新颖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

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-05-27 DOI:10.2196/52275
Adrian Feria-Madueño, Germán Monterrubio-Fernández, Jesus Mateo Cortes, Angel Carnero-Diaz
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引用次数: 0

摘要

背景介绍当前,科技与体育的融合已不可避免。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,不仅影响到规则,还影响到生理、生物力学甚至心理方面:本研究旨在分析通过视频游戏对青少年足球运动员进行注意力干预的效果:12 名年轻男性足球运动员(平均年龄 8.5 岁,标准差 1 岁)被分为两组:对照组(CG;人数=10)和实验组(EG;人数=10)。在为期 6 周的训练计划中,实验组每周两次通过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一项特定的足球决策测试和对教练员的访谈。此外,还对视频游戏的成功率、肌肉活动和出汗水平进行了监测:结果:干预计划后,电子游戏的成功率有了明显提高,具体表现为达到的水平(PC):我们的研究结果表明,与没有视频游戏的项目相比,在足球训练项目中加入特定的注意力视频游戏能提高决策能力。因此,由于该工具在经济和时间成本方面的高效性,尤其是在改善关键心理变量方面的高效性,建议从业人员考虑使用该工具。
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The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial.

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.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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