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| ID | Type | Description | Link |
|---|---|---|---|
| 224S898 | Other Grant/Funding Number | The Scientific and Technological Research Council of Türkiye | |
| 02026004013252 | Other Grant/Funding Number | Recep Tayyip Erdogan University |
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| Name | Class |
|---|---|
| The Scientific and Technological Research Council of Turkey | OTHER |
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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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Virtual Reality Training Group | Experimental | 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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| Traditional Training Group | Active Comparator | 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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| Control Group | No Intervention | 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. |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Virtual Reality Training | Behavioral | 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. |
| Measure | Description | Time Frame |
|---|---|---|
| EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region) | 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) | 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) | 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) | 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 | 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) |
| Measure | Description | Time Frame |
|---|---|---|
| P300 Latency (Event-Related Potential) | 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) |
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Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| RTEU | Rize | Center | Turkey (Türkiye) |
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Participants were randomly assigned into three parallel groups: virtual reality training group, traditional training group, and control group.
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| Traditional Training | Behavioral | 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. |
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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) |