Integrating metaverse virtual reality and gamification in junior tennis training: an experimental study of motor skills and tactical performance
DOI:
https://doi.org/10.68574/sportk.403Keywords:
Metaverse, Virtual Reality, Gamification, Junior Tennis, Motor SkillsAbstract
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.
Downloads
References
1. Anguera, J. A., Choudhry, A., Seaman, M., & Fedele, D. (2025). Assessing the Impact of a Virtual Reality Cognitive Intervention on Tennis Performance in Junior Tennis Players: Pilot Study. JMIR Formative Research, 9, 1-63.
2. Bedek, M., Ćosić, P., & Horvat, V. (2020). Gamified physical training: Effects on consistency, motivation, and engagement in adolescents. International Journal of Human–Computer Interaction, 36(15), 1425–1435.
3. Chiu, Y. H., & Chiang, C. H. (2022). Gamification in youth sports: Effects on effort, emotion, and learning outcomes. Educational Technology & Society, 25(2), 34–45.
4. Cho, G. H., Hwangbo, G., & Shin, H. S. (2020). The Effects of Virtual Reality-based Balance Training on Balance of the Elderly. Journal of Physical Therapy Science, 26(4), 615–617.
5. Faigenbaum, A. D., Kraemer, W. J., Blimkie, C. J., Jeffreys, I., Micheli, L. J., Nitka, M., & Rowland, T. W. (2009). Youth resistance training: Updated position statement paper from the National Strength and Conditioning Association. Journal of Strength and Conditioning Research, 23(5), 60–79. https://doi.org/10.1519/JSC.0b013e31819df407
6. Fendrian, F., Ma’mun, A., & Hendrayana, Y. (2024). Using Virtual Reality-Based Physical Activity to Change the Mental Health and Cognitive Function of Karate Athletes. Health, Sport and Rehabilitation, 10, 52–64.
7. Ferriz-Valero, A., Østerlie, O., Martínez, S. G., & García-Jaén, M. (2020). Gamification in physical education: Evaluation of impact on motivation and academic performance. International Journal of Environmental Research and Public Health, 17(12), 1-16.
8. García-González, L., Moreno, A., Gil-Arias, A., Claver, F., & Moreno, M. P. (2022). Tactical knowledge and decision-making in tennis: The impact of technology-enhanced instruction. International Journal of Sports Science and Coaching, 17(1), 113–123.
9. Hamari, J., Koivisto, J., & Sarsa, H. (2019). Does Gamification Work? A Literature Review of Empirical Studies. Proceedings of the Hawaii International Conference on System Sciences, 3025–3034.
10. Heilbron, M., van Bree, S., & de Lange, F. P. (2022). Virtual reality training enhances prediction-based learning in complex motor tasks. Neuroscience Letters, 773, 1-19. https://doi.org/10.1016/j.neulet.2022.136480
11. International Tennis Federation (ITF). (2020). ITN: International Tennis Number Description Guide. Retrieved from: https://www.itftennis.com/
12. Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: A systematic review. Educational Technology Research and Development, 72, 1691–1785. https://doi.org/10.1007/s11423-024-10351-3
13. Lloyd, R. S., Faigenbaum, A. D., Stone, M. H., Oliver, J. L., Jeffreys, I., Moody, J. A., ... & Myer, G. D. (2016). Position statement on youth resistance training: The 2014 International Consensus. British Journal of Sports Medicine, 48(7), 498–505. https://doi.org/10.1136/bjsports-2014-093595
14. Maresch, C., & Batliner, A. (2021). Anticipation training in sports: VR-based reaction time improvement in youth athletes. Frontiers in Psychology, 12, 1-19.
15. Milgram, P., Kishino, F., & Terashima, N. (2019). Augmented and virtual reality in coaching: Bridging data and feedback. Journal of Applied Sport Psychology, 31(5), 560–576.
16. Myer, G. D., Faigenbaum, A. D., Ford, K. R., Best, T. M., Bergeron, M. F., & Hewett, T. E. (2011). When to initiate integrative neuromuscular training to reduce sports-related injuries and enhance health in youth? Current Sports Medicine Reports, 10(3), 155–166. https://doi.org/10.1249/JSR.0b013e31821b1442
17. Novak, D., Sinković, F., Bilić, Z., & Barbaros, P. (2023). The Effects of a Short Virtual Reality Training Program on Dynamic Balance in Tennis Players. Journal of Functional Morphology and Kinesiology, 8(4), 1-9.
18. O’Brien, H. L., & Toms, E. G. (2010). The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology, 61(1), 50–69. https://doi.org/10.1002/asi.21229
19. Park, J. S., Kim, T. H., & Lee, Y. H. (2023). The effect of immersive virtual environments on visuomotor control in racket sports: A systematic review. International Journal of Sports Science & Coaching, 18(2), 249–263.
20. Pastel, S., Petri, K., & Chen, C. H. (2023). Training in virtual reality enables learning of a complex sports movement. Virtual Reality, 27(2), 523–540.
21. Richlan, F., Weiß, M., Kastner, P., & Braid, J. (2023). Virtual training, real effects: A narrative review on sports performance enhancement through interventions in virtual reality. Frontiers in Psychology, 14, 1-20.
22. Sailer, M., Hense, J., Mayr, S. K., & Mandl, H. (2021). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69(2), 371-380.
23. Schorer, J., Loffing, F., Hagemann, N., & Baker, J. (2020). Assessing the impact of simulation-based perceptual training in sport: A meta-analytic review. Psychology of Sport and Exercise, 48, 1-19.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 I Gede Dharma Utamayasa, Angga Indra Kusuma, Hendra Mashuri, I Gede Suwiwa

This work is licensed under a Creative Commons Attribution 4.0 International License.
Copyright © by the authors. This is an open-access article distributed under the terms of the Creative Commons CC BY 4.0 license, meaning that anyone may download and read the paper for free. The use, distribution or reproduction in other forums is permitted, provided the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. These conditions allow for maximum use and exposure of the work, while ensuring that the authors receive proper credit.





























