ORIGINAL RESEARCH article
Front. Sports Act. Living
Sec. Sports Coaching: Performance and Development
Volume 7 - 2025 | doi: 10.3389/fspor.2025.1682165
This article is part of the Research TopicInvestigating VR in Sports Training: Cognitive and Performance ImpactsView all 4 articles
The influence of specific cognitive training in virtual reality on the inhibition of professional elite young ice hockey players
Provisionally accepted- Martin-Luther-Universitat Halle-Wittenberg, Halle (Saale), Germany
Select one of your emails
You have multiple emails registered with Frontiers:
Notify me on publication
Please enter your email address:
If you already have an account, please login
You don't have a Frontiers account ? You can register here
Executive functions (EFs) such as inhibition skills are crucial in sports, particularly in game sports, as they facilitate rapid decision-making, impulse control, and effective reactions to unforeseen situations. This study investigates the influence of specific cognitive training (CT) in virtual reality (VR) on inhibition in young ice hockey players compared to an individual technical training session. The potential implications of this research are significant, as it could lead to the development of new training methods to improve sports performance. The study involved 25 young ice hockey players (5 female, Mdn: 14 years, span: 11-17 years). Before and after the training period, the test subjects completed sport-specific and general tests to measure inhibition ability (Go/ No go task, Flanker task, sport-specific modified using a special measuring station). The intervention group (N = 12) engaged in sport-specific CT in virtual reality (2 times/week; 9 weeks), and the control group (N = 13) completed individual technique training. For the Cued GoNoGo task, no significant main effects could be determined for the specific and non-specific tests (reaction time, accuracy). For the flanker task, significant main effects were found for the sport-specific test for the congruent (pre-post: p < .001; int.: p < .001; group: p = .112) and incongruent (pre-post: p < .001; int. : p < .001; group: p = .105) but not for the flanker effect (pre-post: p = .364; int.: p < .526; group: p = .597). The results show significant improvements in the flanker task for the intervention group in the sport-specific test for congruent and incongruent conditions. This suggests that CT in VR can potentially improve sport-specific inhibition skills in young ice hockey players, particularly in relation to dealing with distracting stimuli or distractors (flanker task). There were no prominent effects for domain-generic cognition tasks. Further research is needed to understand the long-term effects and the transferability of these training effects on ice hockey performance.
Keywords: executive functions1, cognitive training2, ice hockey3, Virtual Reality4, youth athletes5
Received: 08 Aug 2025; Accepted: 23 Sep 2025.
Copyright: © 2025 Heilmann and Schubert. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence: Florian Heilmann, florian.heilmann@sport.uni-halle.de
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.