The effect of virtual reality training on technical skills training load and mental fatigue in football players
2024
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Danışman: Prof. Dr. Murat Taş
Özet (EN)
Objective: This study aims to evaluate the effects of virtual reality training on technical skill training load and mental fatigue in football players. Materials and Methods: This study included 24 football players aged 18 and above currently participating in official match calendars licensed by the Turkish Football Federation. Our research involved two groups: the application group that trained using the Rezzil Index® virtual reality application and the control group that continued their regular team training. These groups trained for 16 units, 2 days per week, over 8 weeks. Training load values of the athletes participating in the study were recorded in the 30 minutes after the training. They were evaluated using the dependent samples t-test, and post-hoc analyses (Bonferroni) were applied and recorded. Mental fatigue levels were recorded as pre-tests at the study's beginning and post-tests at the end. The performance tests measuring football-specific heading, moving ball striking, fixed ball striking, and passing skills were evaluated and recorded as pre-test and post-test. Intra-group findings that emerged in the study were assessed and recorded using the dependent samples t-test from statistical methods, and the inter-group comparisons were evaluated and recorded using the independent samples t-test. Results: According to the analysis results, a statistically significant difference was detected in the pre-test and post-test football-specific technical skill values of the performance group (p<0,05). No statistically significant difference was detected in the pre-test and post-test football-specific technical skill values of the control group (p>0,05). According to the analysis results, a statistically significant difference was detected in the performance group's pre-test and post-test training load values (p<0,05). No statistically significant difference was detected in the control group's pre-test and post-test training load values (p>0,05). According to the analysis results, a statistically significant difference was detected in the pre-test and post-test mental fatigue values of the performance group (p<0,05). No statistically significant difference was detected in the control group's pre-test and post-test mental fatigue values (p>0,05). According to the analysis results, when the application group was compared with the control group, a statistically significant difference was detected in football-specific technical skill, training load and mental fatigue test (p<0,05). Conclusion: In conclusion, it can be stated that the Rezzil Index® VR application, with its fully immersive virtual reality technology materials, can be used as an alternative training method for the development of football-specific technical skills, as well as the associated training load and mental fatigue levels. Keywords: Virtual Reality, Football, Training, Mental Fatigue, Training Load, Technical Skill
Yazar
Emre Gürbüz
Bu Yayına Nasıl Atıf Yapılır
Emre Gürbüz (Doctorate thesis). The effect of virtual reality training on technical skills training load and mental fatigue in football players, 2024, Manisa Celal Bayar University.
Anahtar Kelimeler
Lisans
Tüm Hakları Saklıdır
Bu eser belirtilen lisans koşulları altında paylaşılmaktadır.
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