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不同时长模拟板球快速投球后的肌酸激酶与神经肌肉疲劳反应

Creatine kinase and neuromuscular fatigue responses following differing spells of simulated cricket fast bowling.

作者信息

Bray James W, Towlson Chris, Hayes Stephen C, Fogarty Mark

机构信息

School of Sport, Exercise and Rehabilitation Sciences, University of Hull, Kingston-Upon-Hull, United Kingdom.

Academic Partnership Unit, Leeds Trinity University, Leeds, United Kingdom.

出版信息

PLoS One. 2025 Jan 22;20(1):e0317692. doi: 10.1371/journal.pone.0317692. eCollection 2025.

Abstract

The fast-bowling action demands repetitive high-intensity whole body movements, imposing complex physical and perceptual demands on players that vary significantly throughout the season. This study aimed to assess and establish practical methods and metrics for quantifying fatigue after four simulated fast bowling spells. Eleven senior club male fast bowlers (age 27.3 ± 7.0 y; body mass 83.7 ± 11.6 kg; height 1.80 ± 0.06 m) completed four different bouts of the modified Cricket Australia-Australian Institute of Sport bowling skills test over consecutive weeks. Neuromuscular function (countermovement jump [CMJ]) and creatine kinase (CK) levels were assessed at baseline, immediately post- (+0 h), and +24 h post-simulation. Perceptual measures (session rating of perceived exertion [sRPE]) and well-being were recorded pre and post fast-bowling simulations, with physical demands (PlayerLoad™) recorded throughout each simulation. Significant reductions in CMJ height were observed at +0 hours (t = 9.789, P < 0.01, d = 0.50) and +24 hours post-simulation (t = 4.051, P < 0.01, d = 0.21) compared to baseline. Moderate correlations were found between deliveries bowled (r = 0.48, P < 0.01), simulation duration (r = 0.49, P < 0.01), PlayerLoad™ (r = 0.41, P < 0.01), sRPE (r = 0.48, P < 0.01), and the change in CK concentration at +24 hours post-simulation. These findings suggest that lower-body neuromuscular function may be compromised following spells of fast bowing for up to 24 hours. Moreover, a 'dose-response' relationship was observed between the change in CK concentrations and PlayerLoad™, sRPE and number of deliveries bowled at +24 hours post-bowling spell. Coaches and support staff could use a combination of tools to monitor training and playing to enhance their ability to make informed decisions about a player's readiness to perform.

摘要

快速投球动作需要重复性的高强度全身运动,对球员施加了复杂的身体和感知要求,且这些要求在整个赛季中会有显著变化。本研究旨在评估并建立用于量化四次模拟快速投球练习后疲劳程度的实用方法和指标。11名高级俱乐部男性快速投球手(年龄27.3±7.0岁;体重83.7±11.6千克;身高1.80±0.06米)连续数周完成了四组不同的澳大利亚板球协会 - 澳大利亚体育学院投球技能测试的修改版。在基线、模拟结束后即刻(+0小时)以及模拟后24小时评估神经肌肉功能(反向移动跳跃[CMJ])和肌酸激酶(CK)水平。在快速投球模拟前后记录感知指标(主观用力程度评分[sRPE])和身体状态,并在每次模拟过程中记录身体需求(PlayerLoad™)。与基线相比,在模拟后+0小时(t = 9.789,P < 0.01,d = 0.50)和+24小时(t = 4.051,P < 0.01,d = 0.21)观察到CMJ高度显著降低。在投球次数(r = 0.48,P < 0.01)、模拟时长(r = 0.49,P < 0.01)、PlayerLoad™(r = 0.41,P < 0.01)、sRPE(r = 0.48,P < 0.01)与模拟后24小时CK浓度变化之间发现了中度相关性。这些发现表明,快速投球练习后,下肢神经肌肉功能可能会在长达24小时内受到损害。此外,在投球练习后24小时,观察到CK浓度变化与PlayerLoad™、sRPE以及投球次数之间存在“剂量 - 反应”关系。教练和辅助人员可以结合多种工具来监测训练和比赛情况,以提高他们对球员准备状态做出明智决策的能力。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1b2b/11753691/e19746c533a5/pone.0317692.g001.jpg

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