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Sample records for hockey player plays

  1. Self-appraisal of hockey players of high class of different playing position

    Directory of Open Access Journals (Sweden)

    Oleksiy Mikhnov

    2014-12-01

    Full Text Available Purpose: to expose the features of display of self-appraisal for the hockey players of high class of different playing position. Material and Methods: for the exposure of level of self-appraisal for hockey players, information of sportsmen of high class, taking part in the matches of the Kontinental hockey league (KHL in a season 2013–2014 was probed sixteen hockey players, having a sporting digit MS and MSWC, took part in researches. Methods were used: pedagogical supervision, pedagogical analysis and generalization of front-rank experience, psychological testing, analysis of data of the special scientific-methodical literature, expert questioning, an analysis of data is the Internet. Results: findings allowed to set that the players of line of attack (central and extreme forward have more high level of self-appraisal for certain, than players of defence and hockey goalkeepers. This tendency is looked over both on the separate constituents of self-appraisal and on the whole on all spectrums of the studied indexes. The got results of researches rotined that the hockey players of high class had or middle or high level of self-appraisal. Among testable hockey players, players were not exposed with the low level of self-appraisal. Conclusions: the exposed distinctions in the level of self-appraisal of hockey players of high class can be used for diagnostics of playing predisposition and choice of playing line of business in a command.

  2. Heart Rate and Energy Expenditure in Division I Field Hockey Players During Competitive Play.

    Science.gov (United States)

    Sell, Katie M; Ledesma, Allison B

    2016-08-01

    Sell, KM and Ledesma, AB. Heart rate and energy expenditure in Division I field hockey players during competitive play. J Strength Cond Res 30(8): 2122-2128, 2016-The purpose of this study was to quantify energy expenditure and heart rate data for Division I female field hockey players during competitive play. Ten female Division I collegiate field hockey athletes (19.8 ± 1.6 years; 166.4 ± 6.1 cm; 58.2 ± 5.3 kg) completed the Yo-Yo intermittent endurance test to determine maximal heart rate. One week later, all subjects wore a heart rate monitor during a series of 3 matches in an off-season competition. Average heart rate (AvHR), average percentage of maximal heart rate (AvHR%), peak exercise heart rate (PExHR), and percentage of maximal heart rate (PExHR%), time spent in each of the predetermined heart rate zones, and caloric expenditure per minute of exercise (kcalM) were determined for all players. Differences between positions (backs, midfielders, and forwards) were assessed. No significant differences in AvHR, AvHR%, PExHR, PExHR%, and %TM were observed between playing positions. The AvHR% and PExHR% for each position fell into zones 4 (77-93% HRmax) and 5 (>93% HRmax), respectively, and significantly more time was spent in zone 4 compared with zones 1, 2, 3, and 5 across all players (p ≤ 0.05). The kcalM reflected very heavy intensity exercise. The results of this study will contribute toward understanding the sport-specific physiological demands of women's field hockey and has specific implications for the duration and schedule of training regimens.

  3. Player and Game Characteristics and Head Impacts in Female Youth Ice Hockey Players.

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    Reed, Nick; Taha, Tim; Greenwald, Richard; Keightley, Michelle

    2017-08-01

      Despite the growing popularity of ice hockey among female youth and interest in the biomechanics of head impacts in sport, the head impacts sustained by this population have yet to be characterized.   To describe the number of, biomechanical characteristics of, and exposure to head impacts of female youth ice hockey players during competition and to investigate the influences of player and game characteristics on head impacts.   Cohort study.   Twenty-seven female youth ice hockey players (mean age = 12.5 ± 0.52 years) wore instrumented ice hockey helmets during 66 ice hockey games over a 3-year period. Data specific to player, game, and biomechanical head impact characteristics were recorded. A multiple regression analysis identified factors most associated with head impacts of greater frequency and severity.   A total of 436 total head impacts were sustained during 6924 minutes of active ice hockey participation (0.9 ± 0.6 impacts per player per game; range, 0-2.1). A higher body mass index (BMI) significantly predicted a higher number of head impacts sustained per game (P = .008). Linear acceleration of head impacts was greater in older players and those who played the forward position, had a greater BMI, and spent more time on the ice (P = .008), whereas greater rotational acceleration was present in older players who had a greater BMI and played the forward position (P = .008). During tournament games, increased ice time predicted increased severity of head impacts (P = .03).   This study reveals for the first time that head impacts are occurring in female youth ice hockey players, albeit at a lower rate and severity than in male youth ice hockey players, despite the lack of intentional body checking.

