| Literature DB >> 34968389 |
Ben Greenhough1,2, Steve Barrett3, Chris Towlson1, Grant Abt1.
Abstract
A small evidence base supports the use of virtual reality in professional soccer, yet there is a lack of information available on perceptions and desire to use the technology from those employed at professional soccer clubs. Therefore, the aim of the study was to compare and quantify the perceptions of virtual reality use in soccer, and to model behavioural intentions to use this technology. This study surveyed the perceptions of coaches, support staff, and players in relation to their knowledge, expectations, influences and barriers of using virtual reality via an internet-based questionnaire. To model behavioural intention, modified questions and constructs from the Unified Theory of Acceptance and Use of Technology were used, and the model was analysed through partial least squares structural equation modelling. Respondents represented coaches and support staff (n = 134) and players (n = 64). All respondents generally agreed that virtual reality should be used to improve tactical awareness and cognition, with its use primarily in performance analysis and rehabilitation settings. Generally, coaches and support staff agreed that monetary cost, coach buy-in and limited evidence base were barriers towards its use. In a sub-sample of coaches and support staff without access to virtual reality (n = 123), performance expectancy was the strongest construct in explaining behavioural intention to use virtual reality, followed by facilitating conditions (i.e., barriers) construct which had a negative association with behavioural intention. Virtual reality has the potential to be a valuable technology within professional soccer although several barriers exist that may prevent its widespread use.Entities:
Mesh:
Year: 2021 PMID: 34968389 PMCID: PMC8717979 DOI: 10.1371/journal.pone.0261378
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Specification of the PLS-SEM constructs, indicator variables and survey questions.
| Construct type | Construct | Indicator variable | Question |
|---|---|---|---|
| Independent | Performance expectancy | Physical | Physical fitness (i.e., Virtual reality used with players to improve areas such as strength, power, aerobic fitness etc.) |
| Cognition | Cognition (i.e., Virtual reality used with players to improve cognition such as decision making, reaction time, visual awareness etc.) | ||
| Technical | Technical skill (i.e., Virtual reality used with players to improve technical ability such as passing & shooting accuracy etc.) | ||
| Tactical | Tactical development (i.e., Virtual reality used with players to improve awareness of team tactics etc.) | ||
| Mental Wellbeing | Mental wellbeing (i.e., Virtual reality used with players to improve mental wellbeing such as stress and anxiety etc.) | ||
| Independent | Social influence | To be seen using | To be seen using an innovative technology (i.e., I would be influenced to use virtual reality so that others see me using an innovative technology) |
| Influential others | Influential others use virtual reality (i.e., I would be influenced to use virtual reality if individuals that influence me also use it) | ||
| Influential clubs | Influential clubs use virtual reality (i.e., I would be influenced to use virtual reality if clubs that influence me also use it) | ||
| Seniors want it used | Those senior to me (i.e., I would be influenced to use virtual reality if individuals that are senior to me want it to be used) | ||
| Players enjoy using | Player enjoyment (i.e., I would be influenced to use virtual reality if players enjoyed using the system) | ||
| Independent | Facilitating conditions | Player buy in | Player buy-in (i.e., Getting players to engage with the virtual reality system is a barrier to using it) |
| Coach buy in | Coach and support staff buy-in (i.e., Coaching staff buy-in to virtual reality being used with players is a barrier to using it) | ||
| Space to operate | Personnel to operate (i.e., requiring personnel to operate the virtual reality system is a barrier to using it) | ||
| Personnel to operate | Space to operate (i.e., space within the training ground to operate the virtual reality system is a barrier to using it) | ||
| Limited evidence | Limited evidence base (i.e., limited research available on virtual reality used in professional football is a barrier to using it) | ||
| Time available | Time available (i.e., time available to use within schedule is a barrier to using virtual reality) | ||
| First impression | First impression (i.e., my first impression of using, seeing, or hearing about virtual reality is a barrier to using it) | ||
| Independent | Technology readiness | TRI 2.0 overall score | Overall score of the 10 technology readiness questions |
| Dependent | Likeliness to use | Intention | If virtual reality technology was made available to you, how likely are you to use it within your club? |
| Opinion | What is your overall opinion of virtual reality technology for use by coaches, support staff and players within the training ground setting? |
Proportion and frequency of respondent demographics for practitioners and players.
