RESUMO
PURPOSE: Curcumin ingestion can mitigate muscle damage, soreness, and inflammation following a laboratory-based eccentric exercise. Similar effects were observed in recent field-based studies wherein responses were evaluated after a soccer match. However, various potential confounding factors, such as matching opponent skill levels and daily training conditions, may have influenced the outcomes. In the present study, we investigated whether curcumin intake ameliorates changes in muscle damage markers following a soccer match while controlling for the potential confounding factors. METHODS: Fifteen collegiate athletes were tested in a randomized, double-blind, cross-over manner. They were recruited from the same college soccer team and thus followed the same daily training regimen and competition levels. Furthermore, athletes positioning during matches were counterbalanced. They consumed either 180 mg/day of curcumin or a placebo starting 1 h before the match and continuing for 2 days after a match (two 45-min plays and a 15-min half-time). Muscle soreness, jump performance (including countermovement jump and rebound jump index), and inflammatory and muscle damage markers (high-sensitive C-reactive protein, serum creatine kinase activity, and urinary N-terminal fragment of titin concentration) were evaluated before and after the match. The washout period between matches was set at 1 week. RESULTS: After the match, all markers showed similarity between the placebo and curcumin conditions (all P > 0.208). CONCLUSION: These findings indicate that ingesting 180 mg/day of curcumin may not expedite recovery from muscle damage elicited by soccer matches in collegiate soccer players.
Assuntos
Desempenho Atlético , Estudos Cross-Over , Curcumina , Suplementos Nutricionais , Músculo Esquelético , Mialgia , Futebol , Humanos , Curcumina/farmacologia , Curcumina/administração & dosagem , Futebol/fisiologia , Masculino , Método Duplo-Cego , Adulto Jovem , Desempenho Atlético/fisiologia , Músculo Esquelético/efeitos dos fármacos , Músculo Esquelético/fisiologia , Músculo Esquelético/lesões , Adulto , Exercício Físico/fisiologiaRESUMO
This study aimed to analyse live and stoppage time phases, their ratio, and action played on half and full court in college basketball games. Differences were assessed for the entire games and between halves. Moreover, differences of the live/stoppage time ratio were analysed between games and game-based conditioning drills. Ten games as well as fifteen defensive, fourteen offensive and six scrimmage-type drills of the same division I men's college team (13 players) were analysed using time-motion analysis technique. Live and stoppage time were classified in five classes of duration: 1-20, 21-40, 41-60, 61-80, >80 seconds. Half court actions started and finished in the same half court. Full court actions were classified as transfer (TR) phases when at least 3 teammates crossed the mid-court line. TR phases were then classified in 5 classes of frequency: 1TR, 2TR, 3TR, 4TR, and >4TR. The results revealed no statistically significant differences between games or between halves for the considered parameters. The only significant difference was observed for live/stoppage time ratio between halves (p<0.001). Furthermore, a significant difference of the live/stoppage ratio was found between games and game-based drills (p<0.01). Post-hoc analysis demonstrated significant differences of scrimmage-type drills in comparison to games, and defensive and offensive drills (p<0.05), whereas no differences emerged for the other pairwise comparisons. The absence of differences between games in the analysed parameters might be important to characterize the model of performance in division I men's college games. Furthermore, these results encourage coaches to use game-based conditioning drills to replicate the LT/ST ratio documented during games.
RESUMO
INTRODUCTION: Athletes in the National Basketball Association (NBA) are subjected to high levels of mechanical stress increasing their risk of injury. The purpose of this study was to see how certain lower extremity injuries affect in-game performance in relation to each NBA athlete's demographics. The hypothesis was that NBA players' post-injury performance would differ depending on their demographics and the type of injury sustained. METHODS: Descriptive epidemiology study of NBA injury list designations from the 2010/2011 season to the 2018/2019 season. About 255 lower leg injuries that met the inclusion criteria were selected from the injury lists spanning from the 2010/2011 season to the 2018/2019 season. These included ligamentous knee injuries, knee sprains, knee strains, knee hyperextensions, patellar injuries, ankle injuries, and Achilles injuries. The change in performance was determined by comparing mean game scores before and after injury with single-tailed, heteroscedastic t-testing and 95% confidence intervals for mean values. RESULTS: An overall statistically significant decrease in mean game score from 9.82 to 8.75 was seen in all included players (p = 0.01). Only athletes taller than the mean height (199.85 cm; p = 0.01) and heavier than the mean weight (101.63 kg; p = 0.02) showed a significant decline in performance. Ankle and knee injuries both resulted in a significant loss in game score (p = 0.04), with ankle injuries resulting in a greater average decline (-1.76 post-injury) than knee injuries (-1.34 post-injury). CONCLUSIONS: These findings suggest that treatment regimens should reflect the type of injury and demographics of the specific NBA player injured. Further research is warranted to determine if treatment may be more efficacious when streamlined based on player size and injury type.