  4. Sports hernia in National Hockey League players: does surgery affect performance?

    Science.gov (United States)

    Jakoi, Andre; O'Neill, Craig; Damsgaard, Christopher; Fehring, Keith; Tom, James

    2013-01-01

    Athletic pubalgia is a complex injury that results in loss of play in competitive athletes, especially hockey players. The number of reported sports hernias has been increasing, and the importance of their management is vital. There are no studies reporting whether athletes can return to play at preinjury levels. The focus of this study was to evaluate the productivity of professional hockey players before an established athletic pubalgia diagnosis contrasted with the productivity after sports hernia repair. Cohort study; Level of evidence, 3. Professional National Hockey League (NHL) players who were reported to have a sports hernia and who underwent surgery from 2001 to 2008 were identified. Statistics were gathered on the players' previous 2 full seasons and compared with the statistics 2 full seasons after surgery. Data concerning games played, goals, average time on ice, time of productivity, and assists were gathered. Players were divided into 3 groups: group A incorporated all players, group B were players with 6 or fewer seasons of play, and group C consisted of players with 7 or more seasons of play. A control group was chosen to compare player deterioration or improvement over a career; each player selected for the study had a corresponding control player with the same tenure in his career and position during the same years. Forty-three hockey players were identified to have had sports hernia repairs from 2001 to 2008; ultimately, 80% would return to play 2 or more full seasons. Group A had statistically significant decreases in games played, goals scored, and assists. Versus the control group, the decreases in games played and assists were supported. Statistical analysis showed significant decreases in games played, goals scored, assists, and average time on ice the following 2 seasons in group C, which was also seen in comparison with the control group. Group B (16 players) showed only statistical significance in games played versus the control group

  5. Body composition of italian female hockey players

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    P Pavan

    2009-07-01

    Full Text Available Objective: In this work the anthropometric features and the body composition of Italian hockey players, members of the Female National team, were analysed. The purpose of the research was to verify if morphological features could influence the performance of different positional groups. Materials and Methods: Each player was measured for her total and sitting height, weight, 9 skinfolds thickness and bioelectrical impedance analysis. Different equations were used to calculate the Fat% from skinfolds thickness. Results: Average height is not a crucial advantage for this sport. On the contrary the proportion trunk-limb seems to play an important role for the performance of the midfield players. Percentage of body fat of the hockey players was lower than the Fat% of the non-athletes women of the same age. Significant differences were found between Fat% determined by skinfolds thickness and Fat% obtained by bioelectrical impedance analysis. Conclusions: The results of this study indicate that there are significant differences in anthropometric features and in body composition between positional groups, stressing the importance of a specific training program. Keywords: field hockey, bioelectrical impedance, skinfolds thickness, anthropometry.

  6. Swimming literacy field hockey woman player ground.

    OpenAIRE

    Baštová, Miroslava

    2012-01-01

    Title: Swimming literacy field hockey woman player ground. Objectives: To obtain and analyze data on the level ground swimming literacy field hockey woman player. Their perception swimming literacy for life, the use of non-specific regeneration and as a training resource. Methods: Analysis of scientific literature, survey, case study, data analysis and graphical presentation of results. Results of the work: field hockey player as swimming literate, benefits swimming but not used as a means of...

  7. PENGEMBANGAN MODEL ALAT STICK HOCKEY UNTUK LATIHAN PEMAIN PEMULA HOCKEY

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    In’am Attaqi

    2016-10-01

    Full Text Available Background issues that hamper the development of hockey in Central Java due to the lack of means of stick that is expensive and so difficult to get it. The focus of this research problem is to design products hockey stick model development tool for training novice players and test products hockey stick model development tool for training novice players.The approach used in this research is the Research and Development. Phase of the study include preliminary research, design modeling, model development testing procedures, expert Judgment, small-scale trials, trials broad scale. The subject of this study is Mts Miftahussalam 1 Wonosalam Demak. Hockey expert of experts and specialists timber expert. The data analysis phase of field work and data analysis stage include observation, observation, interviews, documentation and effectiveness testing of products, expert judgment hockey expert of experts and specialists timber expert.The results of this study are the product hockey stick for beginner hockey players training in Mts Miftahussalam 1 Wonosalam.PANDAWA hockey stick product can be used as a means of practicing basic techniques for beginner hockey players, hockey stick PANDAWA product can be used as a training tool in improving the ability of the basic techniques of playing hockey, hockey stick PANDAWA product can be used as a means of playing hockey for the novice player.

