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1.
Physical demands of cricket presumably vary by both game format and performance level. Differences in player movement patterns between 2 game formats (1 day and multiday) and 2 levels of elite performance (state and international) were quantified with global positioning system technology. Five movement categories were established, and 15 movement pattern variables were reported. Data from state (n = 42, 200 files) and international (n = 12, 63 files) cricketers were scaled to hourly values to compare movement demands. Cricketers generally covered similar distances in both formats, except for state 1-day fielders who covered moderately greater distance (~0.7 km·h?1 more; 21 ± 8%; mean ± 90% confidence interval) than state multiday (first-class) fielders. State 1-day cricketers also covered small to moderately greater distances (running 41 ± 13%; striding 38 ± 16%; sprinting 39 ± 36%) in the faster movement patterns and consequently had moderately less recovery time (13-67%) between high-intensity efforts as first-class cricketers. Comparisons of movements between performance levels revealed similar total distances between state and international cricketers. However, Test fielders covered moderately greater (29-48%) distances at the higher-intensity movement patterns (running, striding, and sprinting) than first-class fielders. In summary, although movement patterns were broadly similar between formats and levels, it appears that one day cricket (compared with multiday games) and test matches (compared with state-level competition) require more higher-intensity running. Conditioning coaches should train state and international 1-day cricket players similarly, but should account for the higher physical demands of international multiday cricket.  相似文献   

2.
This study compared the physical demands of friendly matches (FMs) and small-sided games (SGs) in semiprofessional soccer players by means of global positioning system technology. Twenty-seven semiprofessional soccer players were monitored during 7 FMs and 9 sessions involving different SGs. Their physical profile was described on the basis of 20 variables related to distances and frequencies at different running speeds, the number of accelerations, and through global indicators of workload such as the work:rest ratio, player workload, and the exertion index. Results showed significant differences (p < 0.01) between SGs and FMs for the following variables: overall workload (SG > FM); the distribution of the distance covered in the speed zones 7.0-12.9 km·h(-1) (SG > FM) and >21 km·h(-1) (FM > SG); the distribution of time spent in certain speed zones (FM > SG: 0.0-6.9 and >21 km·h(-1); FM > SG: 7.0-12.9 km·h(-1)). More sprints per hour of play were performed during FMs, with greater mean durations and distances, greater maximum durations and distances, and a greater frequency per hour of play for sprints of 10-40 and >40 m (p < 0.01). The frequency of repeated high-intensity efforts was higher during FM (p < 0.01). The results show that coaches and strength and conditioning professionals should consider FMs during their training routine to foster specific adaptations in the domain of high-intensity effort.  相似文献   

3.
We sought to study the physical demands and match performance of women soccer players. Nineteen top-class and 15 high-level players were individually videotaped in competitive matches, and time-motion analysis were performed. The players changed locomotor activity >1,300 times in a game corresponding to every ~4 seconds and covered 9-11 km in total. The top-class players ran 28% longer (P < 0.05) at high intensities than high-level players (1.68 +/- 0.09 and 1.33 +/- 0.10 km, respectively) and sprinted 24% longer (P < 0.05). The top-class group had a decrease (P < 0.05) of 25-57% in high intensity running in the final 15 minutes compared with the first four 15-minutes intervals, whereas the high-level group performed less (P < 0.05) high-intensity running in the last 15 minutes of each half in comparison with the 2 previous 15-minute periods in the respective half. Peak distance covered by high intensity running in a 5-minute interval was 33% longer (P < 0.05) for the top-class players than the high-level players. In the following 5 minutes immediately after the peak interval top-class players covered 17% less (P < 0.05) high-intensity running than the game average. Defenders performed fewer (P < 0.05) intervals of high-intensity running than midfielders and attackers, as well as fewer (P < 0.05) sprints than the attackers. In conclusion, for women soccer players (1) top-class international players perform more intervals of high-intensity running than elite players at a lower level, (2) fatigue develops temporarily during and towards the end of a game, and (3) defenders have lower work rates than midfielders and attackers. The difference in high-intensity running between the 2 levels demonstrates the importance of intense intermittent exercise for match performance in women soccer. Thus, these aspects should be trained intensively in women soccer.  相似文献   

