Araştırma Makalesi
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Virtual Targets, Real Skills: VR Experience in Shooting

Yıl 2025, Cilt: 6 Sayı: 3, 181 - 193, 30.12.2025
https://izlik.org/JA94WH97RB

Öz

This study aims to comparatively examine the air pistol shooting experiences in virtual reality (VR) and realworld environments. The research involved 20 volunteers (10 female, 10 male; mean age 20.55 ± 1.67) with no prior shooting experience. In the study, which used a qualitative research design, participants first engaged in a shooting experience at a real shooting range, followed by a VR environment, after which their experiences were evaluated through semi-structured interviews. Qualitative data were analyzed using thematic analysis with MAXQDA 2025 software. The findings revealed that the real shooting experience was perceived as an instructive experience and involved physical difficulty, while the VR experience was found to be visually successful but haptically deficient. A significant majority of participants expected the real shooting experience to be challenging both physically and mentally, perceiving the VR environment as a safer, risk-free, and more
controllable space. The most significant finding of the study is that the major drawback of the VR experience is the lack of haptic feedback (recoil, weight, vibration). In conclusion, it was determined that while VR technology can be a valuable supplementary tool in shooting training, it cannot replace the real shooting experience. To fully leverage the potential of VR, it is recommended to develop haptic feedback technologies and popularize hybrid training models.