  8. Movement Characteristics and Heart Rate Profiles Displayed by Female University Ice Hockey Players

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    Joel Jackson

    2016-01-01

    Full Text Available Background: Women’s ice hockey is widely popular but the various movement patterns, heart rate responses and work to rest ratios during competitive games has not been adequately investigated.  Objectives: This study determined the frequency and duration of movements that female players perform in ice hockey games using time-motion analysis. The intensity of the game activities were also assessed by heart rate (HR responses and work to rest ratios (W:R. Methods: Twenty-two university female ice hockey players were filmed performing a number of movements during three regular season league games. Results: The following movement patterns were categorized in percent of time performed during the games: forward gliding on ice (36.3 ± 6.2%, forward skating at a moderate intensity (31.2 ± 6.2%, backward glide (9.5 ± 4.1%, standing (7.1 ± 5.9%, struggling (6.3 ± 2.6%, forward skating at maximal intensity (5.3 ± 3.3%, backwards skating at moderate intensity (3.1 ± 3.3%. Defense stood and glided backward more than forwards but skated less at a high or maximal intensity. Positional differences were also observed during different game play situations. The highest HR (±SD achieved during shifts was 182 ± 10 and HR averaged 174 ± 9 bpm for the whole duration of the shifts. The shift and game W:R ratios for all players were 1:1.6 and 1: 3.7, respectively. Conclusions: The findings of this study indicate that female ice hockey games are played at a low to moderate intensity most of the time (~84% of the time spent and are interspersed with brief, intermittent high intensity activities that vary according to player position and game play situation. It was also apparent that female players display markedly high HR responses during game-play indicative of a substantial cardiovascular demand in ice hockey. Keywords: game analysis, work to rest ratios, exercise intensity

  9. Incidence of Concussion in Youth Ice Hockey Players.

    Science.gov (United States)

    Kontos, Anthony P; Elbin, R J; Sufrinko, Alicia; Dakan, Scott; Bookwalter, Kylie; Price, Ali; Meehan, William P; Collins, Michael W

    2016-02-01

    Ice hockey is a fast-paced collision sport that entails both intentional (ie, body checking) and incidental contact that may involve the head. The objective of this study was to determine the incidence of concussions in relation to games/practices and age among competition-level youth ice hockey players (ages 12-18 years). Participants included 397 youth ice hockey players from Western Pennsylvania; Boston, Massachusetts; and Birmingham, Alabama, during the 2012-2013 and 2013-2014 youth ice hockey seasons. Incidence rates (IRs) and incidence rate ratios (IRRs) of concussion were calculated for games/practices and age groups. A total of 23 369 (12 784 practice/10 585 game) athletic exposures (AEs) involving 37 medically diagnosed concussions occurred. More than 40% of concussions involved illegal contact. The combined IR for games and practices was 1.58 concussions per 1000 AEs. The IRR was 2.86 times (95% confidence interval 0.68-4.42) higher during games (2.49 per 1000 AEs) than practices (1.04 per 1000 AEs). The overall IR for concussion in youth ice hockey was comparable to those reported in other youth collision sports. The game-to-practice IRR was lower than previously reported in ice hockey and other youth sports, although more concussions per exposure occurred in games compared with practices. Younger players had a higher rate of concussions than older players. Copyright © 2016 by the American Academy of Pediatrics.

  10. Mental skill levels of South African male student field hockey players ...

    African Journals Online (AJOL)

    Mental skill levels of South African male student field hockey players in different playing positions. ... African Journal for Physical Activity and Health Sciences ... The positional results were compared by means of effect sizes (expressed as ...

