Aquino, R, Munhoz Martins, GH, Palucci Vieira, LH, and Menezes, RP. Influence of match location, quality of opponents and match status on movement patterns in brazilian professional football players. J Strength Cond Res 31(8): 2155-2161, 2017-The aim of this study was to examine the independent and interactive effects of match location, quality of opponents, and match status on the movement patterns in a professional Brazilian football team. Sixteen matches of the fourth division Brazilian Championship of 2015 were analyzed during the competitive stages (classifier, 8 matches; octave-finals, 2 matches; quarterfinals, 2 matches; semifinals, 2 matches; and finals, 2 matches). A 5-Hz Global Positioning System Sports QSTARZ was used to record the total distance (TD), maximum speed (VMAX), average speed (VAVERAGE), and frequency of high-intensity activities (HIA). The Student's t-test for independent samples showed significantly higher values (p ≤ 0.05) of VMAX, VAVERAGE, and HIA in home matches when compared with away matches. Comparing the quality of opponents, statistically higher values of TD, VMAX, and HIA were found when the team played against strong opponents. Regarding match status, 1-way analysis of variance demonstrated that when the team won presented significantly higher values of TD, VMAX, VAVERAGE, and HIA compared with matches when the team lost. There were no substantial interactive effects of match situational variables on movement patterns. Finally, multiple linear regression showed that the variable quality of opponents has a higher relative contribution to the variance in HIA (19%) than match status (16%) and match location (4%). In particular, the results indicate that physical performance in professional football is influenced by match situational variables, resulting in a change in the team's style of play.
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http://dx.doi.org/10.1519/JSC.0000000000001674 | DOI Listing |
Entropy (Basel)
November 2024
China Academy of Launch Vehicle Technology, Beijing 100076, China.
The traditional maneuver decision-making approaches are highly dependent on accurate and complete situation information, and their decision-making quality becomes poor when opponent information is occasionally missing in complex electromagnetic environments. In order to solve this problem, an autonomous maneuver decision-making approach is developed based on deep reinforcement learning (DRL) architecture. Meanwhile, a Transformer network is integrated into the actor and critic networks, which can find the potential dependency relationships among the time series trajectory data.
View Article and Find Full Text PDFBiol Sport
January 2025
Faculty of Kinesiology, University of Split, Split, Croatia.
This study aimed to examine the differences in physical performance when winning and losing in UEFA Champions League (UCL) matches. Data were collected using an optical tracking system from all UCL matches (n = 125) in the 2022/23 season. A linear mixed model was used to examine the differences in physical performance in won and lost matches while controlling for match location, team formation, opponent quality, playing time, red cards, and between-player, -team, and -match variations.
View Article and Find Full Text PDFBiol Sport
January 2025
Research Centre in Sports Sciences, Health and Human Development, 5001-801 Vila Real, Portugal.
Biol Sport
January 2025
Research Centre in Sports Sciences, Health and Human Development, 5001-801 Vila Real, Portugal.
This study aimed to examine physical match performance and the effects of opponent ranking and positional differences in both the English Championship League (ECL) and the English Premier League (EPL) over five consecutive seasons. Fifty-four professional outfield soccer players (average age 24.6 ± 5.
View Article and Find Full Text PDFFront Psychol
October 2024
Department for Life Quality Studies, University of Bologna, Bologna, Italy.
The aim of the present study was to explore the relationship between gaze behaviour, motor responses and the direction of visual attention when different levels of basketball players were engaged in a basketball three-point shot. Twelve near-experts and 12 amateur basketball players, wearing an eye tracker and an inertial sensor, performed 20 shots on a basketball field, receiving the ball from a teammate, who then acted as the opponent. The trial sequence was subdivided into catching, aiming and ball flight phases.
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