4.
This study was a performance analysis of surfing athletes during competitive surfing events in an attempt to inform the development of surfing-specific conditioning. Twelve nationally ranked surfers were fitted with heart rate (HR) monitors and global positioning system (GPS) units and videoed during the heats of 2 sanctioned competitions. Means and SDs represented the centrality and spread of analyzed data. From the 32 videos analyzed, the greatest amount of time spent during surfing was paddling (54 ± 6.3% of the total time) (% TT). The remaining stationary represented 28 ± 6.9% TT, wave riding, and paddling for a wave represented only 8 ± 2% TT and 4 ± 1.5% TT, respectively. Surfers spent 61 ± 7% of the total paddling bouts and 64 ± 6.8% of total stationary bouts between 1 and 10 seconds. The average speed recorded via the GPS for all the subjects was 3.7 ± 0.6 km·h(-1), with an average maximum speed of 33.4 ± 6.5 km·h(-1) (45 km·h(-1) was the highest speed recorded). The average distance covered was 1,605 ± 313 m. The mean HR during the surf competitions was 139 ± 11 b·min(-1) (64% HRmax), with a (mean) peak of 190 ± 12 b·min(-1) (87% HRmax). Sixty percent TT was spent between 56 and 74% of the age-predicted HR maximum (HRmax), 19% TT >46% HRmax, and approximately 3% TT >83% HRmax. Competitive surfing therefore involves intermittent high-intensity bouts of all out paddling intercalated with relatively short recovery periods and repeated bouts of low-intensity paddling, incorporating intermittent breath holding. Surfing-specific conditioning sessions should attempt to replicate such a profile.  相似文献   

5.
The aim of this study was to describe the kinematical demands placed on soccer assistant referees during the 2003 U-17 World Championship, and to examine the relationship between the results in the fitness tests adopted by FIFA and match activities. Twenty-two international-level assistant referees were observed during 12 matches and computerized analysis of match activities was performed using a two-dimensional photogrammetric video analysis system based on DLT (direct lineal transformation) algorithms. Before the start of the tournament, the assistant referees completed a 2 x 50-m sprint test and a 12-minute run test. Assistant referees covered on average 6137 +/- 539 m during the matches, with 20% of the total distance covered at high velocities (speeds faster than 13 km x h(-1)). During the second half, time spent standing still increased (P < 0.01) and distance covered jogging (P < 0.05), cruising (P < 0.01) and moving sideways (P < 0.001) decreased. The score in the 12-minute run test showed a low correlation with the entire match distance (r = 0.24; P > 0.05) and with the time spent exercising at a high intensity (r = 0.35; P > 0.05). The 50-m sprint time was not significantly correlated (r = -0.38; P > 0.05) with time spent within the high-intensity activities category. The results of this study demonstrate that assistant referees experience unique kinematical demands during soccer officiating and that the score in the battery of fitness tests adopted by FIFA was not correlated to match activities.  相似文献   

6.
Global positioning system (GPS) technology has improved the speed, accuracy, and ease of time-motion analyses of field sport athletes. The large volume of numerical data generated by GPS technology is usually summarized by reporting the distance traveled and time spent in various locomotor categories (e.g., walking, jogging, and running). There are a variety of definitions used in the literature to represent these categories, which makes it nearly impossible to compare findings among studies. The purpose of this work was to propose standard definitions (velocity ranges) that were determined by an objective analysis of time-motion data. In addition, we discuss the limitations of the existing definition of a sprint and present a new definition of sprinting for field sport athletes. Twenty-five GPS data files collected from 5 different sports (men's and women's field hockey, men's and women's soccer, and Australian Rules Football) were analyzed to identify the average velocity distribution. A curve fitting process was then used to determine the optimal placement of 4 Gaussian curves representing the typical locomotor categories. Based on the findings of these analyses, we make recommendations about sport-specific velocity ranges to be used in future time-motion studies of field sport athletes. We also suggest that a sprint be defined as any movement that reaches or exceeds the sprint threshold velocity for at least 1 second and any movement with an acceleration that occurs within the highest 5% of accelerations found in the corresponding velocity range. From a practical perspective, these analyses provide conditioning coaches with information on the high-intensity sprinting demands of field sport athletes, while also providing a novel method of capturing maximal effort, short-duration sprints.  相似文献   

