Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study
(Auswirkungen von kognitiven und technischen Übungen auf Basis virtueller Realität auf die Scan- und Passleistung bei jugendlichen Fußballspielern: eine randomisierte kontrollierte Studie)
Background
Traditional training methods often fall short in replicating the perceptual load of match environments. Virtual reality (VR) has emerged as a promising modality to enhance cognitive-motor integration in football contexts. Purpose: This study aimed to examine the effects of a 7-week virtual reality-based training program designed to improve both scanning behavior and passing performance in youth football players, in comparison with traditional training methods. Methods: A parallel-group randomized controlled trial was conducted with 22 male youth players from U16-U17 squads (mean age = 16.77 ± 0.42 years), who were assigned to either a VR group (n = 11) or a control group (n = 11). The VR group completed 3 weekly sessions using the SensiballVR™ platform for a duration of 7 weeks, in addition to their regular training. Scanning frequency (before ball reception, during control, and off-the-ball) and passing performance (by execution type, outcome, and pass style) were assessed via video analysis in small-sided games pre- and post-intervention. Results: Between-group analysis revealed that the VR group achieved significantly greater improvements across all scanning domains compared to the control group, with mean-based percentage increases (calculated as the average of individual relative changes) ranging from + 198% to + 456%, rising from group mean values of 18 to 43 scans before ball reception, 20 to 43 during ball control, and 257 to 714 off the ball, versus - 12% to + 37% in controls (p < 0.01; ES = 0.58-0.83). Within-group analysis confirmed that scanning frequency increased significantly from pre- to post-test in the VR group (p = 0.003, ES = 0.89), whereas only off-the-ball scanning improved in the control group (p = 0.008, ES = 0.81). In passing performance, the VR group improved significantly in one-touch short-successful passes (+ 38%, p = 0.006, ES = 0.83), whereas the control group showed no meaningful change (+ 28%, p = 0.247, ES = 0.35). Although the VR group initially showed higher performance in control-pass short-successful passes (p = 0.038; ES = 0.44), this difference did not remain significant after false discovery rate correction (q = 0.199). Under the same condition, penetrative passes also improved significantly within the VR group (+ 108%, p = 0.029, ES = 0.66). No significant effects were observed for multi-touch passes (p > 0.05). Conclusion: Preliminary evidence suggests that immersive VR-based training can meaningfully enhance scanning behavior in youth football players, while potential benefits for passing outcomes remain exploratory. These findings highlight VR technology as a promising complementary tool in modern football development frameworks for improving perceptual-cognitive skills and decision-making.
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| Schlagworte: | |
|---|---|
| Notationen: | Spielsportarten Nachwuchssport |
| Tagging: | virtuelle Realität Passspiel |
| Veröffentlicht in: | BMC Sports Science, Medicine and Rehabilitation |
| Sprache: | Englisch |
| Veröffentlicht: |
2025
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| Jahrgang: | 17 |
| Seiten: | 371 |
| Dokumentenarten: | Artikel |
| Level: | hoch |