RESUMO
This study aimed to compare soccer players' tactical performance according to their positional roles in the field test of FUT-SAT. The sample consisted of 54 male players from elite youth clubs (Medellín-Colombia), U16 and U17 categories. Participants trained five times per week (Tier 3). We used the System of Tactical Assessment (FUT-SAT), which evaluates tactical behaviour and performance through core tactical principles of soccer. The field test is structured in a numerical configuration of a goalkeeper + 3 players vs. 3 players + a goalkeeper played during 4 min on a playing field 36 m long by 27 m wide. All teams were structured with one player in each positional role (one defender, one midfielder, and one forward).To determine the differences between the positional roles, the following factors were analysed: the number of actions, the percentage of correct actions, the place of action related to the principles, and the Tactical Performance Index of core tactical principles. A total of 2891 tactical actions distributed in nine games were analysed. A Kruskal-Wallis test for the independent groups (defenders, midfielders, and forwards) or a one-way ANOVA was used. There was no difference in soccer players' tactical performance and behaviour between players of different positional roles in the field test of FUT-SAT.Therefore, teams need to be evaluated with the system of play with players in all field sectors in medium or large sided games. The system of play can be chosen according to the category given that competitions are held in reduced spaces and with fewer players.
RESUMO
This study examined the fourth quarters in the close games in the regular NBA games in the last decade, ranging from the 2013-14 season to the 2022-2023 season. A close game is categorically defined by a scenario where the point differential is confined within a 10-point margin at the onset of the fourth quarter and narrows further to a 5-point disparity by the end of the game. In total, 2,295 close games were identified in this study. Advanced game statistics, including offensive rate, defensive rate, assistance ratio, pace of game, and true shooting percentage, etc., are obtained from the NBA box scores using a python script. Understanding key factors that determine the outcome of the basketball games is critical, as such can be used to develop predictive models for coaches to design game strategies. This study developed a Bayesian Logistic Modeling approach to estimate the winning probability of a basketball team in the fourth quarter, using the pace of the last quarter and a team's shooting percentage. The accuracy of the model is used to evaluate if the model can correctly classify game outcome based on the identified game statistics in the fourth quarter of a game. The binary outcome of the close game is modeled as a Bernoulli distribution. Results reveal that the True Positive Rate and False Positive Rate is 0.93 and 0.07, respectively. Insights from this study can be used to help design coaching strategies in basketball games, illuminating potential tactical pivots that could tilt the game in their favor.
RESUMO
Background: Both the Sport Education (SE) model and Teaching Games for Understanding (TGfU) have been connected to the theory of situated learning, which is a game-centered curricular model. TGfU emphasizes tactical awareness, decision making, and skill execution. The SE model provides a complete season during physical education (PE) lessons. Therefore, it is worth exploring the integration of TGfU with SE (TGfU-SE) model in PE courses, and whether the hybrid TGfU-SE model can achieve better learning effects for students than the TGfU model alone. Purpose: The purpose of the study was to compare the difference in learning effects between the TGfU-SE model and the TGfU model on students' learning motivation, sport enjoyment, responsibility, and game performance. Methods: This study used a quasi-experimental design to compare different learning effects between the experimental group (TGfU-SE) and the control group (TGfU). The participants lived in Taiwan, including two junior high school PE teachers and four PE classes with a total of 90 students (TGfU-SE group, n = 46; TGfU group, n = 44). Each teacher taught two PE classes, one with an experimental group and one with a control group. This study used four research instruments, including the Responsibility Scale in Physical Education (RSPE), Learning Motivation Scale in Physical Education (LMSPE), Sport Enjoyment Scale in Physical Education (SESPE), and Game Performance assessment instrument (GPAI). Analysis of covariance (ANCOVA) and the independent t-test were used to analyze the data. Results: The results of this study showed that the TGfU-SE model had more positive learning effects on students' learning motivation, sport enjoyment, responsibility, and game performance than the TGfU model. Conclusion: we concluded that the TGfU-SE model had a more positive influence on students' learning performance than the TGfU model. It is suggested that the hybrid TGfU-SE model could be implemented effectively in the PE curriculum.
