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

30 kwietnia 2026 zaktualizowane przez: 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.

Przegląd badań

Typ studiów

Interwencyjne

Zapisy (Rzeczywisty)

39

Faza

  • Nie dotyczy

Kontakty i lokalizacje

Ta sekcja zawiera dane kontaktowe osób prowadzących badanie oraz informacje o tym, gdzie badanie jest przeprowadzane.

Lokalizacje studiów

Kryteria uczestnictwa

Badacze szukają osób, które pasują do określonego opisu, zwanego kryteriami kwalifikacyjnymi. Niektóre przykłady tych kryteriów to ogólny stan zdrowia danej osoby lub wcześniejsze leczenie.

Kryteria kwalifikacji

Wiek uprawniający do nauki

  • Dorosły

Akceptuje zdrowych ochotników

Nie

Opis

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

Plan studiów

Ta sekcja zawiera szczegółowe informacje na temat planu badania, w tym sposób zaprojektowania badania i jego pomiary.

Jak projektuje się badanie?

Szczegóły projektu

  • Główny cel: Inny
  • Przydział: Randomizowane
  • Model interwencyjny: Przydział równoległy
  • Maskowanie: Brak (otwarta etykieta)

Broń i interwencje

Grupa uczestników / Arm
Interwencja / Leczenie
Eksperymentalny: 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.
Inne nazwy:
  • VR Training; Immersive Virtual Reality Exercise; VR-based Sports Training
Aktywny komparator: 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.
Inne nazwy:
  • Conventional Training; Standard Training; Coach-Led Training
Brak interwencji: 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.

Co mierzy badanie?

Podstawowe miary wyniku

Miara wyniku
Opis środka
Ramy czasowe
EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)
Ramy czasowe: 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)
Ramy czasowe: 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)
Ramy czasowe: 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)
Ramy czasowe: 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
Ramy czasowe: 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)

Miary wyników drugorzędnych

Miara wyniku
Opis środka
Ramy czasowe
P300 Latency (Event-Related Potential)
Ramy czasowe: 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)
Ramy czasowe: 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)

Współpracownicy i badacze

Tutaj znajdziesz osoby i organizacje zaangażowane w to badanie.

Daty zapisu na studia

Daty te śledzą postęp w przesyłaniu rekordów badań i podsumowań wyników do ClinicalTrials.gov. Zapisy badań i zgłoszone wyniki są przeglądane przez National Library of Medicine (NLM), aby upewnić się, że spełniają określone standardy kontroli jakości, zanim zostaną opublikowane na publicznej stronie internetowej.

Główne daty studiów

Rozpoczęcie studiów (Rzeczywisty)

1 września 2025

Zakończenie podstawowe (Rzeczywisty)

1 listopada 2025

Ukończenie studiów (Rzeczywisty)

20 lutego 2026

Daty rejestracji na studia

Pierwszy przesłany

22 kwietnia 2026

Pierwszy przesłany, który spełnia kryteria kontroli jakości

30 kwietnia 2026

Pierwszy wysłany (Rzeczywisty)

7 maja 2026

Aktualizacje rekordów badań

Ostatnia wysłana aktualizacja (Rzeczywisty)

7 maja 2026

Ostatnia przesłana aktualizacja, która spełniała kryteria kontroli jakości

30 kwietnia 2026

Ostatnia weryfikacja

1 kwietnia 2026

Więcej informacji

Terminy związane z tym badaniem

Inne numery identyfikacyjne badania

  • RTEU - VR - FOOTBALL -2024/290
  • 224S898 (Inny numer grantu/finansowania: The Scientific and Technological Research Council of Türkiye)
  • 02026004013252 (Inny numer grantu/finansowania: Recep Tayyip Erdogan University)

Plan dla danych uczestnika indywidualnego (IPD)

Planujesz udostępniać dane poszczególnych uczestników (IPD)?

NIE

Informacje o lekach i urządzeniach, dokumenty badawcze

Bada produkt leczniczy regulowany przez amerykańską FDA

Nie

Bada produkt urządzenia regulowany przez amerykańską FDA

Nie

Te informacje zostały pobrane bezpośrednio ze strony internetowej clinicaltrials.gov bez żadnych zmian. Jeśli chcesz zmienić, usunąć lub zaktualizować dane swojego badania, skontaktuj się z register@clinicaltrials.gov. Gdy tylko zmiana zostanie wprowadzona na stronie clinicaltrials.gov, zostanie ona automatycznie zaktualizowana również na naszej stronie internetowej .

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