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The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes

dc.contributor.author Bedir, Deniz
dc.contributor.author Erhan, Suleyman Erim
dc.date.accessioned 2026-03-26T14:40:42Z
dc.date.available 2026-03-26T14:40:42Z
dc.date.issued 2021
dc.description Bedir, Deniz/0000-0002-5926-3433 en_US
dc.description.abstract The aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was adopted. The research participants were selected from athletes who were involved in our target sports: curling (n = 14), bowling (n = 13), and archery (n = 7). All participants were randomly assigned to VMBR + VM (n = 11), VRBI (n = 12), and Control (n = 11) groups through the "Research Randomizer" program. The quantitative data of the study was: the weekly shot performance scores of the athletes and the data obtained from the "Movement Imagery Questionnaire-Revised." The qualitative data was obtained from the data collected from the semi-structured interview guide, which was developed by researchers and field experts. According to the results obtained from the study, there were statistically significant differences between the groups in terms of shot performance and imagery skills. VRBI training athletes showed more improvement in the 4-week period than the athletes in the VMBR + VM group, in terms of both shot performance and imagery skills. In addition, the VRBI group adapted to the imagery training earlier than the VMBR + VM group. As a result, it was seen that they showed faster development in shot performances. From these findings, it can be said that VRBI program is more efficient in terms of shot performance and imagery skills than VMBR + VM, which is the most used imaging training model. en_US
dc.identifier.doi 10.3389/fpsyg.2020.02073
dc.identifier.issn 1664-1078
dc.identifier.scopus 2-s2.0-85100552289
dc.identifier.uri https://doi.org/10.3389/fpsyg.2020.02073
dc.identifier.uri https://hdl.handle.net/20.500.14901/1646
dc.language.iso en en_US
dc.publisher Frontiers Media Sa en_US
dc.relation.ispartof Frontiers in Psychology en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Virtual Reality en_US
dc.subject Imagery en_US
dc.subject Target Sports en_US
dc.subject Visual Motor Behavior Rehearsal en_US
dc.subject Video Modeling en_US
dc.subject Pettlep en_US
dc.subject Shot Performance en_US
dc.title The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes en_US
dc.type Article en_US
dspace.entity.type Publication
gdc.author.id Bedir, Deniz/0000-0002-5926-3433
gdc.author.scopusid 57221912446
gdc.author.scopusid 57221911939
gdc.author.wosid Bedir, Deniz/Aai-7698-2021
gdc.description.department Erzurum Technical University en_US
gdc.description.departmenttemp [Bedir, Deniz] Erzurum Tech Univ, Erzurum, Turkey; [Erhan, Suleyman Erim] Tekirdag Namik Kemal Univ, Coll Phys Educ & Sports, Tekirdag, Turkey en_US
gdc.description.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
gdc.description.scopusquality Q1
gdc.description.volume 11 en_US
gdc.description.woscitationindex Social Science Citation Index
gdc.description.wosquality Q1
gdc.identifier.pmid 33551887
gdc.identifier.wos WOS:000614629800001
gdc.index.type Scopus
gdc.virtual.author Bedir, Deniz
relation.isAuthorOfPublication 9efb745a-c454-456f-a105-349a9d109d99
relation.isAuthorOfPublication.latestForDiscovery 9efb745a-c454-456f-a105-349a9d109d99

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