Clinical Research Directory
Browse clinical research sites, groups, and studies.
Extended Reality Cognitive and Breathing Training With Eye Tracking for Attention and Stress Regulation in Adolescent Basketball Players
Sponsor: Riga Stradins University
Summary
This study examines whether virtual reality (VR) technology can serve as a supplementary training tool for adolescent basketball players. Two types of 6-week VR training were tested alongside regular basketball practice: one targeting attention and decision-making (cognitive training), and one targeting breathing patterns (slow diaphragmatic breathing). A third group continued regular training without any VR component. Participants were basketball players aged 14-17 who trained at least three times per week. Before and after the 6-week period, all participants completed assessments measuring resting heart rate, heart rate variability, breathing function (CO₂ tolerance, breathing pattern), reactive stress tolerance, selective and sustained attention, and pre-competition anxiety. The primary aim was to evaluate feasibility - whether participants were willing to join and complete the sessions, whether the procedures worked as intended in a real training environment, and whether the study design is suitable for a larger future trial. The study was not designed to confirm effectiveness.
Official title: Extended Reality Cognitive and Breathing Training With Eye Tracking for Attention and Stress Regulation in Adolescent Basketball Players: A Feasibility Randomized Controlled Trial
Key Details
Gender
All
Age Range
14 Years - 17 Years
Study Type
INTERVENTIONAL
Enrollment
81
Start Date
2025-11-07
Completion Date
2025-12-22
Last Updated
2026-10-09
Healthy Volunteers
Yes
Conditions
Interventions
Cognitive XR
Participants complete two 10-minute sessions weekly for 6 weeks (maximum 12 sessions; 120 minutes total exposure) using an HTC VIVE Focus Vision standalone head-mounted display with binocular eye tracking. While dribbling a real basketball, participants follow a moving virtual basketball with their gaze, avoid virtual obstacles, and respond to spatial and auditory cues within predefined court boundaries. Attention time is recorded when a valid gaze signal intersects the active target under the required spatial conditions. Difficulty progresses through target speed, obstacle number and movement, target switching, movement zones, whistle-controlled tasks, jumping obstacles, and spatialized sounds. A fixed pre-programmed level sequence is individually paced according to an on-target-time criterion. Research staff supervise baseline testing and the first two sessions; from week 2, participants use password-protected individual profiles independently.
Breathing XR
Participants complete two 7-minute sessions weekly for 6 weeks (maximum 12 sessions; 84 minutes total exposure) using an HTC VIVE Focus Vision standalone head-mounted display. Seated within an approximately 1 × 1 m area, participants perform slow diaphragmatic breathing while completing a gaze-controlled virtual basketball-tracking task. Breathing pace progresses from 7 breaths/min in minute 1, to 6.5 breaths/min in minute 2, and 6 breaths/min during minutes 3-7, using a 40:60 inhalation-to-exhalation ratio. A handheld controller placed horizontally on the upper abdomen detects abdominal movement to estimate breathing phase and adherence. Accurate breathing increases virtual-player responsiveness and speed, whereas departures from the prescribed pattern reduce performance. Research staff supervise baseline testing and the first two sessions; from week 2, participants use password-protected individual profiles independently.
Locations (2)
Jūrmala Sport School Basketball Arena
Jūrmala, Latvia
Ventspils Basketball Arena
Ventspils, Latvia