Beyond Super Mario: How a New VR Gaming Program Helps Athletes Train, Reduce Their Injury Risk

By: Emory Healthcare
Date: Jan 17, 2025

Super Mario. Minecraft. Madden NFL. Fortnite. For 50 years, video games like these have kept teens mesmerized and—all too often—on the couch. That's changing thanks to a new program from the Emory University Department of Orthopaedics called GIVES (Georgia Initiative for Virtual Reality in Education and Sports). GIVES takes VR technology into local schools, providing young athletes with training and assessment tools just like the pros use. These athletes are having fun while also improving their sports performance and reducing their injury risk. 

GIVES has been catching fire since it launched in January 2024. That’s when the Emory Sports Performance And Research Center ,located inside the Emory Orthopaedics & Spine Center in Flowery Branch,started offering it to football and soccer teams at seven Hall County high schools. Now, students can also use the technology during the school day as part of the curriculum. Think of it as a modern-day gym class. Instead of running the 50-yard dash outside, students play interactive video games that build their fitness level and provide useful information about the risk for future injuries.

"We expected the VR gaming program to be popular with youth athletes, but its popularity among non-athletes really surprised us," says Greg Myer, PhD,  a professor in the Department of Orthopaedics at Emory School of Medicine and director of the Emory Sports Performance And Research Center. "We plan to expand the program to other schools in every Georgia county. Our goal is to help athletes in many sports improve their performance and reduce their injury risk while also creating more opportunities for other students to participate."

What is the VR Gaming Program?

Researchers at the Emory Sports Performance And Research Center developed VR games in partnership with Rezzil, a software company in Manchester, England. Players wear a Meta Quest VR headset that covers their eyes and surrounds them in a virtual world, such as a football or soccer field. High-resolution screens display the gaming environment in three dimensions. 

In addition to the headset, the player uses handheld controllers, one in each hand. Players interact with the game by performing realistic movements tailored to each sport. The technology tracks them as they throw virtual footballs, head virtual soccer balls and demonstrate other sport-specific skills. Other virtual environments require them to quickly punch  moving targets to test their responsve time.

After each game, the screen displays the player's score to help them track their progress. Researchers at Emory also use data from player sessions from throughout Hall County to analyze  athlete performance relative to injury data. This approach helps them better understand injury risk factors affecting youth athletes and tailor future versions of the game to promote safe movement strategies.

The VR Gaming Program Makes Athletes Think

The Emory Sports Performance And Research Center, located inside the Emory Orthopaedics & Spine Center in Flowery Branch and next to the Atlanta Falcons training camp is a national leader in researching and developing injury prevention strategies for young athletes. The Emory Sports Performance and Research Center is a national leader in advancing injury prevention strategies for young athletes. As part of the Emory Orthopaedics & Spine Center, this location is one of thirteen dedicated to delivering exceptional care—not only for young athletes but for people of all ages needing treatment for joint, spine, or sports-related conditions.

Emerging research shows that incorporating virtual reality tools into sport-specific training can significantly enhance both injury prevention and performance. Myer says that's because the games simultaneously engage athletes in cognitive (thinking) and motor (movement) training.

"Over time, this type of training increases players' cognitive reserve, giving them more available brain power available to assess and respond to the demands of sports performance and competition." – Greg Meyer, PhD

By training both the mind and the body, the technology helps athletes:

  • Build skills such as balance, coordination, eye movement function and reaction time 
  • Respond more quickly and accurately to avoid sport-specific situations that can cause an injury
  • Improve critical decision-making abilities, such as identifying open targets and making accurate directional movements
Jimmy Lawler, athletic director at Flowery Branch High School, is enthusiastic about the VR gaming program's potential. "We hope that this training and the research it generates will help make our athletes more agile and prevent injuries," Lawler says. "Our main goal is to keep our athletes healthy so they can continue to pursue their dreams of playing college sports. We don't want to see a talented player get injured and miss out on the opportunity to play the sport they love at the next level."

Plans for Expansion

Funded by an initial $4.5 million grant from the Arthur M. Blank Family Foundation, the GIVES program has a unique workforce: high school students. "This year, we hired 10 students to work with students at Hall County high schools," Myer says. "These students help run our VR sessions and work in specialized areas such as testing, training, graphic design, public relations, and research and development to help the program thrive and grow." 

This year, Myer says the center will add nine Hall County middle schools to the mix, expanding its reach to as many as 15,000 students. His team is also developing new games that physicians can use to assess athletes after a concussion and to help them recover before returning to the field of play.


To learn more or apply for a student position, visit emorysparc.com/gives.


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