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接触式和非接触式模拟团队游戏电路的可靠性。

Reliability of a contact and non-contact simulated team game circuit.

机构信息

School of Sport Science, Exercise and Health, The University of Western Australia.

出版信息

J Sports Sci Med. 2010 Dec 1;9(4):638-42. eCollection 2010.

Abstract

Most team sports are characterised by repeated short maximal sprint efforts interspersed with longer periods of active recovery or rest. Although a variety of testing protocols have been devised to simulate these activity patterns under controlled conditions, a common limitation is the lack of 'body contact' to simulate the tackling efforts seen in contact sports. Therefore, the purpose of this study was to assess the reliability of a simulated team game protocol with and without 'contact'. Eleven male, team-sport athletes (mean ± SD; age 22 ± 2 yr; BMI 23.0 ± 1.7 kg·m(-2)) completed four separate testing trials; two 'non-contact' trials (NCON) and two 'contact' (CON) trials of a simulated game to determine the reliability of a range of team sport performance indicators including repeated 15-m sprint time, vertical jump height, heart rate response and ratings of perceived exertion (RPE). The team game protocol involved four sets of 15-min of intermittent running around a circuit replicating the movement patterns observed in team sports, either with or without simulated contact. Within-subject reliability of each performance measure was determined by expressing the typical error of measurement as the coefficient of variation, as well as determining intra-class correlations. Both CON and NCON produced reliable results for a variety of team sport performance indicators including repeated 15-m sprint time, vertical jump height, heart rate response and RPE. Repeated sprint and jump performance declined over time throughout the simulated game (p < 0.05), while heart rate and RPE increased. There was no difference in these performance measures between CON and NCON protocols. As such, these simulated game protocols provide reliable options for assessing team game performance parameters in response to training or other interventions under controlled conditions. Key pointsA variety of protocols have been devised to simulate the activity patterns of team sports.The protocol used in the current study is unique in that it includes an aspect of 'contact', which has been lacking from previous protocols.Both the 'contact' and 'non-contact' protocols tested appear reliable for assessing team game performance parametersThese protocols provide a reliable option for assessing team game performance parameters for both contact and non-contact sports.

摘要

大多数团队运动的特点是重复进行短暂的最大冲刺,其间穿插着更长时间的主动恢复或休息。尽管已经设计了各种测试方案来模拟这些在受控条件下的活动模式,但一个常见的局限性是缺乏“身体接触”来模拟接触性运动中出现的擒抱动作。因此,本研究的目的是评估一种具有和不具有“接触”的模拟团队游戏方案的可靠性。11 名男性团队运动运动员(平均值±标准差;年龄 22±2 岁;BMI 23.0±1.7kg·m(-2))完成了四项单独的测试试验;两项“非接触”(NCON)和两项“接触”(CON)的模拟比赛,以确定一系列团队运动表现指标的可靠性,包括重复 15 米冲刺时间、垂直跳跃高度、心率反应和感知用力等级(RPE)。团队游戏方案包括四组 15 分钟的间歇性跑步,围绕着一个电路进行,该电路复制了团队运动中观察到的运动模式,无论是有模拟接触还是没有模拟接触。通过将测量的典型误差表示为变异系数,并确定组内相关系数,来确定每个表现指标的内部可靠性。CON 和 NCON 都为各种团队运动表现指标提供了可靠的结果,包括重复 15 米冲刺时间、垂直跳跃高度、心率反应和 RPE。在模拟比赛中,随着时间的推移,重复冲刺和跳跃表现逐渐下降(p<0.05),而心率和 RPE 则增加。CON 和 NCON 方案之间这些表现指标没有差异。因此,这些模拟游戏方案为在受控条件下评估团队比赛表现参数提供了可靠的选择,无论是针对训练还是其他干预措施。关键点 多种方案已被设计用来模拟团队运动的活动模式。当前研究中使用的方案在以前的方案中缺少“接触”方面是独特的。“接触”和“非接触”两种方案在评估团队比赛表现参数方面似乎都很可靠。这些方案为评估接触和非接触运动的团队比赛表现参数提供了可靠的选择。

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