Kaynakça

  • Argelaguet, F., Multon, F., & Lécuyer, A. (2015). A methodology for introducing competitive anxiety and pressure in VR sports training. Frontiers in Robotics and AI, 2, Article 10. https://doi.org/10.3389/frobt.2015.00010
  • Bedir, D., & Erhan, S. E. (2021). The effect of virtual reality technology on the imagery skills and performance of target-based sports athletes. Frontiers in Psychology, 11, Article 2073.
  • Cariati, I., Bonanni, R., Cifelli, P., D'Arcangelo, G., Padua, E., Annino, G., & Tancredi, V. (2025). Virtual reality and sports performance: a systematic review of randomized controlled trials exploring balance. Frontiers in Sports and Active Living, 7, Article 1497161. https://doi.org/10.3389/fspor.2025.1497161
  • Chen, J., Fu, Z., Liu, H., & Wang, J. (2024). Effectiveness of virtual reality on learning engagement: A meta-analysis. International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), 19(1), 1-14.
  • Geisen, M., Fox, A., & Klatt, S. (2023). Vr as an innovative learning tool in sports education. Applied Sciences, 13(4), 2239. https://doi.org/10.3390/app13042239
  • Girardi, R., Pereira Filho, A. A., Teodoro, G. P., & De Oliveira, J. C. (2022). TAT VR: a virtual reality simulator for military shooting training. In Proceedings of the 24th Symposium on Virtual and Augmented Reality (21–28).
  • Günar, B. B. & Baylı Ö. (2025). Effectiveness of virtual reality games on the specific sport skills of basketball players. BMC Sports Science, Medicine and Rehabilitation, 17(1), Article 194. https://doi.org/10.1186/s13102-025-01243-x
  • Gürer, H. (2023). Sporda sanal gerçeklik teknolojisinin kullanımı. İçinde Spor İnovasyonu ve Dijital Teknoloji (ss. 45-62). Gazi Kitabevi.
  • Juliano, J. M., & Liew, S. L. (2020). Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments. Journal of neuroengineering and rehabilitation, 17(1), 48.
  • Kelley, A. M., Chiaramonte, J., Vasbinder, M., & Thompson, A. (2011). Think before you shoot: the relationship between cognition and marksmanship (Technical Report No. ADA553803). Defense Technical Information Center.
  • Lee, K. and Oh, S. (2022). The users’ intention to participate in a vr/ar sports experience by applying the extended technology acceptance model (etam). Healthcare, 10(6), 1117. https://doi.org/10.3390/healthcare10061117
  • Levac, D. E., Huber, M. E., & Sternad, D. (2019). Learning and transfer of complex motor skills in virtual reality: a perspective review. Journal of Neuroengineering and Rehabilitation, 16(1), 121. https://doi.org/10.1186/s12984-019-0587-8
  • Lewellen, J. A., Baker, E., & Giacobbi Jr, P. R. (2025). Athlete perceptions of virtual reality and barriers to its use in sport: A qualitative examination. PLoS One, 20(4), e0320225.
  • Li, Y., Ren, Y., Du, Z., Li, M., & Jiang, J. (2025). Competitive pressure, psychological resilience, and coping strategies in athletes’ pre-competition anxiety. Scientific Reports, 15(1), 35467.
  • Miles, H. C., Pop, S. R., Watt, S. J., Lawrence, G. P., & John, N. W. (2012). A review of virtual environments for training in ball sports. Computers & Graphics, 36(6), 714-726.
  • Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling, D. P., Lombard, C. L., ... Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183–198.
  • Oagaz, H., Schoun, B., & Choi, M. H. (2022). Real-time posture feedback for effective motor learning in table tennis in virtual reality. International Journal of Human-Computer Studies, 158, 102731.
  • O'Connor, C., & Joffe, H. (2020). Intercoder reliability in qualitative research: Debates and practical guidelines. International Journal of Qualitative Methods, 19, 1-13. https://doi.org/10.1177/1609406919899220
  • 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. https://doi.org/10.3389/fpsyg.2023.1240790
  • Rusmanto, R., Tomoliyus, T., Sulastion, A., Gazali, N., Abdullah, K., Gil‐Espinosa, F., … & Setiawan, E. (2023). Virtual reality to promoting sports engagement and some technical skills in junior football athletes: a 12-week randomized controlled trial. Retos, 50, 1129-1133. https://doi.org/10.47197/retos.v50.100319
  • Tekkurşun Demir, G., Namlı, S., Çakır, E., Batu, B., Ateş, F., Yılmaz, E., Güvendi, B., Kocamaz Adaş, S., & Çağın, M. (2025). The role of mental toughness, sport imagery and anxiety in athletic performance: structural equation modelling analysis. BMC Psychology, 13, 869. https://doi.org/10.1186/s40359-025-03250-6
  • Türkiye Atıcılık ve Avcılık Federasyonu. (2024). 2024 Havalı–Ateşli Silahlar Genel Prensipler. TAAF.
  • Walton, D. (2025). Immersive impact: sport virtual reality effects on brand recall and recognition. Sport Marketing Quarterly, 34(1), 46-59. https://doi.org/10.32731/smq.341.032025.04
  • Witte, K., Klemmer, P., Körber, M., & Vogt, L. (2025). Sports training in virtual reality with a focus on visual perception and attention: A scoping review. Frontiers in Sports and Active Living, 7, 1500156.
  • YGun Range. (2024, December 13). How shooting simulation training is redefining safety and skill development. https://ygunrange.com/shooting-simulation-training-benefits/

