This randomized study compared two types of virtual reality gaming in male basketball players aged 10 to 12 years. The study examined whether a structured Beat Saber exergaming program produced greater improvements in isometric muscle force than self-selected virtual reality games. Eighty participants were randomly assigned to one of two groups. Both groups continued their usual basketball training three times per week for three months and completed 30 minutes of virtual reality gaming after each basketball session. One group followed a standardized Beat Saber program, while the other group selected the virtual reality games they wished to play. Peak isometric force was measured before and after the three-month intervention during a deadlift and four shoulder movements: flexion, extension, abduction, and adduction. Adverse events, including dizziness and intervention-related injuries, were also recorded.
Age range
10 Years – 12 Years
Sex
MALE
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Change From Baseline in Peak Isometric Deadlift Force
Timeframe: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Flexion Force
Timeframe: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Abduction Force
Timeframe: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Extension Force
Timeframe: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Adduction Force
Timeframe: Baseline and immediately after the 3-month intervention