  11. Assessment of basic physical parameters of current Canadian-American National Hockey League (NHL ice hockey players

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    Martin Sigmund

    2016-03-01

    Full Text Available Background: Physical parameters represent an important part of the structure of sports performance and significantly contribute to the overall performance of an ice hockey player. Basic physical parameters are also an essential part of a comprehensive player assessment both during the initial NHL draft and further stages of a professional career. For an objective assessment it is desirable to know the current condition of development of monitored somatic parameters with regard to the sports discipline, performance level and gaming position. Objective: The aim of this study was to analyze and present the level of development of basic physical characteristics [Body Height (BH and Body Weight (BW] in current ice hockey players in the Canadian-American NHL, also with respect to various gaming positions. Another aim is to compare the results with relevant data of elite ice hockey players around the world. Methods: The data of 751 ice hockey players (age range: 18-43 years; 100% male from NHL (2014/2015 season are analyzed (goalkeepers, n = 67; defenders, n = 237; forwards, n = 447. Statistical data processing was performed using a single factor ANOVA and Fisher's (LSD post hoc test. The level of statistical significance was tested at a level of p ≤ .05; p ≤ .01. Effect size was expressed according to Cohen's d. Results: Current levels of monitored parameters of NHL players represent the values: BH = 186.0 ± 5.3 cm, BW = 91.7 ± 6.9 kg. Significant differences among positions were found for the BH (goalkeepers > defenders > forwards and BW (defenders > goalkeepers > forwards. Differences among forwards positions were also found for the BH (left wings > right wings > centers and BW (left wings > right wings > centers. Conclusion: The observed values represent the current level of basic physical parameters in professional ice hockey players in the NHL and can be considered

  12. Spinal mobility and trunk muscle strength in elite hockey players.

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    Lindgren, S; Twomey, L

    1988-01-01

    Elite hockey players of both sexes from the Australian Institute of Sport were assessed for lumbar spine mobility, trunk flexion and back extensor muscle strength, hamstring flexibility and postural characteristics over a two year period. All the athletes were more mobile in rotation than the 'normal' West Australian population, and demonstrated flexible hamstrings and powerful back extensor muscles; trunk flexion was less strong initially, but improved after intervention in the form of a specific exercise programme, over the measurement period. A questionnaire disclosed that low back pain is a common complaint of hockey players, but rarely required intensive physical and medical treatment. The term 'hockey player's back' has been coined in recognition of the long flat thoracolumbar spine frequently noted in these subjects. Copyright © 1988 Australian Physiotherapy Association. Published by . All rights reserved.

  13. Expert-novice differences in brain function of field hockey players.

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    Wimshurst, Z L; Sowden, P T; Wright, M

    2016-02-19

    The aims of this study were to use functional magnetic resonance imaging to examine the neural bases for perceptual-cognitive superiority in a hockey anticipation task. Thirty participants (15 hockey players, 15 non-hockey players) lay in an MRI scanner while performing a video-based task in which they predicted the direction of an oncoming shot in either a hockey or a badminton scenario. Video clips were temporally occluded either 160 ms before the shot was made or 60 ms after the ball/shuttle left the stick/racquet. Behavioral data showed a significant hockey expertise×video-type interaction in which hockey experts were superior to novices with hockey clips but there were no significant differences with badminton clips. The imaging data on the other hand showed a significant main effect of hockey expertise and of video type (hockey vs. badminton), but the expertise×video-type interaction did not survive either a whole-brain or a small-volume correction for multiple comparisons. Further analysis of the expertise main effect revealed that when watching hockey clips, experts showed greater activation in the rostral inferior parietal lobule, which has been associated with an action observation network, and greater activation than novices in Brodmann areas 17 and 18 and middle frontal gyrus when watching badminton videos. The results provide partial support both for domain-specific and domain-general expertise effects in an action anticipation task. Copyright © 2015 The Authors. Published by Elsevier Ltd.. All rights reserved.

  14. Prevalence of Os Styloideum in National Hockey League Players

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    Greditzer, Harry G.; Hutchinson, Ian D.; Geannette, Christian S.; Hotchkiss, Robert N.; Kelly, Bryan T.; Potter, Hollis G.

