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一款新型电子游戏对青少年足球运动员运动表现和注意力的影响:随机对照试验

The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial.

作者信息

Feria-Madueño Adrian, Monterrubio-Fernández Germán, Mateo Cortes Jesus, Carnero-Diaz Angel

机构信息

Department of Physical Education and Sport, University of Seville, Sevilla, Spain.

Sport Department, Centro de Estudios Universitarios San Pablo Cardenal Spinola University, Bormujos, Spain.

出版信息

JMIR Serious Games. 2024 May 27;12:e52275. doi: 10.2196/52275.

Abstract

BACKGROUND

Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects.

OBJECTIVE

The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players.

METHODS

Twelve young male soccer players (age: mean 8.5, SD 1 years) were divided into 2 groups: a control group (CG; n=10) and an experimental group (EG; n=10). During the 6-week training program, the EG received attention training through a video game twice a week for 15 minutes per session. Pre- and postintervention measurements included a specific decision-making soccer test and interviews with coaching staff. Additionally, success in the video game, muscular activity, and sweat levels were monitored.

RESULTS

The EG demonstrated a significant improvement in video game success following the intervention program, as indicated by the achieved level (P<.001). However, no significant differences were found between groups regarding electromyographic (EMG) activity (P=.21) and sweating (P=.20). Prior to implementing the attention training program, both groups exhibited similar data for variables related to decision-making and execution mechanisms (≤10%). Only 2 decision-making variables exceeded 10% but remained below 15% (Shot_D=13.35%; Marking_with_Ball_D=-12.64%). Furthermore, changes in attacking action variables were more pronounced in execution-related variables, except for dribbling and fixing. Conversely, in defensive action variables, changes were greater in decision-related variables, except for marking with the ball and marking without the ball.

CONCLUSIONS

Our findings reveal that incorporating a specific attentional video game into a soccer training program enhances decision-making compared to a program without the video game. Therefore, it is advisable for practitioners to consider using this tool due to its high efficiency in terms of economic and temporal costs, particularly in improving a key psychological variable.

摘要

背景

当前,技术与体育的融合势不可挡。各种系统和设备的整合给既定的体育实践带来了重大变革,不仅影响规则,还涉及生理、生物力学乃至心理方面。

目的

本研究旨在分析通过一款电子游戏进行注意力干预对年轻足球运动员的影响。

方法

12名年轻男性足球运动员(年龄:平均8.5岁,标准差1岁)被分为2组:对照组(CG;n = 10)和实验组(EG;n = 10)。在为期6周的训练计划中,实验组每周通过一款电子游戏接受两次注意力训练,每次训练15分钟。干预前后的测量包括一项特定的足球决策测试以及与教练组的访谈。此外,还监测了电子游戏中的表现、肌肉活动和出汗水平。

结果

干预计划实施后,实验组在电子游戏表现方面有显著改善,从达成水平可看出(P <.001)。然而,两组在肌电图(EMG)活动(P =.21)和出汗情况(P =.20)方面未发现显著差异。在实施注意力训练计划之前,两组在与决策和执行机制相关的变量上表现出相似的数据(≤10%)。只有2个决策变量超过10%但仍低于15%(射门决策 = 13.35%;控球标记决策 = -12.64%)。此外,除了盘带和停球外,进攻动作变量的变化在与执行相关的变量中更为明显。相反,在防守动作变量中,除了有球标记和无球标记外,与决策相关的变量变化更大。

结论

我们的研究结果表明,与不包含电子游戏的训练计划相比,将特定的注意力电子游戏纳入足球训练计划可提高决策能力。因此,鉴于其在经济和时间成本方面的高效率,特别是在改善关键心理变量方面,从业者宜考虑使用此工具。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4496/11144834/3af77fe4357d/games-v12-e52275-g001.jpg

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