■目前,科技与体育的融合是必然的。各种系统和设备的整合带来了既定运动实践的重大变革,不仅影响规则,也影响生理,生物力学,甚至心理方面。
■这项研究的目的是分析通过视频游戏进行注意力干预对年轻足球运动员的影响。
■12名年轻男子足球运动员(年龄:平均8.5岁,SD1岁)分为2组:对照组(CG;n=10)和实验组(EG;n=10)。在为期6周的培训计划中,EG通过每周两次的视频游戏接受注意力训练,每次15分钟.干预前后的测量包括特定的决策足球测试以及与教练组的访谈。此外,在视频游戏中取得成功,肌肉活动,并监测汗液水平。
■在干预计划之后,EG在视频游戏成功方面取得了显着进步,如达到的水平所示(P<0.001)。然而,在肌电图(EMG)活性(P=0.21)和出汗(P=0.20)方面,组间无显著差异.在实施注意力培训计划之前,两组在与决策和执行机制相关的变量方面表现出相似的数据(≤10%).只有2个决策变量超过10%,但仍低于15%(Shot_D=13.35%;用_Ball_D标记=-12.64%)。此外,攻击动作变量的变化在执行相关变量中更为明显,除了运球和固定。相反,在防御行动变量中,决策相关变量的变化更大,除了用球标记和没有球标记。
■我们的研究结果表明,与没有视频游戏的项目相比,将特定的注意力视频游戏纳入足球训练计划可以提高决策能力。因此,建议从业者考虑使用该工具,因为它在经济和时间成本方面具有很高的效率,特别是在改善关键心理变量方面。
UNASSIGNED: 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.
UNASSIGNED: The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players.
UNASSIGNED: 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.
UNASSIGNED: 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.
UNASSIGNED: 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.