Sanal Hedefler, Gerçek Beceriler: Atıcılıkta VR Deneyimi

Yıl 2025, Cilt: 6 Sayı: 3, 181 - 193, 30.12.2025
https://izlik.org/JA94WH97RB

Öz

Bu çalışma, sanal gerçeklik (VR) ve gerçek ortamda havalı tabanca atış deneyimlerini karşılaştırmalı olarak incelemeyi amaçlamaktadır. Araştırmaya, daha önce atış deneyimi bulunmayan 20 gönüllü (10 kadın, 10 erkek; yaş ortalaması 20.55 ± 1.67) katılmıştır. Nitel araştırma deseni kullanılan çalışmada, katılımcılar önce gerçek atış poligonunda, ardından VR ortamında atış deneyimi yaşamış ve sonrasında yarı yapılandırılmış görüşmelerle deneyimleri değerlendirilmiştir. Nitel veriler, MAXQDA 2025 yazılımı ile tematik analiz yöntemiyle çözümlenmiştir. Araştırma bulguları, gerçek atış deneyiminin öğretici bir deneyim olarak algılandığını ve fiziksel zorluk içerdiğini; VR deneyiminin ise görsel olarak başarılı ancak haptik olarak eksik bulunduğunu göstermiştir. Katılımcıların büyük çoğunluğu, gerçek atış deneyiminin hem fiziksel hem de zihinsel olarak zorlayıcı olacağını beklemiş, VR ortamını ise daha güvenli, risksiz ve kontrol edilebilir bir alan olarak algılamıştır. Araştırmanın en önemli bulgusu, VR deneyiminin en büyük eksikliğinin haptik geri bildirim (geri tepme, ağırlık, titreşim) olduğudur. Sonuç olarak, VR teknolojisinin atıcılık antrenmanlarında değerli bir tamamlayıcı araç olabileceği, ancak gerçek atış deneyiminin yerini alamayacağı tespit edilmiştir. VR’nin potansiyelinden tam olarak yararlanabilmek için, haptik geri bildirim teknolojilerinin geliştirilmesi ve hibrit antrenman modellerinin yaygınlaştırılması önerilmektedir.

