Aug 2026· Discover Education· Vol 5· 0 citations· 24 references
TL;DR
The study provides an updated bibliometric overview of VR applications in PE and offers useful insights for future research, educational practice, and technology integration in movement-based learning environments.
Abstract
Virtual Reality (VR) has increasingly gained attention in Physical Education (PE) due to its potential to support interactive learning, movement simulation, and technology-enhanced instruction. However, a comprehensive understanding of the global development of VR research in PE remains limited. Therefore, this study aimed to examine the research landscape of VR in PE through a bibliometric analysis of publications indexed in the Scopus database between 2019 and 2025. Following a PRISMA-guided screening process, 86 English-language journal articles were included for analysis. Bibliometric and science mapping techniques were employed to evaluate publication trends, citation performance, influential authors, institutions, countries, source titles, and thematic keyword relationships.The findings indicate a gradual increase in publication productivity, reflecting growing scholarly interest in VR applications within PE contexts. China emerged as the leading contributor in publication output, while several institutions and authors from Asia and Europe demonstrated notable academic influence. Keyword co-occurrence analysis revealed that major research themes focused on physical education, teaching, students, sports, e-learning, and virtual environments. The findings further demonstrate that VR research in PE is closely associated with educational technology and technology-supported learning environments. Overall, VR research in PE is evolving into an increasingly recognised field of study, although the research landscape remains relatively fragmented and geographically concentrated. The study provides an updated bibliometric overview of VR applications in PE and offers useful insights for future research, educational practice, and technology integration in movement-based learning environments.
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