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使用控球数据与全场比赛数据对英冠职业足球运动员比赛需求的比较

A Comparison of Match Demands Using Ball-in-Play versus Whole Match Data in Professional Soccer Players of the English Championship.

作者信息

Mernagh Dylan, Weldon Anthony, Wass Josh, Phillips John, Parmar Nimai, Waldron Mark, Turner Anthony

机构信息

Queens Park Rangers Football Club, London W12 7PJ, UK.

Department of Sports and Recreation, Faculty of Management and Hospitality, The Technological and Higher Education Institute of Hong Kong, Hong Kong, China.

出版信息

Sports (Basel). 2021 May 26;9(6):76. doi: 10.3390/sports9060076.

Abstract

This is the first study to report the whole match, ball-in-play (BiP), ball-out-of-play (BoP), and Max BiP (worst case scenario phases of play) demands of professional soccer players competing in the English Championship. Effective playing time per soccer game is typically <60 min. When the ball is out of play, players spend time repositioning themselves, which is likely less physically demanding. Consequently, reporting whole match demands may under-report the physical requirements of soccer players. Twenty professional soccer players, categorized by position (defenders, midfielders, and forwards), participated in this study. A repeated measures design was used to collect Global Positioning System (GPS) data over eight professional soccer matches in the English Championship. Data were divided into whole match and BiP data, and BiP data were further sub-divided into different time points (30-60 s, 60-90 s, and >90 s), providing peak match demands. Whole match demands recorded were compared to BiP and Max BiP, with BiP data excluding all match stoppages, providing a more precise analysis of match demands. Whole match metrics were significantly lower than BiP metrics ( < 0.05), and Max BiP for 30-60 s was significantly higher than periods between 60-90 s and >90 s. No significant differences were found between positions. BiP analysis allows for a more accurate representation of the game and physical demands imposed on professional soccer players. Through having a clearer understanding of maximum game demands in professional soccer, practitioners can design more specific training methods to better prepare players for worst case scenario passages of play.

摘要

这是第一项报告参加英冠联赛的职业足球运动员全场比赛、比赛进行中(BiP)、比赛暂停(BoP)以及最大比赛进行中(Max BiP,比赛最坏情况阶段)需求的研究。每场足球比赛的有效比赛时间通常小于60分钟。当球处于比赛暂停状态时,球员会花时间重新调整位置,这可能对身体的要求较低。因此,报告全场比赛需求可能会低估足球运动员的身体需求。20名职业足球运动员按位置(后卫、中场球员和前锋)进行分类,参与了这项研究。采用重复测量设计,在英冠联赛的八场职业足球比赛中收集全球定位系统(GPS)数据。数据分为全场比赛数据和比赛进行中数据,比赛进行中数据进一步细分为不同时间点(30 - 60秒、60 - 90秒和大于90秒),以提供比赛的峰值需求。将记录的全场比赛需求与比赛进行中需求和最大比赛进行中需求进行比较,比赛进行中数据排除了所有比赛暂停情况,从而对比赛需求进行更精确的分析。全场比赛指标显著低于比赛进行中指标(<0.05),30 - 60秒的最大比赛进行中需求显著高于60 - 90秒和大于90秒的时间段。不同位置之间未发现显著差异。比赛进行中分析能够更准确地反映比赛情况以及对职业足球运动员施加的身体需求。通过更清楚地了解职业足球比赛的最大需求,从业者可以设计更具体的训练方法,以便更好地让球员为比赛最坏情况阶段做好准备。

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