Questa pagina è stata tradotta automaticamente e l'accuratezza della traduzione non è garantita. Si prega di fare riferimento al Versione inglese per un testo di partenza.

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

30 aprile 2026 aggiornato da: 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.

Panoramica dello studio

Tipo di studio

Interventistico

Iscrizione (Effettivo)

39

Fase

  • Non applicabile

Contatti e Sedi

Questa sezione fornisce i recapiti di coloro che conducono lo studio e informazioni su dove viene condotto lo studio.

Luoghi di studio

Criteri di partecipazione

I ricercatori cercano persone che corrispondano a una certa descrizione, chiamata criteri di ammissibilità. Alcuni esempi di questi criteri sono le condizioni generali di salute di una persona o trattamenti precedenti.

Criteri di ammissibilità

Età idonea allo studio

  • Adulto

Accetta volontari sani

No

Descrizione

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

Piano di studio

Questa sezione fornisce i dettagli del piano di studio, compreso il modo in cui lo studio è progettato e ciò che lo studio sta misurando.

Come è strutturato lo studio?

Dettagli di progettazione

  • Scopo principale: Altro
  • Assegnazione: Randomizzato
  • Modello interventistico: Assegnazione parallela
  • Mascheramento: Nessuno (etichetta aperta)

Armi e interventi

Gruppo di partecipanti / Arm
Intervento / Trattamento
Sperimentale: 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.
Altri nomi:
  • VR Training; Immersive Virtual Reality Exercise; VR-based Sports Training
Comparatore attivo: 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.
Altri nomi:
  • Conventional Training; Standard Training; Coach-Led Training
Nessun intervento: 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.

Cosa sta misurando lo studio?

Misure di risultato primarie

Misura del risultato
Misura Descrizione
Lasso di tempo
EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)
Lasso di tempo: 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)
Lasso di tempo: 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)
Lasso di tempo: 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)
Lasso di tempo: 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
Lasso di tempo: 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)

Misure di risultato secondarie

Misura del risultato
Misura Descrizione
Lasso di tempo
P300 Latency (Event-Related Potential)
Lasso di tempo: 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)
Lasso di tempo: 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)

Collaboratori e investigatori

Qui è dove troverai le persone e le organizzazioni coinvolte in questo studio.

Studiare le date dei record

Queste date tengono traccia dell'avanzamento della registrazione dello studio e dell'invio dei risultati di sintesi a ClinicalTrials.gov. I record degli studi e i risultati riportati vengono esaminati dalla National Library of Medicine (NLM) per assicurarsi che soddisfino specifici standard di controllo della qualità prima di essere pubblicati sul sito Web pubblico.

Studia le date principali

Inizio studio (Effettivo)

1 settembre 2025

Completamento primario (Effettivo)

1 novembre 2025

Completamento dello studio (Effettivo)

20 febbraio 2026

Date di iscrizione allo studio

Primo inviato

22 aprile 2026

Primo inviato che soddisfa i criteri di controllo qualità

30 aprile 2026

Primo Inserito (Effettivo)

7 maggio 2026

Aggiornamenti dei record di studio

Ultimo aggiornamento pubblicato (Effettivo)

7 maggio 2026

Ultimo aggiornamento inviato che soddisfa i criteri QC

30 aprile 2026

Ultimo verificato

1 aprile 2026

Maggiori informazioni

Termini relativi a questo studio

Altri numeri di identificazione dello studio

  • RTEU - VR - FOOTBALL -2024/290
  • 224S898 (Altro numero di sovvenzione/finanziamento: The Scientific and Technological Research Council of Türkiye)
  • 02026004013252 (Altro numero di sovvenzione/finanziamento: Recep Tayyip Erdogan University)

Piano per i dati dei singoli partecipanti (IPD)

Hai intenzione di condividere i dati dei singoli partecipanti (IPD)?

NO

Informazioni su farmaci e dispositivi, documenti di studio

Studia un prodotto farmaceutico regolamentato dalla FDA degli Stati Uniti

No

Studia un dispositivo regolamentato dalla FDA degli Stati Uniti

No

Queste informazioni sono state recuperate direttamente dal sito web clinicaltrials.gov senza alcuna modifica. In caso di richieste di modifica, rimozione o aggiornamento dei dettagli dello studio, contattare register@clinicaltrials.gov. Non appena verrà implementata una modifica su clinicaltrials.gov, questa verrà aggiornata automaticamente anche sul nostro sito web .

Prove cliniche su Virtual Reality Training

Sottoscrivi