Background: The development and influence of physical capabilities and game action performance over the course of the season are a big challenge for coaches and players.
Purpose: The aims of the present study were to examine (1) the seasonal changes in the physical capabilities (mechanical and kinematic) and game-performance indicators in top-level men volleyball players and (2) the relationship between these physical capabilities and game-performance indicators in official matches.
Methods: Eleven top-level players participated. Players were physically tested 3 times during the season. Before each test, players' match performance (11 sets) was analyzed according to the level of opposition and match location. The percentage of change, statistical differences over the season (Friedman and Wilcoxon tests), and associations between variables (Spearman r) were calculated (P < .05) among mechanical (force-velocity profile during vertical jump and bench press), kinematic (jump height and spike ball speed), and game action performance features (coefficient, efficacy, and percentage of errors in serve, attack, and block).
Results: The theoretical maximal force and velocity during vertical jump and bench press, respectively; the peak spike ball speed; and the serve efficacy significantly increased over the season. Moreover, there was a significant reduction in serve errors as the jump height increased (r = -.44; P = .026), as well as a significant increase in serve errors as the peak spike ball speed increased (r = -.62; P = .001).
Conclusion: These findings reveal how the physical and game action performance variables evolve and interact during the season. This may help coaches and trainers to monitor and analyze the most relevant volleyball performance factors.
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http://dx.doi.org/10.1123/ijspp.2022-0458 | DOI Listing |
Alzheimers Dement
December 2024
Penn Alzheimer's Disease Research Center, University of Pennsylvania, Philadelphia, PA, USA.
Background: This study assesses the sensitivity of the mobile cognitive app performance platform (mCAPP), a mobile and engaging cognitive assessment tool, to participant sleep duration.
Method: The mCAPP includes three gamified tasks: a memory task ("Concentration"), a stroop-like task ("Brick Drop"), and a digit-symbol coding-like task ("Space Imposters"). For all games, shorter reaction times and fewer guesses indicates better performance.
Nat Sci Sleep
December 2024
Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland.
Purpose: It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport
Patients And Methods: Twenty skill-matched pairs (N = 40 total) were recruited.
Front Sports Act Living
November 2024
Sports Department, Nanjing Agricultural University, Nanjing, Jiangsu, China.
Objective: This meta-analysis systematically evaluates the influence of small-sided game (SSG) on the counter-movement jump (CMJ) height and 20-meter sprint capabilities of handball players.
Methods: Systematic searches of PubMed, Web of Science, Cochrane Library, and China National Knowledge Infrastructure(CNKI) databases were performed up to February 2024.
Results: A total of 8 studies with 184 participants were included.
Sci Rep
November 2024
National Research Institute NASK, 01-045, Warszawa, Poland.
This study evaluates the use of simple linear or piecewise linear predictive models to predict extreme performance metrics in soccer matches, based on historical training and to match data of soccer players from RKS Raków Częstochowa football club. The data were collected from January to June 2023. The collected training and matched data average is 9000 records per month.
View Article and Find Full Text PDFPLoS One
November 2024
School of Physical Education, Shaanxi Normal University, Xi'an, China.
Since the Tactical Games Model (TGM) was adopted and popularised by Oslin, Griffin, and Mitchell, research interest in this model has surged, increasing its application in teaching and research. However, much-existing research is fragmented and lacks a comprehensive review. This systematic review aims to fill that gap by thoroughly analysing the literature on TGM within the context of physical education, highlighting current trends and developments.
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