Application of Virtual Reality Technologies (Oculus Quest 3) for Modeling Competitive Situations in Kickboxing and Forming an Individual Bout Strategy
DOI:
https://doi.org/10.15391/ed.2026-1.04Keywords:
tactical training, competitive activities, digital training environments, personalized training, psychophysiological resilienceAbstract
Purpose: justification of the possibilities and methodological feasibility of using virtual reality technologies based on Oculus Quest 3 for modeling competitive situations in kickboxing and forming individual tactics for combat. Material and Methods. The research methods are based on the analysis and synthesis of scientific literature regarding the theory of sports training, digital training technologies, and combat sports; system analysis of competitive activity in kickboxing; logical-structural modeling of tactical scenarios; and the methodological design of VR application within the training process. Results: show that VR technologies create conditions for controlled and repeated simulation of competitive situations, taking into account the technical, tactical, and psychophysiological characteristics of athletes. It has been proven that the use of Oculus Quest 3 increases the reliability of tactical decision-making, improves spatial orientation, and contributes to the purposeful formation of an individual combat strategy without excessive physical exertion. The main scientific and practical problems of using VR in the training of kickboxers have been identified, in particular, the limited accuracy of physical contact reproduction, individual difficulties in adapting to the digital environment, the lack of standardized methods for integrating VR classes into the structure of training cycles, and the complexity of interpreting digital performance indicators. It is proposed to use VR as an auxiliary means of tactical and strategic training with phased implementation during the preparatory and pre-competition periods, individual modeling, and the use of analytical data to correct the competition strategy. Conclusions. The conclusions confirm the feasibility of using VR as an auxiliary tool for the tactical and strategic preparation of kickboxers, provided there is a methodologically grounded integration of VR sessions into the traditional training process. It is demonstrated that the effectiveness of this approach depends on phased implementation and the personalization of scenarios.
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