VR-Based Cognitive & Technical Training in Youth Football: A Randomized Trial
NCT ID: NCT07144371
Last Updated: 2025-08-27
Study Results
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Basic Information
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COMPLETED
NA
22 participants
INTERVENTIONAL
2025-03-01
2025-08-01
Brief Summary
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The repeated exposure to dynamic, visually rich stimuli enhances selective attention, working memory, and anticipatory skills, which are all critical for effective environmental scanning (10,11). Furthermore, the real-time feedback and motor engagement involved in VR-based drills promote sensorimotor integration, strengthening the neural pathways that support technical execution, such as passing accuracy and timing (12). These findings suggest that VR is not merely a visual aid but a cognitive training modality capable of eliciting measurable changes in sport-specific decision-making and technical performance (13).
However, current literature is still limited in terms of randomized controlled trials investigating the combined effects of VR on scanning and passing performance in football players. Therefore, this study aimed to evaluate the effects of a VR-based training program that integrates cognitive and technical drills on scanning behavior and passing performance in youth footballers. It was hypothesized that VR-based training intervention would demonstrate significantly greater improvements in scanning frequency and passing accuracy compared to those in the control group receiving only traditional training.
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Detailed Description
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Participants were randomly assigned (1:1) to either the VR training group (n = 11) or a control group (n = 11). Randomization was stratified by age and playing position to ensure group equivalence. The control group continued their regular football training program, while the VR group participated in an additional VR training intervention delivered via the SensiballVR™ platform three times per week for seven weeks (21 sessions in total). Each VR session targeted two core domains: (1) scanning frequency through tasks requiring frequent and purposeful exploration of the virtual pitch, and (2) technical passing performance through drills simulating teammate and opponent interactions under time pressure. The VR system incorporated HTC Vive Pro Eye headsets and patented haptic footwear technology, providing tactile feedback and precise motion tracking to ensure ecological validity. Training intensity was progressively increased across three phases, from basic visual exploration to advanced dual-task drills with complex passing demands.
Outcome measures included (a) scanning frequency classified as before ball reception, during control, and off-the-ball actions, and (b) passing performance categorized by execution type (one-touch, control-pass, multi-touch), outcome (successful or unsuccessful), and style (short, penetrative, long). All data were collected during structured small-sided games (5v5+1 and 7v7+7 joker formats) and analyzed via synchronized aerial and ground-level video recordings. Notational analysis was conducted by two independent analysts with excellent inter-rater reliability (ICC \> 0.90).
Statistical analyses were performed using non-parametric tests due to violations of normality in several variables. Within-group changes were assessed using the Wilcoxon signed-rank test, while between-group comparisons of delta scores (post-pre) were evaluated using the Mann-Whitney U test. Effect sizes (r) were calculated and interpreted using conventional thresholds. Percentage changes in mean values were also reported to illustrate practical relevance.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
OTHER
NONE
Study Groups
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Virtual Reality Training Group
Participants in this arm completed a 7-week virtual reality training program in addition to their regular football practice. The VR training was performed three times per week using the SensiballVR™ system, which integrates immersive cognitive drills (multi-object tracking, peripheral vision, scanning tasks) with football-specific technical passing scenarios under time pressure.
Virtual Reality Training Group
Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.
Control Group
Participants in this arm continued their regular football training sessions over the 7-week period. They did not receive any additional VR-based training. This group served as the control condition for comparison with the experimental VR group.
Standard Football Training
Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.
Interventions
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Virtual Reality Training Group
Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.
Standard Football Training
Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Injury-free in the past 12 months
* Normal or corrected-to-normal vision
* No prior exposure to virtual reality-based training
Exclusion Criteria
* Presence of vestibular disorders
* History of recent orthopedic surgery
16 Years
17 Years
MALE
Yes
Sponsors
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Kocaeli Sağlık ve Teknoloji Üniversitesi
OTHER
Responsible Party
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Sena Çınarlı
Ass Prof
Locations
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Eskişehir Technical University
Eskişehir, , Turkey (Türkiye)
Countries
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References
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Lachowicz M, Zurek A, Jamro D, Serweta-Pawlik A, Zurek G. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Sci Rep. 2024 Apr 17;14(1):8904. doi: 10.1038/s41598-024-59539-w.
Other Identifiers
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ES-VR-01
Identifier Type: -
Identifier Source: org_study_id
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