RESUMO
Blowouts in sports involve large margins of victory or loss between teams and have long been perceived as influencing subsequent performances by athletes, coaches, fans, and other stakeholders. Under the backdrop of the hot hand ph enomenon, the current study explores the impact of blowouts on subsequent game performance in the National Hockey League (NHL). Specifically, we examine the potential carryover of a "hot (or cold) hand" on the subsequent game following a large win or loss. In our study, we defined blowouts as outlying goal differentials for regular season games (i.e., a difference of approximately 6 goals between teams in a single game based on 3 standard deviations from the mean goal differential during the sampled period). Using this criterion, data from 285 games over the 2005-06 to 2018-19 NHL regular seasons were gathered for analysis. We performed a series of multiple regressions using blowout goal differential as the main predictor, adjusting for location of the subsequent game, number of time zones from the home base city, whether the subsequent game was a back-to-back, and winning percentages of the team and opponent. Our results revealed no significant over or under performance by teams that either won through a blowout or those that lost by a blowout. Our findings are consistent with previous work in other and similar sports contexts. Practical applications and future directions for research are discussed.
RESUMO
This study aimed to explore relationships between fitness, on-ice physical abilities and game performance among elite junior male ice hockey players. Twenty-one major junior ice hockey players (18.9 ± 1.4 years old) participated in the study. Measures including five fitness tests (anthropometric measures, pull up test, bench press test, broad jump, vertical jump) and three on-ice skating tests (multi-stage aerobic skating test, 44-m sprint test, and backward skating test) were assessed during their pre-season training camp. Game performance metrics (collected during the regular season) were collected using InStat software. Results of the (on-ice and off-ice) functional performance test protocol and on-ice tests were analyzed by evaluating correlation coefficients in multiple areas of game performance: 1) physical implication (body checks), 2) offensive contribution (expected goals for, types of zone entries), and 3) defensive actions (blocked shots, expected goals against). They revealed that performance in the broad jump test was associated with skating speed. Some significant correlations were also observed between on-ice test performance indicators such as received body checks, expected goals and blocked shots. In summary, results indicate that on-ice test protocols were associated with players' performance in multiple aspects of the game. Partial correlation analyses revealed that some of these relationships were specific to the player's position. Forward skating was associated with forwards' offensive play, and backward skating was specifically related with defensemen's performance (offense and defense). The addition of on-ice physical tests appears essential for interpreting the results of ice hockey players' physical tests and integrating these results into players' physical preparation and the in-season follow-up.
RESUMO
Previous research has indicated that social interactions and gaze behavior analyses in a group setting could be essential tools in accomplishing group objectives. However, only a few studies have examined the impact of social interactions on group dynamics in team sports and their influence on team performance. This study aimed to investigate the effects of game performance pressure on the gaze behavior within social interactions between beach volleyball players during game-like situations. Therefore, 18 expert beach volleyball players conducted a high and a low game performance pressure condition while wearing an eye tracking system. The results indicate that higher game performance pressure leads to more and longer fixation on teammates' faces. A higher need for communication without misunderstandings could explain this adaptation. The longer and more frequent look at the face could improve the receiving of verbal and non-verbal information of the teammate's face. Further, players showed inter-individual strategies to cope with high game performance pressure regarding their gaze behavior, for example, increasing the number of fixations and the fixation duration on the teammate's face. Thereby, this study opens a new avenue for research on social interaction and how it is influenced in/through sport.
RESUMO
The assessment of core executive functions (EFs; i.e., inhibition, working memory, cognitive flexibility) has often been presented as a diagnostic tool for evaluating cognitive functions in recent publications. For example, EFs are essential in soccer because players must quickly adapt, change strategies, and inhibit responses in rapidly changing game situations. Previous research has shown relations between (subjectively rated) game performance and the EFs of soccer players. Nevertheless, the previous studies' samples were heterogeneous in their performance level (experts vs. amateurs), and the ratings were rather unsystematic (no validated rating protocol). Therefore, the current study aimed to predict soccer players' game performance (i.e., systematically rated by coaches) with the help of EF performance. Therefore, we assessed the game performance (small-sided game, Game Performance Assessment Instrument [GPAI]) and EFs (inhibition: flanker task; working memory: 3-back task; cognitive flexibility: number-letter task) of 94 male soccer players (12-19 years old) from Germany's highest competitive level. Multiple regression model results indicate that inhibition (i.e., flanker effect) and calendar age explain ~18% of players' game performance variance. Results have to be interpreted with regard to the age-dependency of game performance and EFs. In conclusion, even though the results are based on a cross-sectional study, it appears that calendar age needs to be considered when assessing EFs.