| Descriptive statistics | PLS-SEM | |||
|---|---|---|---|---|
| Demographic | Characteristics | Practitioner % (n) | Player % (n) | Practitioner % (n) |
|
| Male | 94% (135) | 98% (63) | 95% (117) |
| Female | 6% (8) | 2% (1) | 5% (6) | |
|
| 17–21 | 1% (2) | 53% (34) | 2% (2) |
| 22–26 | 21% (30) | 23% (15) | 19% (23) | |
| 27–31 | 36% (51) | 17% (11) | 38% (47) | |
| 32–36 | 15% (22) | 5% (3) | 16% (20) | |
| 37–41 | 14% (20) | 2% (1) | 15% (19) | |
| 42–46 | 4% (6) | 4% (5) | ||
| 47–51 | 6% (8) | 3% (4) | ||
| 52+ | 3% (4) | 2% (3) | ||
|
| Tier 1 | 45% (64) | 6% (4) | 46% (57) |
| Tier 2 | 38% (54) | 72% (46) | 34% (42) | |
| Tier 3 | 6% (9) | 9% (6) | 7% (8) | |
| Tier 4 | 6% (8) | 13 (8) | 7% (8) | |
| Tier 5 | 1% (2) | 2% (2) | ||
| National association team | 4% (6) | 5% (6) | ||
|
| Senior players | 61% (87) | 57% (70) | |
| Senior academy players | 27% (39) | 30% (37) | ||
| Academy players | 11% (16) | 12% (15) | ||
| Junior academy players | 1% (1) | 1% (1) | ||
|
| England | 62% (89) | 94% (60) | 59% (73) |
| United states of America | 8% (12) | 8% (10) | ||
| Scotland | 6% (9) | 7% (9) | ||
| Australia | 7% (10) | 1% (1) | 8% (10) | |
| Other | 17% (23) | 5% (3) | 18% (21) | |
|
| Male | 94% (135) | 93% (115) | |
| Female | 6% (8) | 7% (8) | ||
|
| PhD | 9% (13) | 10% (12) | |
| Masters | 55% (78) | 57% (70) | ||
| Bachelors | 28% (40) | 25% (31) | ||
| Other | 8% (12) | 8% (10) | ||
Respondent demographics are included for the descriptive statistics and the PLS-SEM.
a PLS-SEM–Partial least squares structural equation model.
Fig 1Responses by practitioners and players to statements regarding what VR should be used for.
Percentages indicate overall disagreement, neutral and overall agreement, from left to right respectively.
Fig 2Responses by practitioners to statements regarding how VR should be used.
Percentages indicate overall disagreement, neutral and overall agreement, from left to right respectively.
Fig 3Responses by practitioners and players to statements on how they perceive they are influenced to use VR.
Percentages indicate not at all influenced, and overall influenced, from left to right respectively.
Fig 4Responses by practitioners to statements regarding facilitating conditions to using VR.
Percentages indicate not a barrier and overall barrier, from left to right respectively. For the statement ‘cost’, only 36 respondents responded as being aware of the monetary cost associated with VR.
Fig 5Responses by practitioners and players to a statement regarding the overall opinion of VR being used within the training ground setting.
Percentages indicate overall negativity, neutral and overall positivity, from left to right respectively.
Internal consistency reliability, convergent validity and discriminant validity of the reflective construct variable, likeliness to use.
| Constructs | Outer loadings | Cronbach Alpha | Composite reliability | Average variance extracted | Fornell-Larcker criterion |
|---|---|---|---|---|---|
| Likeliness to use | |||||
|
| (0.914, 0.904) | 0.79 | 0.905 | 0.826 | 0.909 |
|
| 0.620 | ||||
|
| 0.376 | ||||
|
| -0.502 | ||||
Formative construct indicators item weight and outer loading.