    2017-01-01

    Background: Os styloideum describes an accessory carpal ossicle between the trapezoid, the capitate, and the second and third metacarpals. Injuries to this tissue have been described as part of the carpal boss syndrome. While the etiology of os styloideum remains uncertain, it may represent a physiologic response to altered loading forces in the wrist, similar to the development of cam-type deformity in the hips of ice hockey players or the Bennett lesion in the shoulders of baseball pitchers. Hypothesis: Professional hockey players will have a higher prevalence of os styloideum compared with the general population. Study Design: Case series. Level of Evidence: Level 4. Methods: A retrospective review of 16 professional hockey players from 4 different National Hockey League (NHL) teams who underwent unilateral imaging of the wrist was performed. Seventeen wrists were reviewed for the presence of os styloideum. Results: Thirteen of 16 players (81%) had an os styloideum, representing an increased prevalence compared with the general population. Previous clinical and cadaveric studies estimated a general prevalence of up to 19% (P < 0.001). For the 10 players who had their leading wrist scanned, 9 had an os styloideum (90%). Ten of 11 (91%) players demonstrated a bone marrow edema pattern within the metacarpal and the os styloideum on magnetic resonance imaging. There was no significant association between the presence of an os styloideum and the player’s position, leading wrist, or years in the league. Conclusion: There appears to be an increased prevalence of os styloideum among NHL players, and team physicians should consider this finding while formulating a differential diagnosis for dorsal wrist pain. Clinical Relevance: This study identified NHL players as having an increased prevalence of os styloideum compared with the general population. By doing so, these findings represent an opportunity to enhance our understanding of the etiology, clinical significance

  15. The effect of a complex training program on skating abilities in ice hockey players.

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    Lee, Changyoung; Lee, Sookyung; Yoo, Jaehyun

    2014-04-01

    [Purpose] Little data exist on systemic training programs to improve skating abilities in ice hockey players. The purpose of this study was to evaluate the effectiveness of a complex training program on skating abilities in ice hockey players. [Methods] Ten male ice hockey players (training group) that engaged in 12 weeks of complex training and skating training and ten male players (control group) that only participated in 12 weeks of skating training completed on-ice skating tests including a 5 time 18 meters shuttle, t-test, Rink dash 5 times, and line drill before, during, and the training. [Results] Significant group-by-time interactions were found in all skating ability tests. [Conclusion] The complex training program intervention for 12 weeks improved their skating abilities of the ice hockey players.

  16. Morphological, Physiological and Skating Performance Profiles of Male Age-Group Elite Ice Hockey Players.

    Science.gov (United States)

    Allisse, Maxime; Sercia, Pierre; Comtois, Alain-Steve; Leone, Mario

    2017-09-01

    The purpose of this study was to describe the evolution of morphological, physiological and skating performance profiles of elite age-group ice hockey players based on repeated measures spread over one season. In addition, the results of fitness tests and training programs performed in off-ice conditions and their relationship with skating performance were analyzed. Eighteen high level age-group ice hockey players (13.1 ± 0.6 years) were assessed off and on-ice at the beginning and at the end of the hockey season. A third evaluation was also conducted at the beginning of the following hockey season. The players were taller, heavier, and showed bone breadths and muscle girths above the reference population of the same age. Muscular variables improved significantly during and between the two hockey seasons (p skating performance tests exhibited significant enhancements during the hockey season, but not during the off-season where some degradation was observed. Finally, weak observed variances (generally skating performance tests indicated important gaps, both in the choice of the off-ice assessment tools as well as in training methods conventionally used. The reflection on the best way to assess and train hockey players certainly deserves to be continued.

  17. Knee joint position sense of roller hockey players: a comparative study.

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    Venâncio, João; Lopes, Diogo; Lourenço, Joaquim; Ribeiro, Fernando

    2016-06-01

    This study aimed to compare knee joint position sense of roller hockey players with an age-matched group of non-athletes. Forty-three male participants voluntarily participated in this cross-sectional study: 21 roller hockey players (mean age: 23.2 ± 4.2 years old, mean weight: 81.8 ± 9.8 kg, mean height: 180.5 ± 4.1 cm) and 22 age-matched non-athletes (mean age: 23.7 ± 3.9 years old, mean weight: 85.0 ± 6.2 kg, mean height: 181.5 ± 5.0 cm). Knee joint position sense of the dominant limb was evaluated using a technique of open-kinetic chain and active knee positioning. Joint position sense was reported using absolute, relative and variable angular errors. The main results indicated that the group of roller hockey players showed significantly lower absolute (2.4 ± 1.2º vs. 6.5 ± 3.2º, p ≤ 0.001) and relative (1.7 ± 2.1º vs. 5.8 ± 4.4º, p ≤ 0.001) angular errors in comparison with the non-athletes group. In conclusion, the results from this present study suggest that proprioceptive acuity, assessed by measuring joint position sense, is increased in roller hockey players. The enhanced proprioception of the roller hockey players could contribute to injury prevention and improved performance during sporting activities.