7.
ABSTRACT: Suarez-Arrones, LJ, Nu?ez, FJ, Portillo, J, and Mendez-Villanueva, A. Running demands and heart rate responses in men rugby sevens. J Strength Cond Res 26(11): 3155-3159, 2012-The purpose of this study was to examine match running performance and exercise intensity in a Rugby Sevens (7s) team during competitive club-level matches. Time-motion analyses (global position system) were performed on 7 male rugby players during 5 competitive matches in a 2-day tournament. The players covered an average distance of 1,580.8 ± 146.3 m per game (14 minutes). Over this distance, 34.8% (549.7 ± 79.1 m) was spent standing and walking, 26.2% (414.8 ± 105.1 m) jogging, 9.8% (154.6 ± 53.5 m) cruising, 15.5% (244.5 ± 80.1 m) striding, 5% (79.5 ± 37.2 m) high-intensity running, and 8.7% (137.7 ± 84.9 m) sprinting. The average maximal distance of sprints, the number of sprints, the minimum distance of sprint, and the mean sprint distance over the game were 29.5 ± 11.7 m, 7.4 ± 3.9 sprints, 9.1 ± 5.7 m, and 18 ± 7.6 m, respectively. The player's work-to-rest ratio was 1:0.5. For over 75% of the game, the players were exposed to heart rates (HRs) >80% of their maximal HR. There were no statistical differences between the first and second halves in any of the variables analyzed. This study indicates that the physical demands of Rugby 7s are quite different from those encountered in other rugby codes and that the training regimes need to meet the increased overall running demands, the augmented high-intensity running actions, and the reduced work-to-rest ratios.  相似文献   

8.
The aim of this study was (a) to examine the physiological demands of competitive Rugby League match play using portable Global Positioning Systems (GPSs) to monitor players' movement patterns and heart rate (HR) and (b) examine positional comparisons to determine if players' physiological requirements are influenced by their playing position during Rugby League match play. Twenty-two elite male Rugby League players were monitored during 5 regular season competition matches using portable GPS software. There was no difference in the total distance traveled between backs (5,573 ± 1,128 m) and forwards (4,982 ± 1,185 m) during match play. Backs and forwards had an average HR of approximately 80% of their maximum (162 ± 11 and 165 ± 12 b · min(-1), respectively) throughout each match. Backs achieved greater maximum running speed (8.6 ± 0.7 m · s(-1)), completed a greater number of sprints (18 ± 6), had less time between sprints (3.2 ± 1.1 minutes), achieved a greater total duration of sprinting (44.7 ± 9.1 seconds), and covered more distance sprinting (321 ± 74 m) than forwards did (6.8 ± 0.7 m · s(-1), 11 ± 5, 5.2 ± 2.2 minutes, 25.8 ± 9.2 seconds, and 153 ± 38 m, respectively). The GPS successfully provided real-time feedback to identify significant positional differences in distances covered, running speed characteristics, and the physiological demands of competitive Rugby League match play.  相似文献   

9.
In elite-level soccer, player motion characteristics are commonly generated from match play and training situations using semiautomated video analysis systems and global positioning system (GPS) technology, respectively. Before such data are used collectively to quantify global player load, it is necessary to understand both the level of agreement and direction of bias between the systems so that specific interventions can be made based on the reported results. The aim of this report was to compare data derived from both systems for physical match performances. Six elite-level soccer players were analyzed during a competitive match using semiautomated video analysis (ProZone? [PZ]) and GPS (MinimaxX) simultaneously. Total distances (TDs), high speed running (HSR), very high speed running (VHSR), sprinting distance (SPR), and high-intensity running distance (HIR; >4.0 m·s(-1)) were reported in 15-minute match periods. The GPS reported higher values than PZ did for TD (GPS: 1,755.4 ± 245.4 m; PZ: 1,631.3 ± 239.5 m; p < 0.05); PZ reported higher values for SPR and HIR than GPS did (SPR: PZ, 34.1 ± 24.0 m; GPS: 20.3 ± 15.8 m; HIR: PZ, 368.1 ± 129.8 m; GPS: 317.0 ± 92.5 m; p < 0.05). Caution should be exercised when using match-load (PZ) and training-load (GPS) data interchangeably.  相似文献   

