Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players

NCT06544239 · Status: ENROLLING_BY_INVITATION · Phase: NA · Type: INTERVENTIONAL · Enrollment: 60

Last updated 2024-08-09

No results posted yet for this study

Summary

This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.

Conditions

  • Asymmetric Limb Muscle Stiffness
  • Recovery, Psychological
  • Body Schema

Interventions

BEHAVIORAL

Virtual reality basketball asymmetric training

This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training

BEHAVIORAL

Traditional basketball asymmetric training

This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training

Sponsors & Collaborators

  • Universiti Putra Malaysia

    lead OTHER

Principal Investigators

  • Soh Kim Geok, Professor · Universiti Putra Malaysia Research Institute Branch

Study Design

Allocation
RANDOMIZED
Purpose
HEALTH_SERVICES_RESEARCH
Masking
SINGLE
Model
PARALLEL

Eligibility

Min Age
17 Years
Max Age
29 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2024-07-01
Primary Completion
2024-10-01
Completion
2024-10-10

Countries

  • China

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT06544239 on ClinicalTrials.gov