Kaynakça

  • Argelaguet, F., Multon, F., & Lécuyer, A. (2015). A methodology for introducing competitive anxiety and pressure in VR sports training. Frontiers in Robotics and AI, 2, Article 10. https://doi.org/10.3389/frobt.2015.00010
  • Bedir, D., & Erhan, S. E. (2021). The effect of virtual reality technology on the imagery skills and performance of target-based sports athletes. Frontiers in Psychology, 11, Article 2073.
  • Cariati, I., Bonanni, R., Cifelli, P., D'Arcangelo, G., Padua, E., Annino, G., & Tancredi, V. (2025). Virtual reality and sports performance: a systematic review of randomized controlled trials exploring balance. Frontiers in Sports and Active Living, 7, Article 1497161. https://doi.org/10.3389/fspor.2025.1497161
  • Chen, J., Fu, Z., Liu, H., & Wang, J. (2024). Effectiveness of virtual reality on learning engagement: A meta-analysis. International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), 19(1), 1-14.
  • Geisen, M., Fox, A., & Klatt, S. (2023). Vr as an innovative learning tool in sports education. Applied Sciences, 13(4), 2239. https://doi.org/10.3390/app13042239
  • Girardi, R., Pereira Filho, A. A., Teodoro, G. P., & De Oliveira, J. C. (2022). TAT VR: a virtual reality simulator for military shooting training. In Proceedings of the 24th Symposium on Virtual and Augmented Reality (21–28).
  • Günar, B. B. & Baylı Ö. (2025). Effectiveness of virtual reality games on the specific sport skills of basketball players. BMC Sports Science, Medicine and Rehabilitation, 17(1), Article 194. https://doi.org/10.1186/s13102-025-01243-x
  • Gürer, H. (2023). Sporda sanal gerçeklik teknolojisinin kullanımı. İçinde Spor İnovasyonu ve Dijital Teknoloji (ss. 45-62). Gazi Kitabevi.
  • Juliano, J. M., & Liew, S. L. (2020). Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments. Journal of neuroengineering and rehabilitation, 17(1), 48.
  • Kelley, A. M., Chiaramonte, J., Vasbinder, M., & Thompson, A. (2011). Think before you shoot: the relationship between cognition and marksmanship (Technical Report No. ADA553803). Defense Technical Information Center.
  • Lee, K. and Oh, S. (2022). The users’ intention to participate in a vr/ar sports experience by applying the extended technology acceptance model (etam). Healthcare, 10(6), 1117. https://doi.org/10.3390/healthcare10061117
  • Levac, D. E., Huber, M. E., & Sternad, D. (2019). Learning and transfer of complex motor skills in virtual reality: a perspective review. Journal of Neuroengineering and Rehabilitation, 16(1), 121. https://doi.org/10.1186/s12984-019-0587-8
  • Lewellen, J. A., Baker, E., & Giacobbi Jr, P. R. (2025). Athlete perceptions of virtual reality and barriers to its use in sport: A qualitative examination. PLoS One, 20(4), e0320225.
  • Li, Y., Ren, Y., Du, Z., Li, M., & Jiang, J. (2025). Competitive pressure, psychological resilience, and coping strategies in athletes’ pre-competition anxiety. Scientific Reports, 15(1), 35467.
  • Miles, H. C., Pop, S. R., Watt, S. J., Lawrence, G. P., & John, N. W. (2012). A review of virtual environments for training in ball sports. Computers & Graphics, 36(6), 714-726.
  • Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling, D. P., Lombard, C. L., ... Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183–198.
  • Oagaz, H., Schoun, B., & Choi, M. H. (2022). Real-time posture feedback for effective motor learning in table tennis in virtual reality. International Journal of Human-Computer Studies, 158, 102731.
  • O'Connor, C., & Joffe, H. (2020). Intercoder reliability in qualitative research: Debates and practical guidelines. International Journal of Qualitative Methods, 19, 1-13. https://doi.org/10.1177/1609406919899220
  • 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. https://doi.org/10.3389/fpsyg.2023.1240790
  • Rusmanto, R., Tomoliyus, T., Sulastion, A., Gazali, N., Abdullah, K., Gil‐Espinosa, F., … & Setiawan, E. (2023). Virtual reality to promoting sports engagement and some technical skills in junior football athletes: a 12-week randomized controlled trial. Retos, 50, 1129-1133. https://doi.org/10.47197/retos.v50.100319
  • Tekkurşun Demir, G., Namlı, S., Çakır, E., Batu, B., Ateş, F., Yılmaz, E., Güvendi, B., Kocamaz Adaş, S., & Çağın, M. (2025). The role of mental toughness, sport imagery and anxiety in athletic performance: structural equation modelling analysis. BMC Psychology, 13, 869. https://doi.org/10.1186/s40359-025-03250-6
  • Türkiye Atıcılık ve Avcılık Federasyonu. (2024). 2024 Havalı–Ateşli Silahlar Genel Prensipler. TAAF.
  • Walton, D. (2025). Immersive impact: sport virtual reality effects on brand recall and recognition. Sport Marketing Quarterly, 34(1), 46-59. https://doi.org/10.32731/smq.341.032025.04
  • Witte, K., Klemmer, P., Körber, M., & Vogt, L. (2025). Sports training in virtual reality with a focus on visual perception and attention: A scoping review. Frontiers in Sports and Active Living, 7, 1500156.
  • YGun Range. (2024, December 13). How shooting simulation training is redefining safety and skill development. https://ygunrange.com/shooting-simulation-training-benefits/
Toplam 25 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor Faaliyetleri Yönetimi
Bölüm Araştırma Makalesi
Yazarlar

Şahan Balaban 0000-0002-5992-1774

Tuğba Nur Karabulut 0009-0008-2029-6757

Kadir Yıldız 0000-0003-3347-0319

Gönderilme Tarihi 7 Kasım 2025
Kabul Tarihi 15 Aralık 2025
Yayımlanma Tarihi 30 Aralık 2025
IZ https://izlik.org/JA94WH97RB
Yayımlandığı Sayı Yıl 2025 Cilt: 6 Sayı: 3

Kaynak Göster

APA Balaban, Ş., Karabulut, T. N., & Yıldız, K. (2025). Sanal Hedefler, Gerçek Beceriler: Atıcılıkta VR Deneyimi. Uluslararası Bozok Spor Bilimleri Dergisi, 6(3), 181-193. https://izlik.org/JA94WH97RB