<?xml version="1.0" encoding="UTF-8"?>
<ArticleSet>
  <Article>
    <Journal>
      <PublisherName>KMAN Publication Inc.</PublisherName>
      <JournalTitle>AI and Tech in Behavioral and Social Sciences</JournalTitle>
      <Issn></Issn>
      <Volume>3</Volume>
      <Issue>Serial Number 11</Issue>
      <PubDate PubStatus="epublish">
        <Year>2025</Year>
        <Month>08</Month>
        <Day>12</Day>
      </PubDate>
    </Journal>
    <ArticleTitle>Virtual Reality (VR) for Mental Skills Training in Elite Athletes: A Quasi-Experimental Study</ArticleTitle>
    <VernacularTitle>Virtual Reality (VR) for Mental Skills Training in Elite Athletes: A Quasi-Experimental Study</VernacularTitle>
    <FirstPage>1</FirstPage>
    <LastPage>11</LastPage>
    <ELocationID EIdType="doi">10.61838/kman.aitech.3.3.10</ELocationID>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName></FirstName>
        <LastName></LastName>
        <Affiliation></Affiliation>
      </Author>
      <Author>
        <FirstName></FirstName>
        <LastName></LastName>
        <Affiliation></Affiliation>
      </Author>
      <Author>
        <FirstName></FirstName>
        <LastName></LastName>
        <Affiliation></Affiliation>
      </Author>
    </AuthorList>
    <PublicationType>Journal Article</PublicationType>
    <Abstract>&lt;p&gt;This Quasi-Experimental Study examined the efficacy of virtual reality (VR)-enhanced mental skills training compared to traditional methods in improving psychological resilience, physiological regulation, and sport-specific performance among elite athletes. Eighty elite athletes (40 male, 40 female) from football, basketball, swimming, and track and field were randomly assigned to either a VR training group (n=40) or a traditional mental skills training group (n=40). The VR group completed six weeks of immersive, biofeedback-assisted sessions using the Meta Quest Pro headset with sport-specific scenarios, while the control group received conventional mental training. Psychological (SMTQ, CSAI-2R), physiological (HRV, EDA), and performance metrics were assessed at baseline, post-intervention, and three-month follow-up. The VR group demonstrated significantly greater improvements in mental toughness (28.6% vs. 12.4%, p &amp;lt; 0.001), faster autonomic recovery (40% reduction in stress recovery time, p = 0.003), and enhanced decision-making under pressure (23% faster correct responses, p &amp;lt; 0.001) compared to controls. Team sport athletes showed larger benefits than individual sport athletes (p = 0.02), and effects were maintained at follow-up with minimal decay (&amp;lt;5%). VR-based mental training outperforms traditional methods, particularly when integrated with biofeedback and sport-specific simulations. These findings support VR as a transformative tool for elite athlete preparation, offering scalable, data-driven psychological training with lasting effects.&lt;/p&gt;</Abstract>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">virtual reality</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">mental skills training</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">elite athletes</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">biofeedback</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">sport psychology</Param>
      </Object>
    </ObjectList>
    <ArchiveCopySource DocType="pdf">https://journals.kmanpub.com/index.php/aitechbesosci/article/download/4324/7675</ArchiveCopySource>
  </Article>
</ArticleSet>