Assuntos
Desempenho Atlético , Futebol , Adolescente , Adulto , Atletas/psicologia , Desempenho Atlético/fisiologia , Criança , Estudos Transversais , Função Executiva , Humanos , Masculino , Futebol/fisiologia , Adulto JovemRESUMO
The current study aimed to examine sleep characteristics of esport players and the stipulated effects of game performance on consecutive sleep characteristics using residual dynamic structural equation modeling (RDSEM). A sample of 27 Counterstrike players with a mean age of 18½ years participated in the current study. Sleep was detected over a period of 56 days with a Somnofy sleep monitor that utilizes an impulse radio ultra-wideband puls radar and Dopler technology, and weekly game performance was reported by the players. The results showed that esport players' sleep characteristics were in the lower levels of recommended guidelines and that sleep onset started later and sleep offset ended later in the morning compared with athletes from other traditional sports. The esport players displayed stable patterns in sleep onset, sleep offset, time in bed, sleep efficiency and non-REM respiration rates per minute (NREM RPM). On the between-person level, esport players with better game performance spent more time sleeping (r = 0.55) and scored lower on NREM RPM (r = -0.44). Unstandardized within-person cross-lagged paths showed that better game performance predicted subsequent earlier sleep offset. The within-level standardized estimates of the cross-lagged paths revealed that participants with better game performance spent subsequently more time in deep sleep (0.20), less time in light sleep (-0.14), less time in bed (-0.16), and displayed lower NREM RPM (-0.21), earlier sleep offset (-0.21), and onset (-0.09). The findings of better game performance being related to better sleep are discussed in terms of existing knowledge on how stress responses elicitated by poor performance might impact on non-REM respiration rates and sleep.
RESUMO
It is unclear why some people learn faster than others. We performed two independent studies in which we investigated the neural basis of real-time strategy (RTS) gaming and neural predictors of RTS game skill acquisition. In the first (cross-sectional) study, we found that experts in the RTS game StarCraft® II (SC2) had a larger lenticular nucleus volume (LNV) than non-RTS players. We followed a cross-validation procedure where we used the volume of regions identified in the first study to predict the quality of learning a new, complex skill (SC2) in a sample of individuals who were naive to RTS games (a second (training) study). Our findings provide new insights into how the LNV, which is associated with motor as well as cognitive functions, can be utilized to predict successful skill learning and be applied to a much broader context than just video games, such as contributing to optimizing cognitive training interventions.
Assuntos
Corpo Estriado/anatomia & histologia , Corpo Estriado/fisiologia , Jogos de Vídeo/psicologia , Adulto , Cognição/fisiologia , Sistemas Computacionais , Corpo Estriado/diagnóstico por imagem , Estudos Transversais , Humanos , Aprendizagem/fisiologia , Imageamento por Ressonância Magnética , Masculino , Destreza Motora/fisiologia , Neuroimagem , Resolução de Problemas/fisiologia , Desempenho Psicomotor/fisiologia , Análise e Desempenho de Tarefas , Adulto JovemRESUMO
Sport-specific skills display diurnal variation across various team sports such as badminton and tennis serving accuracy and soccer dribbling, volleying, and chipping execution. However, the effects of athlete chronotype on in-game sport-specific skill performance according to time of day across team sports is not well understood. Therefore, the aim of this study was to identify the effect of player chronotype on in-game basketball performance during evening games. Professional male basketball players (n = 11) completed a morningness-eveningness questionnaire and were categorized according to chronotype (morning-type: n = 4; neither-type: n = 6; evening-type: n = 1). Box score data from the 2019/20 season were utilized to determine individual in-game performance during evening games played after 18:00 h. Composite metrics (i.e., effective field goal percentage, offensive rating, defensive rating, and player efficiency) were used as indicators of player performance. Non-significant (p ≥ 0.21) differences were evident between M-types and N-types for most performance measures. Small to very large effects were observed in the number of rebounds favoring M-types, and three-point shots attempted and made, assists, and steals favored N-types. In-game performance appeared to not be affected by chronotype (i.e., M-type vs. N-type) in evening games among professional male basketball players. The lack of observed effect between chronotype and in-game performance suggest coaching staff may not need to consider player chronotype when developing a match strategy or assigning player roles if largely dealing with M-types and N-types. However, to ensure the greatest specificity, coaching staff may endeavor to schedule habitual training times in line with that of competition in an effort to align player circadian rhythms to games.
