School of Exercise Science, Australian Catholic University, Brisbane, Queensland, Australia.
J Strength Cond Res. 2012 Jan;26(1):113-20. doi: 10.1519/JSC.0b013e31821d97f4.
This study investigated the influence of wrestling on the physiological and skill demands of small-sided games. Twenty-eight elite rugby league players ([mean ± SE] age, 21.6 ± 0.5 years) participated in this within-subject crossover study. On day 1, 14 players played 2, 8-minute small-sided games, whereas the remaining 14 players played identical games with intermittent wrestling throughout. Each game was separated by 90 seconds. On day 2, the groups were crossed over. Movement was recorded by a global positioning system unit (miniMaxX, Catapult Innovations, Melbourne, Australia), sampling at 5 Hz. Each small-sided game was filmed to track the number of possessions and the number and quality of disposals. The games without wrestling resulted in a greater (p < 0.05) total distance covered (2,475 ± 31 vs. 1,964 ± 27 m) and greater distance covered in low (930 ± 19 vs. 842 ± 19 m), moderate (1,120 ± 28 vs. 752 ± 26 m), high (332 ± 16 vs. 240 ± 12 m), and very-high (24 ± 4 vs. 15 ± 3 m) velocity movement intensities. Conversely, the games with wrestling resulted in a significantly greater (p < 0.05) distance covered in mild, moderate, and maximal accelerations and a greater number of repeated high-intensity effort bouts (2.1 ± 0.2 bouts vs. 0.2 ± 0.1 bouts). No significant differences (p > 0.05) were detected between games with and without wrestling for the total number of involvements, receives, passes, effective passes, ineffective passes, and disposal efficiency. The results of this study demonstrate that intermittent wrestling reduces the running demands but increases the repeated high-intensity effort demands of small-side games. Furthermore, these physiological changes occur without compromising the volume of skill executions, the number of errors, or disposal efficiency. From a practical perspective, these results suggest that intermittent wrestling may be a useful supplement to small-sided games to concurrently train repeated-effort ability and skills under game-specific fatigue.
这项研究调查了摔跤对小场比赛生理和技能需求的影响。28 名精英英式橄榄球联盟球员([平均值±SE]年龄,21.6±0.5 岁)参与了这项随机交叉研究。在第 1 天,14 名球员进行了 2 场 8 分钟的小场比赛,而其余 14 名球员则在整个比赛中进行间歇性摔跤。每场比赛之间间隔 90 秒。在第 2 天,两组进行了交叉。运动由全球定位系统单元(miniMaxX,Catapult Innovations,墨尔本,澳大利亚)记录,采样频率为 5 Hz。每场小场比赛都进行了拍摄,以跟踪控球次数和处理次数和质量。没有摔跤的比赛导致总距离覆盖(2475±31 米对 1964±27 米)和低强度(930±19 米对 842±19 米)、中强度(1120±28 米对 752±26 米)、高强度(332±16 米对 240±12 米)和超高强度(24±4 米对 15±3 米)运动强度的距离覆盖明显增加(p<0.05)。相反,有摔跤的比赛导致中等、高强度和最大加速度的距离覆盖显著增加(p<0.05),并且重复高强度努力的次数更多(2.1±0.2 次对 0.2±0.1 次)。在涉及次数、接球次数、传球次数、有效传球次数、无效传球次数和处理效率方面,有摔跤和无摔跤的比赛之间没有显著差异(p>0.05)。本研究结果表明,间歇性摔跤降低了小场比赛的跑动需求,但增加了重复高强度努力的需求。此外,这些生理变化不会影响技能执行的数量、错误次数或处理效率。从实际角度来看,这些结果表明,间歇性摔跤可能是小场比赛的有用补充,可以在特定于比赛的疲劳下同时训练重复努力能力和技能。