Construct Validity and Reliability of a Virtual Reality Cricket Batting Simulator
Abstract
Virtual reality technologies offer sports performance organisations new possibilities for measuring and enhancing performance. This is particularly the case in cricket where training is significantly constrained by weather and seasons, but game understanding is vital to high-level performance. Before implementation, new simulations need to be tested for construct validity to ensure the virtual environment accurately represents the real-world performance setting, and for reliability to ensure that improvements in performance can be accurately measured over time. Therefore, this study aimed to test the construct validity and reliability of a commercially available virtual reality cricket batting simulator. To test construct validity, we compared performance in the simulator across novice, club level, and elite performance pathway (EPP) cricket players. To test reliability novice and club participants completed the test four times across two separate days. Results supported construct validity through detecting differences in runs scored (p < 0.001) and wickets (p = 0.032) lost between the groups, however EPP and club players lost considerably more wickets than would be expected. Strong correlations and low bias between visits showed within- and between-day agreement and reliability. Results support the suitability of this VR simulator in measuring runs scored in cricket batting but suggests players may take more risks and lose more wickets in a virtual setting.
Fields of Study & Subjects
Sports Performance and Training
Sport Psychology and Performance
Sports Analytics and Performance
Publication details
- Journal / source
- European Journal of Sport Science
- Publisher
- Wiley
- Volume
- 26
- Issue
- 4
- Pages
- e70161–e70161
- Publication date
- 19 March 2026
- Language
- EN