- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07572344
EFFECTS OF VIRTUAL REALITY TRAINING ON ATHLETIC PERFORMANCE IN PROFESSIONAL FOOTBALL PLAYERS (VR - FOOTBALL)
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
Status
Conditions
Intervention / Treatment
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Center
-
Rize, Center, Turkey (Türkiye)
- RTEU
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
Accepts Healthy Volunteers
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
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:
|
|
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:
|
|
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
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
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)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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.
Clinical Trials on Athletic Performance
-
Coşkun YILMAZCompletedAthletic Performance | Neuromuscular Adaptations | Athletic Performance EnhancementTurkey (Türkiye)
-
Shanghai University of SportRecruitingAthletic Performance | Physical PerformanceChina
-
Federal University of VicosaCompletedAthletic Performance | Sprint Performance | YouthsColombia
-
Mudanya UniversityNot yet recruitingAthletic PerformanceTurkey (Türkiye)
-
Monira AldhahiCompletedAthletic PerformanceTunisia
-
Universiti Putra MalaysiaCompletedEffect of Instability Resistance Training on Balance, Core Muscle Strength, and Athletic PerformanceAthletic PerformanceMalaysia
-
Institute of Sport - National Research Institute...CompletedAthletic PerformancePoland
-
University Ramon LlullMònica Solana-Tramunt; Jose MoralesCompleted
-
Per Bendix JeppesenFuture Food InnovationCompletedAthletic PerformanceDenmark
-
Metropolitan University, SerbiaCompletedAthletic PerformanceSerbia
Clinical Trials on Virtual Reality Training
-
University of California, Los AngelesSuspendedDepression | Mood Disorders | Anhedonia | Stress | Anxiety | Virtual RealityUnited States
-
Riphah International UniversityCompleted
-
Luzerner KantonsspitalRecruitingParkinson DiseaseSwitzerland
-
IRCCS Eugenio MedeaUniversidad de Burgos; Asociatia Bucuresti Pentru Copii Dislexici; Augumented...Completed
-
Universidade do Oeste PaulistaUnknownCardiovascular Diseases | Body CompositionBrazil
-
University of California, Los AngelesCompleted
-
University of California, Los AngelesRecruiting
-
TOPMEDNatural Sciences and Engineering Research Council, Canada; SEC Fonds Immobilier...Completed
-
Vanderbilt UniversityUniversity of California, San DiegoCompleted
-
Mental Health Services in the Capital Region, DenmarkRigshospitalet, Denmark; University of Copenhagen; TrygFonden, DenmarkCompletedDepression | Psychotic Disorders | Schizophrenia | Cognitive Impairment | Bipolar Disorder | Schizotypal DisorderDenmark