  18. Do physical maturity and birth date predict talent in male youth ice hockey players?

    Science.gov (United States)

    Sherar, Lauren B; Baxter-Jones, Adam D G; Faulkner, Robert A; Russell, Keith W

    2007-06-01

    The aim of this study was to examine the relationships among biological maturity, physical size, relative age (i.e. birth date), and selection into a male Canadian provincial age-banded ice hockey team. In 2003, 619 male ice hockey players aged 14-15 years attended Saskatchewan provincial team selection camps, 281 of whom participated in the present study. Data from 93 age-matched controls were obtained from the Saskatchewan Pediatric Bone Mineral Accrual Study (1991-1997). During the initial selection camps, birth dates, heights, sitting heights, and body masses were recorded. Age at peak height velocity, an indicator of biological maturity, was determined in the controls and predicted in the ice hockey players. Data were analysed using one-way analysis of variance, logistic regression, and a Kolmogorov-Smirnov test. The ice hockey players selected for the final team were taller, heavier, and more mature (P born in the months January to June. In conclusion, team selectors appear to preferentially select early maturing male ice hockey players who have birth dates early in the selection year.

  19. Evaluation of cardiovascular demands of game play and practice in women's ice hockey.

    Science.gov (United States)

    Spiering, Barry A; Wilson, Meredith H; Judelson, Daniel A; Rundell, Kenneth W

    2003-05-01

    Preparation for the physical demands of competition often involves game simulation during practice. This paradigm is thought to promote physiological adaptations that enhance maximal performance. However, a mismatch between practice intensity and actual competition intensity may not provide adequate training to achieve optimal game-play fitness. The purpose of this study was to evaluate the effectiveness of practice in meeting the cardiovascular demands of a women's ice hockey game. Heart rate (HR) data from 11 U.S. National Women's Ice Hockey team members were collected (5-second intervals) during a game and a typical practice session. Data was normalized to individual HRmax determined during Vo(2)max testing. Working time was defined as a game shift or practice-working interval. Mean working HR was greater during the game than the practice, 90 +/- 2% and 76 +/- 3% of HRmax, respectively (p game or practice) >90% HRmax was also longer during the game than the practice, 10.5 +/- 4.1% and 5.6 +/- 3.5% (p 80% HRmax, and mean resting HR were not different between game and practice (68 +/- 7% vs. 69 +/- 5%, 23.2 +/- 5.3% vs. 26.1 +/- 9.2%, and 59 +/- 8% vs. 56 +/- 5%, respectively). Elite women hockey players experience significantly greater cardiovascular load during game play than during practice. This mismatch in cardiovascular demand may prevent players from achieving "game shape," thus affecting competition play.

  20. Morphological, Physiological and Skating Performance Profiles of Male Age-Group Elite Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    Allisse Maxime

    2017-08-01

    Full Text Available The purpose of this study was to describe the evolution of morphological, physiological and skating performance profiles of elite age-group ice hockey players based on repeated measures spread over one season. In addition, the results of fitness tests and training programs performed in off-ice conditions and their relationship with skating performance were analyzed. Eighteen high level age-group ice hockey players (13.1 ± 0.6 years were assessed off and on-ice at the beginning and at the end of the hockey season. A third evaluation was also conducted at the beginning of the following hockey season. The players were taller, heavier, and showed bone breadths and muscle girths above the reference population of the same age. Muscular variables improved significantly during and between the two hockey seasons (p < 0.05. However, maximal aerobic power improved only during the off-season. All skating performance tests exhibited significant enhancements during the hockey season, but not during the off-season where some degradation was observed. Finally, weak observed variances (generally <20% of the explained variance between physiological variables measured off-ice and on-ice skating performance tests indicated important gaps, both in the choice of the off-ice assessment tools as well as in training methods conventionally used. The reflection on the best way to assess and train hockey players certainly deserves to be continued.

  1. A prospective study of concussions among National Hockey League players during regular season games: the NHL-NHLPA Concussion Program.