10.
The purpose of this study was to quantify movement demands of elite international age grade (U20) rugby union players during competitive tournament match play. Forty elite professional players from an U20 international performance squad were monitored using 10Hz global positioning systems (GPS) during 15 international tournament matches during the 2014/15 and 2015/16 seasons. Data on distances, velocities, accelerations, decelerations, high metabolic load (HML) distance and efforts, and number of sprints were derived. Data files from players who played over 60 min (n = 161) were separated firstly into Forwards and Backs, and more specifically into six positional groups; FR—Front Row (prop & hooker), SR—Second Row, BR—Back Row (Flankers & No.8), HB—Half Backs (scrum half & outside half), MF—Midfield (centres), B3 –Back Three (wings & full back) for match analysis. Analysis revealed significant differences between forwards and backs positions. Backs scored higher on all variables measured with the exception of number of moderate accelerations, decelerations (no difference). The centres covered the greatest total distance with the front row covering the least (6.51 ± 0.71 vs 4.97 ± 0.75 km, p < 0.001). The front row also covered the least high speed running (HSR) distance compared to the back three (211.6 ± 112.7 vs 728.4 ± 150.2 m, p < 0.001) who covered the most HSR distance, affirming that backs cover greater distances but forwards have greater contact loads. These findings highlight for the first time differences in the movement characteristics of elite age grade rugby union players specific to positional roles.  相似文献   

11.
The aim of this study was to investigate recovery via analysis of activity profiles in a professional soccer team over an intense period of matches. A total of 172 outfield players from 27 Spanish League matches played by a professional team during the 2005-2006 season were analyzed using a multiple-camera match analysis system. The dependent variables were the distance covered by players at different intensities. Data were analyzed using an independent-sample t-test and a linear regression analysis with 5 independent variables: the number of matches played per week (1 or 2), match status (i.e., whether the team was winning, losing or drawing), match location (i.e., playing at home or away), quality of the opponents (strong or weak), and the individual playing position of the players. The main finding of this study suggests that the activity profiles of professional soccer players were not influenced by short recovery between matches. Although those players who played 2 matches a week covered less distance at maximal (>23 km·h(-1)), submaximal (19.1-23 km·h(-1)), and medium (14.1-19 km·h(-1)) intensities than those players who played 1 match a week, no significant differences were found. Moreover, results from this study seem to confirm that the elite soccer players' distance covered at various speeds is dependent on match contextual factors. The top-class players performed less high-intensity activity (>19.1 km·h(-1)) when winning than when they were losing (p < 0.05), but more distance was covered by walking and jogging when winning (p < 0.05). The home teams covered a greater distance than away teams at low intensity (<14.1 km·h(-1)) (p < 0.01). Finally, the better the quality of the opponent, the higher the distance covered by walking and jogging.  相似文献   

12.
Lovell, DI, Mason, DG, Delphinus, EM, and McLellan, CP. Do compression garments enhance the active recovery process after high-intensity running? J Strength Cond Res 25(12): 3264-3268, 2011-This study examined the effect of wearing waist-to-ankle compression garments (CGs) on active recovery after moderate- and high-intensity submaximal treadmill running. Twenty-five male semiprofessional rugby league players performed two 30-minute treadmill runs comprising of six 5-minute stages at 6 km·h, 10 km·h, approximately 85% VO(2)max, 6 km·h as a recovery stage followed by approximately 85% VO(2)max and 6 km·h wearing either CGs or regular running shorts in a randomized counterbalanced order with each person acting as his own control. All stages were followed by 30 seconds of rest during which a blood sample was collected to determine blood pH and blood lactate concentration [La]. Expired gases and heart rate (HR) were measured during the submaximal treadmill tests to determine metabolic variables with the average of the last 2 minutes used for data analysis. The HR and [La] were lower (p ≤ 0.05) after the first and second 6 km·h recovery bouts when wearing CGs compared with when wearing running shorts. The respiratory exchange ratio (RER) was higher and [La] lower (p ≤ 0.05) after the 10 km·h stage, and only RER was higher after both 85% VO(2)max stages when wearing CGs compared with when wearing running shorts. There was no difference in blood pH at any exercise stage when wearing the CGs and running shorts. The results of this study indicate that the wearing of CGs may augment the active recovery process in reducing [La] and HR after high-intensity exercise but not effect blood pH. The ability to reduce [La] and HR has important consequences for many sports that are intermittent in nature and consist of repeated bouts of high-intensity exercise interspersed with periods of low-intensity exercise or recovery.  相似文献   

