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Research Article

Transfer of 360° virtual reality and match broadcast video-based tests to on-field decision-making

ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon
Pages 79-86 | Accepted 06 Jul 2020, Published online: 04 Aug 2020
 

ABSTRACT

This study aimed to assess the level of transfer of two reliable and valid video modes to in-game decision-making performance. Two video-based tests of 25 clips each (360°VR and match broadcast vision) assessed off-field decision-making accuracy in elite Australian football umpires (n=21). Game performance was assessed across four games for each participant, classified into two groups based on this measure; “highly skilled” or ‘skilled’. Decision-making was assessed for correct, missed and unwarranted decisions in video-based tests and in-game assessments. Independent t-tests analysed differences between highly skilled and skilled in-game decision-makers for each test. Correlations also compared experience and in-game with video-based test decision-making performance. For both video-based tests, there were no significant differences between highly skilled and skilled in-game decision-makers, nor any significant correlations. Officials who made less unwarranted decisions in-game (highly skilled) made significantly less unwarranted decisions in the match broadcast test. There was a significant correlation between experience and 360°VR correct decision-making. Neither video-based test had the sensitivity to discriminate between elite officials, potentially due to the third-person perspective (match broadcast task) or sub-elite players presented (360°VR). Optimising the representativeness of off-field tasks through including similar constraints to performance environments is an important consideration for researchers and practitioners.

Practical implications

  • Practitioners should consider current 360°VR and match broadcast video-based tests are not an accurate reflection of in-game decision-making accuracy.

  • Match broadcast video-based tests may be able to identify those who make more unwarranted decisions in a game.

  • With the advent of technology, practitioners should investigate first-person game footage as a possible tool, and consider incorporating contextual and perceptual factors in video-based tests.

Disclosure statement

No potential conflict of interest was reported by the authors.

Additional information

Funding

The authors declare that the study was not supported by any funding

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