RESUMO
The purpose of this study was to compare the effects of 6 weeks direct instruction and teaching games for understanding (TGfU) programs on the decision-making and execution (post-interventions), as well, as on the physical activity (PA) levels during sessions. Thirty under-12 football players participated in this study (age: 10.3 ± 0.45 years) and were randomly assigned to TGfU (n = 15) or direct instruction (n = 15) group. Two sessions/week were implemented. Results revealed that TGfU promoted higher levels (p = 0.043; d = 2.99) of light PA (28.96%) compared with direct instruction (27.55%). Non-significant higher sedentary PA levels (p = 0.073; d = 2.62) were found in the control group (35.48%). In terms of tactical principles, conservation of the ball increased the percentage of moderate to vigorous physical activity in TGfU (43.60%) compared with direct instruction (38.05%). According to the Game Performance Evaluation Tool (GPET), significant improvements (p = 0.018, d = 3.78) of the attacking player with the ball in the percentage of change between groups in the unsuccessful execution in TGfU (% = -62.2) were observed compared with direct instruction (% = 14.2). TGfU seems to be more appropriate than direct instruction to increase the light PA levels during sessions while no significant differences were found between programs in moderate and vigorous intensities. Regarding the effects of programs in decisions, greater improvements in decisions with the ball were found in TGFU compared to DI.
Assuntos
Exercício Físico , Futebol , Grupos Controle , Feminino , Humanos , MasculinoRESUMO
Esports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic motivation), and number of matches played (time on task) on individuals' performance on a matchmaking rating (MMR) in the video game Defence of the Ancients 2 (Dota 2). Collected data from 315 participants was included in the analyses. A web-based questionnaire was used to collect data and structural equation modelling (SEM) was performed to analyze the data. The results show that perceived competence and autonomy were the only significant predictors of MMR performance beyond matches played. Fulfillment of relatedness, as well as motivational factors, were not found to be predictors of MMR scores. The strong effect of matches played, used as proxy of time on task, emphasize the effect of time and practice as a critical aspect of video-game expertise.
RESUMO
Space creation dynamics (SCDs) describe actions players perform to create a scoring opportunity. This study compared SCDs and types of offense during three different three versus three (3vs.3) basketball small-sided games (SSGs) played in half court: 3vs.3 with man-to-man defense in half playing area (3vs.3HALF), 3vs.3 with man-to-man defense in full playing area (3vs.3FULL), and 3vs.3 with reduced shot clock (3vs.3RT). We also investigated the efficacy of SCDs in all SSGs and the reliability of SCDs in 3vs.3HALF. While the efficacy of SCDs did not differ among these SSGs, 3vs.3RT presented significantly more "space creation with ball dribbled" and "shot clock violations," and less "on ball screens." 3vs.3FULL presented no differences in the SCDs and types of offense compared with 3vs.3HALF. Reliability within 3vs.3HALF was higher for "space creation with ball dribbled," "space creation without the ball," "set offenses," "fast breaks," and "loss of ball during passing or dribbling." We concluded that 3vs.3 basketball SSGs with different rules can be used for training different tactical behaviors important to formal games, especially since the 3vs.3HALF presented good reliability for many variables related to tactical behavior.
Assuntos
Desempenho Atlético/fisiologia , Basquetebol/fisiologia , Desempenho Psicomotor/fisiologia , Adolescente , Humanos , MasculinoRESUMO
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.
RESUMO
For sports assessment to be comprehensive, it must address all variables of sports development, such as psychological, social-emotional, physical and physiological, technical and tactical. Tactical assessment has been a neglected variable until the 1980s or 1990s. In the last two decades (1995-2015), the evolution of tactical assessment has grown considerably, given its importance in game performance. The aim of this paper is to compile and analyze different tactical measuring tools in team sports, particularly in soccer, through a bibliographical review. Six tools have been selected on five different criteria: (1) Instruments which assess tactics, (2) The studies have an evolution approach related to the tactical principles, (3) With a valid and reliable method, (4) The existence of publications mentioning the tool in the method, v. Applicable in different sports contexts. All six tools are structured around seven headings: introduction, objective(s), tactical principles, materials, procedures, instructions/rules of the game and published studies. In conclusion, the teaching-learning processes more tactical oriented have useful tactical assessment instrument in the literature. The selection of one or another depends some context information, like age and level of expertise of the players.
RESUMO
Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.
RESUMO
This article assesses the game performance of the teams participating in the Men's World Championship of Handball of 2011 by using Data Envelopment Analysis (DEA) and the cross-efficiency evaluation. DEA uses Linear Programming to yield a measure of the overall performance of the game of particular teams, and allows us to identify relative strengths and weaknesses by means of benchmarking analysis. The cross-efficiency evaluation provides a peer-appraisal of the teams with different patterns of game, and makes it possible to rank them. Comparisons between this ranking and the final classification in the championship provide an insight into the game performance of the teams versus their competitive performance. We highlight the fact that France, which is the world champion, is also identified as an "all-round" performer in our game performance assessment.