13.
The purpose of this study was to describe the match-play demands of professional female rugby players competing in Rugby Sevens (Rugby 7's) matches. Time-motion analyses (global position system) were performed on 12 elite female rugby players during 5 competitive matches in a 2-day international tournament. Data revealed that players covered an average distance of 1,556.2 ± 189.3 m per game (14 minutes). Over this distance, 29.7% (462.6 ± 94.6 m) was spent standing and walking, 33.2% (515.9 ± 88.6 m) jogging, 11.6% (181.0 ± 61.4 m) cruising, 16.4% (255.7 ± 88.3 m) striding, 3.7% (57.1 ± 40.8 m) high-intensity running, and 5.4% (84.0 ± 64.8 m) sprinting. The average maximal distance of sprints, number of sprints, minimum distance of sprint, and mean sprint distance over the game were as follows: 25.8 ± 16.1 m, 5.3 ± 3.2 sprints, 6.5 ± 2.0 m, and 17.2 ± 8.8 m, respectively. The players' work-to-rest ratio was 1:0.4. For over 75% of the game, the players were exposed to heart rates (HRs) >80% of their maximal HR. There were no statistical differences between the first and second halves in any of the variables analyzed. This study suggests that the physical demands of Rugby 7's are quite different from those reported in other rugby codes. For players and teams to remain competitive in female Rugby Sevens, coaching, conditioning, and physical fitness testing should reflect these current demands.  相似文献   

14.
ABSTRACT: K?klü, Y, Ers?z, G, Alemdaro?lu, U, A???, A, and ?zkan, A. Physiological responses and time-motion characteristics of 4-A-side small-sided game in young soccer players: The influence of different team formation methods. J Strength Cond Res 26(11): 3118-3123, 2012-The purpose of this study was to examine the influence of different team formation methods on the physiological responses to and time-motion characteristics of 4-a-side small-sided games (SSG4) in young soccer players. Thirty-two young soccer players (age 16.2 ± 0.7 years; height 172.9 ± 6.1 cm; body mass 64.1 ± 7.7 kg) voluntarily participated in this study. Anthropometric measurements, technical tests, and maximum oxygen uptake (V[Combining Dot Above]O2max) tests were carried out on the players. The SSG4 teams were then created using 4 different methods: according to the coaches' subjective evaluation (CE), technical scores (TS), V[Combining Dot Above]O2max (AP), and V[Combining Dot Above]O2max multiplied by TSs (CG). The teams thus created played 4 bouts of SSG4 at 2-day intervals. During the SSG4, heart rate (HR) responses, distance covered, and time spent in HRmax zones were recorded. In addition, rating of perceived exertion (RPE) and blood lactate level (La) were determined at the end of the last bout of each SSG4. Percent of HRmax (%HRmax), La, and RPE responses during SSG4 were significantly higher for teams chosen according to AP and CG compared with that according to CE and TS (p < 0.05). In addition, teams chosen by AP and CG spent significantly more time in zone 4 (>90% HRmax ) and covered a greater distance in the high-intensity running zone (>18 km·h) than did teams formed according to TS. Moreover, AP teams covered significantly greater total distance than TS teams did (p < 0.05). In conclusion, to spend more time in both the high-intensity HR zone and the high-intensity running zone, the teams in SSG4 should be formed according to the players' V[Combining Dot Above]O2max values or the values calculated using both the V[Combining Dot Above]O2max and technique scores.  相似文献   

