- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07691229
Virtual Reality Training on Technical Skills, Training Load and Mental Fatigue in Football
July 2, 2026 updated by: emre Gurbuz, Manisa Celal Bayar University
The Effect of Virtual Reality Training on Technical Skills, Training Load and Mental Fatigue in Football Players
Virtual reality (VR) technology has emerged as a promising supplementary training tool in football, yet no study has simultaneously examined its effects on technical skills, training load, and mental fatigue within a randomized controlled design.
This study evaluated the effects of an 8-week Rezzil Index® VR training program on football-specific technical skills, training load (sRPE), and mental fatigue in licensed male football players.
Twenty-four male football players (age: 18.82±0.85
years) were randomly assigned to a VR training group (n=12) or a control group (n=12).
The VR group completed two supplementary sessions per week using the Rezzil Index® application (HTC Vive Pro and Oculus Quest 2) in addition to regular team training.
Football-specific technical skills, mental fatigue (Modified Color-Word Stroop Test), and training load (session RPE) were assessed pre- and post-intervention.
The VR group demonstrated statistically significant improvements in all technical skill measures (p<0.05;
d=0.91-1.69,
large effects).
Rezzil Index® VR training is an effective complementary method for improving football-specific technical skills.
Study Overview
Status
Completed
Conditions
Intervention / Treatment
Study Type
Interventional
Enrollment (Actual)
24
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
-
-
-
Manisa, Turkey (Türkiye)
- Manisa Celal Bayar University, Faculty of Sport Sciences
-
-
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
- Older Adult
Accepts Healthy Volunteers
Yes
Description
Inclusion Criteria:
- Licensed male football players aged 18 years or older
- Active participation in regular team training
- No history of serious musculoskeletal injury in the past 6 months
Exclusion Criteria:
- History of serious injury or surgical intervention
- Psychiatric or neurological conditions
- Regular use of medication affecting cognitive performance
- Prior experience with VR training systems
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: VR Training Group
Participants completed Rezzil Index VR training twice weekly for 8 weeks in addition to regular team training.
|
Immersive VR football training application (HTC Vive Pro and Oculus Quest 2), 2 sessions/week, 8 weeks
|
|
Active Comparator: Control Group
Participants continued regular team training only.
|
Participants continued their standard club football training sessions as normal, with no additional VR-based or experimental intervention applied.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Time Frame |
|---|---|
|
Football-Specific Technical Skills (Heading, Moving Ball Striking, Fixed Ball Striking, Loughborough Soccer Passing Test)
Time Frame: Baseline and Week 8
|
Baseline and Week 8
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Training Load (Session Rating of Perceived Exertion - sRPE)
Time Frame: Weekly, 8 weeks
|
Internal training load quantified using session Rating of Perceived Exertion (sRPE), calculated as RPE × session duration (minutes).
|
Weekly, 8 weeks
|
|
Mental Fatigue (Modified Color-Word Stroop Test)
Time Frame: Baseline and Week 8
|
Mental fatigue assessed using the Modified Color-Word Stroop Test, measuring reaction time (ms) and error rate.
Longer reaction times and higher error rates indicate greater mental fatigue.
|
Baseline and Week 8
|
Collaborators and Investigators
This is where you will find people and organizations involved with this study.
Sponsor
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)
December 1, 2022
Primary Completion (Actual)
March 1, 2023
Study Completion (Actual)
March 1, 2023
Study Registration Dates
First Submitted
June 29, 2026
First Submitted That Met QC Criteria
July 2, 2026
First Posted (Actual)
July 8, 2026
Study Record Updates
Last Update Posted (Actual)
July 8, 2026
Last Update Submitted That Met QC Criteria
July 2, 2026
Last Verified
July 1, 2026
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- 20.478.486/1607
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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