Also included are the item weight and outer loading t statistic and p value, and the item weight 95% bias-corrected and accelerated confidence interval.
| Formative construct | Indicator | Item weight (outer loading) | Item weight t. stat (p value) | 95% Bca confidence interval | Outer loading t.stat (p value) | VIF | Full collinearity |
|---|---|---|---|---|---|---|---|
|
| Physical | 0.326 (0.635) | 2.372 (0.018) | 0.044,0.579 | 5.965 (0.000) | 1.283 | |
| Cognition | 0.66 (0.847) | 5.016 (0.000) | 0.404, 0.917 | 10.452 (0.000) | 1.647 | ||
| Technical | 0.33 (0.733) | 1.867 (0.062) | 0.012, 0.692 | 3.688 (0.000) | 1.607 | 1.326 | |
| Tactical | -0.083 (0.485) | 0.575 (0.565) | -0.37, 0.184 | 7.306 (0.000) | 1.542 | ||
| Mental Wellbeing | 0.062 (0.52) | 0.411 (0.681) | -0.221,0.361 | 4.532 (0.000) | 1.306 | ||
|
| Seen using | 0.008 (0.525) | 0.026 (0.979) | -0.539, 0.635 | 2.754 (0.006) | 1.646 | |
| Influential others | -0.044 (0.681) | 0.106 (0.915) | -0.89,0.713 | 3.935 (0.000) | 3.043 | ||
| Influential clubs | 0.736 (0.802) | 2.224 (0.026) | 0.131, 1.392 | 5.55 (0.000) | 2.928 | 1.252 | |
| Seniors want it used | -0.156 (0.563) | 0.478 (0.633) | -0.795,0.461 | 2.586 (0.01) | 1.777 | ||
| Players enjoy using | 0.671 (0.78) | 3.068 (0.002) | 0.247,1.035 | 4.429 (0.000) | 1.374 | ||
|
| Player buy in | 0.022 (0.376) | 0.106 (0.915) | -0.365,0.452 | 2.217 (0.027) | 1.298 | |
| Coach buy in | 0.496 (0.722) | 2.559 (0.011) | 0.13, 0.86 | 6.065 (0.000) | 1.431 | ||
| Space to operate | -0.15 (0.115) | 0.89 (0.373) | -0.478,0.178 | 0.67 (0.503) | 1.177 | ||
| Personnel to operate | 0.047 (0.381) | 0.278 (0.781) | -0.287, 0.372 | 2.318 (0.021) | 1.241 | 1.076 | |
| Limited evidence | 0.56 (0.728) | 3.387 (0.001) | 0.256, 0.897 | 6.586 (0.000) | 1.339 | ||
| Time available | -0.031 (0.451) | 0.19 (0.849) | -0.344,0.308 | 3.227 (0.001) | 1.489 | ||
| First impression | 0.348 (0.686) | 1.865 (0.062) | -0.034, 0.691 | 5.093 (0.000) | 1.453 |
Bca–Bias-corrected and accelerated confidence interval.
Path coefficients between the independent and dependent construct variables.
Also included are the t-value, p-value, effect size, and the dependent construct variables explained variance.
| Path | Path coefficient β (95% CI) | t-value | p-value | Effect size | Explained variance |
|---|---|---|---|---|---|
| Performance expectancy—Likeliness to use | 0.465 | 7.028 | < 0.001 | 0.343 | .523 |
| (0.336, 0.592) | (0.173,0.674) | ||||
| Social influence—Likeliness to use | 0.131 | 1.924 | 0.054 | 0.029 | |
| (-0.042, 0.231) | (0.002,0.175) | ||||
| Facilitating conditions—Likeliness to use | -0.364 | 5.164 | < 0.001 | 0.259 | |
| (-0.489, -0.209) | (0.099,0.591) | ||||
| Technology acceptance—Likeliness to use | 0.039 | 0.617 | 0.537 | 0.003 | |
| (-0.082, 0.162) | (0,0.059) |
Fig 6Node diagram showing the path coefficients between the independent construct variables and the dependent construct variables.
β = beta coefficients; (f) = path coefficient effect size; R2 = explained variance. * statistically significant at < 0.001.