15.
The aim of this study was to examine the relationship between selected blood lactate thresholds and competitive match activities in elite soccer referees. Eight elite-level referees (mean age, 37.6 +/- 3.4 years) were each observed during 2 Serie A matches (n = 16), and the mean of each match activity was used for analysis. Match activities were monitored using a technology similar to that reported by Ohashi and others. Blood lactate thresholds were assessed under field conditions during a progressive multistage protocol. Running velocities attained at selected blood lactate concentrations (2 and 4 mmol x L(-1), V2 and V4, respectively) were chosen because these are commonly used to assess endurance performance. Analyses of correlations were performed considering V2 and V4 values as independent variables and total distance, maximal velocity distance (runs performed at velocities faster than 24 km x h(-1)) and high-intensity activity distance (runs performed at velocities faster than 18 km x h(-1)) as dependent variables. Significance was set at p 相似文献   

16.
Although the physiological demands of cricket match play are emerging, the demands of contemporary training practices have not been reported. The aim of this study was to quantify the physiological demands of selected cricket training activities and compare these to known match demands. Twenty-eight different training activities were monitored in national academy level cricketers (n = 42) using global positioning system units during a 14-week residential training program. The training activities were classified into 3 categories: conditioning sessions (n = 8), skill sessions (n = 9), and game simulations (n = 11). Conditioning sessions were further classified into high- (n = 4) and low- (n = 4) intensity drills. Time-motion measures included movement patterns (walk, jog, run, stride, and sprint distances), total distance covered, number of sprints, number of high-intensity efforts, maximum speed, and recovery time between high-intensity efforts. Inferential statistics were used to quantify magnitudes of difference between various training drills. Movement patterns were then compared to recently published game data (Twenty20, One-Day, and Multiday games) from the same sample group of cricketers. Conditioning drills were twice as long in duration as skill drills and twice as intense as both the skill and game simulation drills. Exercising heart rates were 9-26% and lactate levels up to 3.5 times higher in conditioning compared to other training drills. Conditioning drills matched or exceeded (up to 10 b·min?1; 5%) peak game heart rates. Conversely, skill and simulation drills replicated mean game heart rates for some, but not all positions. In conclusion, training replicates or exceeds cricket match demands in conditioning-type drills but not in simulation or skill-based drills. Modification of skill and simulation training drill practices will ensure closer replication of match and training demands.  相似文献   

17.
The purpose of the present study was to examine the effects of competitive level and team tactic on game demands in men's basketball. Sixteen international-level male basketball players (INPs) and 22 national-level male basketball players (NLPs) were studied during 6 games. Time-motion analysis was performed to track game activities. Game physiological demands were assessed by monitoring heart rate (HR) and blood-lactate concentration. Results showed that INPs sprinted significantly more and performed more high-intensity shuffling than did NLPs (p < 0.05). Game-activity changes and frequency of high-intensity bouts were similar in man-to-man and zone-marking games (1,053 vs. 1,056 and 253 vs. 224, respectively, p > 0.05). Time spent in the maximal (>95% of HRmax) and high-intensity zone (85-95% of HRmax) was greater in the INPs than in the NLPs (17.8 vs. 15.2%, p < 0.01 and 59.1 vs. 54.4%, p < 0.05, respectively). No significant differences in mean HR were evident between man-to-man and zone-marking games (93.3 ± 2.1 vs. 92.8 ± 1.8% of HRmax, p > 0.05). Blood-lactate concentration was higher in the INPs than in the NLPs (6.60 ± 1.22 vs. 5.66 ± 1.19 mmol·L?1 at halftime and 5.65 ± 1.21 vs. 4.43 ± 1.43 mmol·L?1 at full time, p < 0.05). No mean or peak blood-lactate concentration differences resulted between man-to-man and zone-marking games (5.15 ± 1.32 vs. 5.83 ± 1.10 and 5.90 ± 1.25 vs. 6.30 ± 1.27 mmol·L?1, respectively, p > 0.05). These results suggest an effect of competitive level over game demands in men's basketball. No marking strategy effect was evident. Basketball coaches and fitness trainers should develop the ability to repeatedly perform high-intensity activity during the game. Repeated sprinting and high-intensity shuffling ability should be trained to successfully play man-to-man and zone defense, respectively.  相似文献   

