- ICH GCP
- Registro de ensaios clínicos dos EUA
- Ensaio Clínico 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.
Visão geral do estudo
Status
Condições
Intervenção / Tratamento
Tipo de estudo
Inscrição (Real)
Estágio
- Não aplicável
Contactos e Locais
Locais de estudo
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Center
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Rize, Center, Turquia (Türkiye)
- RTEU
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Critérios de participação
Critérios de elegibilidade
Idades elegíveis para estudo
- Adulto
Aceita Voluntários Saudáveis
Descrição
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
Plano de estudo
Como o estudo é projetado?
Detalhes do projeto
- Finalidade Principal: Outro
- Alocação: Randomizado
- Modelo Intervencional: Atribuição Paralela
- Mascaramento: Nenhum (rótulo aberto)
Armas e Intervenções
Grupo de Participantes / Braço |
Intervenção / Tratamento |
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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.
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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.
Outros nomes:
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Comparador Ativo: 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.
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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.
Outros nomes:
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Sem intervenção: 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.
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O que o estudo está medindo?
Medidas de resultados primários
Medida de resultado |
Descrição da medida |
Prazo |
|---|---|---|
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EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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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.
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Baseline (Week 0) and Post-intervention (Week 8)
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EEG Functional Connectivity (Anterior-Central Coherence)
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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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.
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Baseline (Week 0) and Post-intervention (Week 8)
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Dynamic Balance (Togu Challenge Disc Test)
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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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.
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Baseline (Week 0) and Post-intervention (Week 8)
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Sprint Speed (30-meter Sprint Test)
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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Sprint performance was measured using a 30-meter sprint test with a photoelectric timing system.
The best time (seconds) from two trials was recorded.
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Baseline (Week 0) and Post-intervention (Week 8)
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Isometric Knee Extension Strength
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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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.
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Baseline (Week 0) and Post-intervention (Week 8)
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Medidas de resultados secundários
Medida de resultado |
Descrição da medida |
Prazo |
|---|---|---|
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P300 Latency (Event-Related Potential)
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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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.
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Baseline (Week 0) and Post-intervention (Week 8)
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P300 Amplitude (Event-Related Potential)
Prazo: Baseline (Week 0) and Post-intervention (Week 8)
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P300 amplitude (µV) was recorded during virtual reality training sessions using ERP analysis, reflecting cognitive processing and attentional resource allocation.
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Baseline (Week 0) and Post-intervention (Week 8)
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Colaboradores e Investigadores
Patrocinador
Datas de registro do estudo
Datas Principais do Estudo
Início do estudo (Real)
Conclusão Primária (Real)
Conclusão do estudo (Real)
Datas de inscrição no estudo
Enviado pela primeira vez
Enviado pela primeira vez que atendeu aos critérios de CQ
Primeira postagem (Real)
Atualizações de registro de estudo
Última Atualização Postada (Real)
Última atualização enviada que atendeu aos critérios de controle de qualidade
Última verificação
Mais Informações
Termos relacionados a este estudo
Palavras-chave
Outros números de identificação do estudo
- RTEU - VR - FOOTBALL -2024/290
- 224S898 (Número de outro subsídio/financiamento: The Scientific and Technological Research Council of Türkiye)
- 02026004013252 (Número de outro subsídio/financiamento: Recep Tayyip Erdogan University)
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