More Golf or More Game? Examining the Predictive Influences on Virtual Reality Golf Performance

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Abstract

Establishing the construct validity of virtual reality (VR) sports platforms is essential to ensure their effective and appropriate use with athletes. This study aimed to test: 1) the broad and fine construct validity of a commercially available VR golf game, and 2) whether real-world (RW) golf ability and videogame experience predicted VR golf performance. Thirty-three golfers and 32 non-golfers completed a 12-hole test (preceded by a five-hole familiarisation period), with their To Par score used as the performance measure. Self-reported best handicap, weekly golf hours, all-time videogame playing experience, and prior VR exposure was also recorded. An Independent-samples Student’s t test found that golfers performed significantly better than non-golfers on the VR golf game (golfers M = 12.5 ± 7.5; non-golfers M = 27.5 ± 15.9), confirming broad construct validity. However, VR golf performance did not correlate significantly with best handicap, weekly golf hours, videogame experience, or prior VR use, failing to find evidence for fine construct validity and rendering subsequent multiple regression to examine the predictive value of these variables unnecessary. Reduced motor correspondence (due to using a standard VR controller) and gamified features may explain the inability of the VR golf game to make fine-grained distinctions between golfers of varying abilities, whilst the minimal perception-action coupling afforded by videogames may account for the limited transfer of videogame experience to VR golf performance. Practitioners should ensure that VR sports platforms demonstrate (at least) broad construct validity before implementing them into the practices of their athletes.

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