18.
This study investigated the activity profile of young soccer players (mean age 11.8 +/- 0.6 years; N = 12) with the aim of providing information for the development of training strategies. Data for movements of each player were obtained using 2 cameras that aimed at the subject throughout the match (Play Controller, Phromos, Italy). Encoders transmitted camera movements to a computer. The collected signals were then converted into distances, times, and speed attained at arbitrarily selected match categories. Players were monitored during official 11 vs. 11 matches (N = 12), with each match consisting of 2 halves, each lasting 30 minutes played on a regular soccer pitch. Mean total match distance amounted to 6,175 +/- 318 m. During the second half, players covered 5.5% less distance (p > 0.05). At speeds between 13.1 and 18.0 km.h(-1), players covered 12% less distance during the second half (p < 0.05). Players stood still 11% of the total time played (3,789 +/- 109 seconds). At speeds faster than 18 km.h(-1), players performed 33 +/- 4 bouts during match play, with a mean time length of 2.3 +/- 0.6 seconds per bout. Mean time interval between two successive maximal sprint bouts was 118.5 +/- 20.5 seconds. Players stood still longer during the course of the second half (229 +/- 76 seconds vs. 173 +/- 61 seconds, p < 0.05). Players tended to play in small areas of the football pitch and spent 9% of the total match time at high intensity. In order to promote a more active space coverage of the young player, at least for the age considered in the present study, the dimensions of the football pitch and the number of players should be reduced.  相似文献   

19.
This study investigated the physiological and skill demands of 'on-side' and 'off-side' games in elite rugby league players. Sixteen male rugby league players participated in 'on-side' and 'off-side' games. Both small-sided games were played in a 40- × 40-m playing area. The 'off-side' game permitted players to have 3 'plays' while in possession of the ball. Players were permitted to pass backward or forward (to an 'off-side' player). The 'on-side' game also permitted players to have 3 'plays' while in possession of the ball. However, players were only permitted to pass backward to players in an 'on-side' position. Heart rate and movement patterns (via global positioning system) were recorded continuously throughout both games. Data were collected on the distance covered, number of high-acceleration and velocity efforts, and recovery between efforts. Video footage was also taken to track the performance of the players. Post hoc inspection of the footage was undertaken to count the number of possessions and the number and quality of disposals. In comparison to 'on-side' games, 'off-side' games had a greater number of involvements ("touches"), passes, and effective passes. However, the cognitive demands of 'on-side' games were greater than 'off-side' games. 'Off-side' games resulted in a greater total distance covered, greater distance covered in mild and moderate accelerations, and greater distance covered in low, moderate, and high-velocity efforts. There were also a greater number of short duration recovery periods between efforts in 'off-side' games. The results of this study demonstrate that 'off-side' games provide greater physiological and skill demands than 'on-side' games. 'Off-side' games may provide a practical alternative to 'on-side' games for the development of skill and fitness in elite rugby league players.  相似文献   

20.
The purpose of this study was to determine if there is an association between variables that describe movements in an Australian Rules football (ARF) game with muscle damage. Fourteen elite junior ARF players were monitored with a global positioning system (GPS) during a match, and muscle damage was estimated by determining creatine kinase (CK) 24 hours postmatch. The players were median split based on CK levels, into a high and low CK group, and the groups were compared with independent t-tests. The primary finding was that the group that experienced greater muscle damage (high CK group) generally covered significantly (p < 0.05) greater distances. This was the case for running speeds between 4 and 7 m·s(-1) and, with the exception of high acceleration, all intensities of acceleration and deceleration. The high, as compared with the low, CK group also produced a significantly greater (42%) "player load." All of these significant differences were accompanied by large effect sizes. Group-specific Pearson (r) correlations between CK level and GPS variables suggest that a certain volume of movement is required before the elicitation of a positive relationship beyond trivial or small. Correlations between CK and running speeds >4 m·s(-1) and moderate-high acceleration and deceleration were negative in the low CK (lesser volumes) group. With the exception of low-intensity acceleration/deceleration, the same relationships were positive and generally of a moderate-to-large magnitude in the high CK (greater volumes) group. It may be that a certain volume of movement is required for that movement to be strongly associated with CK levels. It was concluded that selected GPS variables obtained from ARF games can be used as indicators of muscle damage, and this information may be used to individualize recovery strategies after games.  相似文献   

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