EFFECTS OF VIRTUAL REALITY TRAINING ON ATHLETIC PERFORMANCE IN PROFESSIONAL FOOTBALL PLAYERS (VR - FOOTBALL)

April 30, 2026 updated by: Halil Ibrahim ÇAKIR, Recep Tayyip Erdogan University

ATHLETIC PERFORMANCE IN VIRTUAL REALITY: THE USE OF VIRTUAL REALITY FOR TRAINING IN PROFESSIONAL FOOTBALL PLAYERS

This study aimed to investigate the effects of virtual reality (VR)-assisted training compared with traditional training and routine practice on physical and neurophysiological performance in young professional football players. Thirty-nine male football players aged 18-19 were randomly assigned to VR training, traditional training, and control groups. The intervention lasted for several weeks and included structured training sessions integrated into regular team practice.

Physical performance was assessed using balance, 30-meter sprint, and muscle strength tests, while neurophysiological outcomes were evaluated using electroencephalography (EEG). Measurements were conducted before and after the intervention period. The VR group performed immersive exercise-based training using VR applications designed to improve coordination, strength, endurance, and cognitive-motor interaction, while the traditional group performed the same exercises without VR support.

The study hypothesized that VR-assisted training would lead to greater improvements in both physical performance and brain activity compared to traditional and control conditions.

Study Overview

Study Type

Interventional

Enrollment (Actual)

39

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

  • Adult

Accepts Healthy Volunteers

No

Description

Inclusion Criteria:

  • - Male professional football players participating in licensed competitions within a professional club youth academy
  • Age between 18 and 19 years
  • 5-8 years of active football playing experience
  • No chronic pain or musculoskeletal injury affecting performance
  • Willingness to participate and signed informed consent form
  • Ability to attend both virtual reality and training sessions regularly
  • Training frequency of approximately 3 sessions per week
  • Use of supplements only for general health purposes without performance enhancement effects

Exclusion Criteria:

  • - Any injury that may impair performance or interaction with virtual reality training
  • Neurological or psychological disorders affecting VR interaction
  • Previous experience with VR-based training programs
  • History of epilepsy or seizure disorders
  • History of frequent headaches or migraines
  • Balance disorders or vestibular dysfunction
  • Visual impairments such as depth perception problems or color blindness
  • Non-compliance with study protocol or missing informed consent

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Other
  • Allocation: Randomized
  • Interventional Model: Parallel Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: Virtual Reality Training Group
Participants in this group received virtual reality (VR)-based training sessions using immersive applications such as Head Football, Rezzil Player, FitXR, and similar platforms. The training was performed after regular team practice and included structured exercise protocols designed to improve balance, strength, endurance, coordination, and cognitive-motor integration. Sessions were conducted using a VR headset in a controlled environment with defined work-rest intervals.
Virtual reality (VR)-based training was performed using immersive applications such as Head Football, Rezzil Player, FitXR, and similar platforms. Participants completed structured exercise sessions after regular team practice. The training focused on improving balance, strength, endurance, coordination, and cognitive-motor integration. Sessions were conducted using a VR headset with defined work-rest intervals and consisted of repeated exercise sets designed to simulate sport-specific movements in an immersive environment.
Other Names:
  • VR Training; Immersive Virtual Reality Exercise; VR-based Sports Training
Active Comparator: Traditional Training Group
Participants in this group performed the same exercise content as the VR group under coach supervision without the use of virtual reality technology. The training focused on improving balance, strength, endurance, and coordination using conventional football training methods. Sessions were conducted after regular team practice with structured exercise sets and rest intervals similar to the VR group.
Participants performed the same exercise content as the VR group under coach supervision without the use of virtual reality technology. Training sessions focused on improving balance, strength, endurance, and coordination using conventional training methods. Exercises were structured with similar sets and rest intervals as the VR group and were completed after regular team practice.
Other Names:
  • Conventional Training; Standard Training; Coach-Led Training
No Intervention: Control Group
Participants in this group continued their regular football training program without receiving any additional experimental training or intervention. No VR-based or structured supplementary training was applied during the study period.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
EEG was recorded using a 32-channel system (BrainAccess Extended+). Power spectral density was calculated using the Welch method, and absolute power values (µV²) were derived for theta (4-8 Hz), alpha (8-12 Hz), and beta (12-30 Hz) frequency bands. Analyses were performed by averaging electrodes in the anterior region.
Baseline (Week 0) and Post-intervention (Week 8)
EEG Functional Connectivity (Anterior-Central Coherence)
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
Functional connectivity was assessed using coherence analysis between anterior and central brain regions. Coherence values were calculated for theta (4-8 Hz) and alpha (8-12 Hz) frequency bands using Welch-based methods.
Baseline (Week 0) and Post-intervention (Week 8)
Dynamic Balance (Togu Challenge Disc Test)
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
Balance performance was assessed using the Togu Challenge Disc. Participants performed double-leg and single-leg balance tasks (dominant and non-dominant), and the best score based on the device's standardized scoring system (1-5 scale) was recorded.
Baseline (Week 0) and Post-intervention (Week 8)
Sprint Speed (30-meter Sprint Test)
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
Sprint performance was measured using a 30-meter sprint test with a photoelectric timing system. The best time (seconds) from two trials was recorded.
Baseline (Week 0) and Post-intervention (Week 8)
Isometric Knee Extension Strength
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
Muscle strength was assessed using a handheld dynamometer. Maximum isometric knee extension force was measured for 5 seconds, and the highest value (kg) from repeated trials was recorded for the leg.
Baseline (Week 0) and Post-intervention (Week 8)

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
P300 Latency (Event-Related Potential)
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
P300 latency (ms) was measured using ERP analysis during virtual reality training sessions. The P300 component was identified within the 300-600 ms time window.
Baseline (Week 0) and Post-intervention (Week 8)
P300 Amplitude (Event-Related Potential)
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
P300 amplitude (µV) was recorded during virtual reality training sessions using ERP analysis, reflecting cognitive processing and attentional resource allocation.
Baseline (Week 0) and Post-intervention (Week 8)

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

September 1, 2025

Primary Completion (Actual)

November 1, 2025

Study Completion (Actual)

February 20, 2026

Study Registration Dates

First Submitted

April 22, 2026

First Submitted That Met QC Criteria

April 30, 2026

First Posted (Actual)

May 7, 2026

Study Record Updates

Last Update Posted (Actual)

May 7, 2026

Last Update Submitted That Met QC Criteria

April 30, 2026

Last Verified

April 1, 2026

More Information

Terms related to this study

Other Study ID Numbers

  • RTEU - VR - FOOTBALL -2024/290
  • 224S898 (Other Grant/Funding Number: The Scientific and Technological Research Council of Türkiye)
  • 02026004013252 (Other Grant/Funding Number: Recep Tayyip Erdogan University)

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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