Applying Serious Games to Motor Learning in Sport

Applying Serious Games to Motor Learning in Sport

Josef Wiemeyer (Institute of Sport Science, Technische Universität Darmstadt, Darmstadt, Germany) and Philipp Schneider (Institute of Sport Science, Technische Universität Darmstadt, Darmstadt, Germany)
Copyright: © 2012 |Pages: 13
DOI: 10.4018/ijgbl.2012100104
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Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by training with a commercial exergame (Nintendo Wii Sports Resort). A sample of 23 young club basketball players attended either a virtual training (VT) or a real training (RT) of basketball throws. Training consisted of 750 throws distributed to 10 training units. As a result, VT and RT groups improved in virtual and real performance, but only the RT group transferred training to the virtual condition. Furthermore, the RT group enjoyed training more than the VT group. As a conclusion, added values of Serious Games in sport skill learning may take effect only under certain conditions.
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Review Of The Literature

In this section existing studies dealing with learning and training of whole body movements will be reviewed. Of course, there is also evidence that video games improve elementary perceptual and motor skills, e.g., spatial perception (Green & Bavelier, 2010) and endoscopic surgery (Lynch et al., 2010). Studies improving physical fitness (e.g., endurance and strength) are also neglected because they are more focused on energy as compared to information processing. For the present paper gross motor skills in sport are most relevant.

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