Skip to content
Open access

Integrating metaverse virtual reality and gamification in junior tennis training: an experimental study of motor skills and tactical performance

Sep 2026 · SPORT TK-Revista EuroAmericana de Ciencias del Deporte · 0 citations · 23 references

Abstract

This study aimed to examine the effectiveness of integrating Metaverse-based Virtual Reality (VR) and gamification in enhancing the motor and tactical abilities of junior tennis athletes. A quasi-experimental mixed-method design was applied, involving 20 junior athletes aged 12–18 from the Jatayu Tennis Club in Singaraja, Bali. Participants were divided into three groups: VR training, gamification training, and a conventional training control group. The intervention lasted four weeks with two training sessions per week (50 minutes each). The VR system was developed using Kinect sensors and Unity 3D, while gamification incorporated points, levels, and challenges. Pre and post tests assessed stroke accuracy and reaction speed, while qualitative data were collected via observation and interviews. The results showed that both VR and gamification groups achieved significantly higher improvements compared to the control group (p<0.01). The VR group improved stroke accuracy by 32.5% and reaction speed by 28.1%, while the gamification group improved by 24.8% and 19.6%, respectively. In contrast, the control group showed minimal improvement (<8%). Qualitative findings revealed increased motivation, engagement, and tactical awareness among athletes in the experimental groups. Integrating VR and gamification provides an immersive and adaptive training environment that effectively enhances junior tennis players’ motor coordination and strategic decision-making. These findings support the implementation of technology-enhanced models in youth sports training programs.

Read PDF

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.