed to provide evidence of a causal relationship to the VR intervention due to small IRD. Limitations including binary "right or wrong" decisions may help explain the absence of adequate effects. Implications suggest the VR intervention is best suited as a supplementary tool and not a replacement for traditional performance interventions with quarterbacks.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28647523
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