    Science.gov (United States)

    Benson, Brian W; Meeuwisse, Willem H; Rizos, John; Kang, Jian; Burke, Charles J

    2011-05-17

    In 1997, the National Hockey League (NHL) and NHL Players' Association (NHLPA) launched a concussion program to improve the understanding of this injury. We explored initial postconcussion signs, symptoms, physical examination findings and time loss (i.e., time between the injury and medical clearance by the physician to return to competitive play), experienced by male professional ice-hockey players, and assessed the utility of initial postconcussion clinical manifestations in predicting time loss among hockey players. We conducted a prospective case series of concussions over seven NHL regular seasons (1997-2004) using an inclusive cohort of players. The primary outcome was concussion and the secondary outcome was time loss. NHL team physicians documented post-concussion clinical manifestations and recorded the date when a player was medically cleared to return to play. Team physicians reported 559 concussions during regular season games. The estimated incidence was 1.8 concussions per 1000 player-hours. The most common postconcussion symptom was headache (71%). On average, time loss (in days) increased 2.25 times (95% confidence interval [CI] 1.41-3.62) for every subsequent (i.e., recurrent) concussion sustained during the study period. Controlling for age and position, significant predictors of time loss were postconcussion headache (p < 0.001), low energy or fatigue (p = 0.01), amnesia (p = 0.02) and abnormal neurologic examination (p = 0.01). Using a previously suggested time loss cut-point of 10 days, headache (odds ratio [OR] 2.17, 95% CI 1.33-3.54) and low energy or fatigue (OR 1.72, 95% CI 1.04-2.85) were significant predictors of time loss of more than 10 days. Postconcussion headache, low energy or fatigue, amnesia and abnormal neurologic examination were significant predictors of time loss among professional hockey players.

  2. Are Canadian-born Major League Baseball players more likely to bat left-handed? A partial test of the hockey-influence on batting hypothesis.

    Science.gov (United States)

    Cairney, John; Chirico, Daniele; Li, Yao-Chuen; Bremer, Emily; Graham, Jeffrey D

    2018-01-01

    It has been suggested that Canadian-born Major League Baseball (MLB) players are more likely to bat left-handed, possibly owing to the fact that they learn to play ice hockey before baseball, and that there is no clear hand-preference when shooting with a hockey stick; approximately half of all ice hockey players shoot left. We constructed a database on active (i.e., October, 2016) MLB players from four countries/regions based on place of birth (Canada, United States of America [USA], Dominican Republic and South Asia [i.e., Japan, Taiwan and South Korea]), including information on which hand they use to bat and throw. We also extracted information on all Canadian-born MLB players, dating back to 1917. Our results confirm that the proportion of left-handed batters born in Canada is higher when compared to the other countries selected; also, since 1917, the proportion of Canadian MLB players who bat left has been consistently higher than the league average. We also compared the proportion of left-handed batters in Canada with players born in states in the USA grouped into high, average and low based on hockey participation. The proportion of MLB players born in states with a high level of hockey participation were more likely to bat left, although the differences were significant at trend level only (p bat left-handed, this did not correspond with a greater left-hand dominance, as determined by throwing hand. In conclusion, the present study confirms that Canadian-born MLB players are more likely to bat left-handed when compared to American, Dominican Republic and South Asian-born MLB players, providing partial support for the hockey influence on batting hypothesis.

  3. An intelligent talent recognition of male youth field hockey players ...

    African Journals Online (AJOL)

    The aim of this study was to determine the most significant of physical fitness, anthro-energy intake and psychological variables in identifying the talented male youth field hockey players. 40 male players (age, 14.6 ± 1.2 years) from Terengganu sport academy were evaluated in different tests and measurements.

  4. Nutrition review for hockey players : enhancing performance through nutrition

    OpenAIRE

    Bursich, Chris

    2011-01-01

    With the advancement of sports medicine in the past decade, hockey players all over the world are always trying to find a competitive edge through nutritional education and proper eating. It is very common to find young junior players looking to make the jump into the professional game always trying to find ways to get bigger and add lean muscle mass, likewise, there are always players looking to drop a few pounds while keeping their muscle mass. Research has proven that through proper educat...

  5. The Size and Strength Development in Elite Youth Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    Jeff R. Leiter

    2016-07-01

    Full Text Available Background: Ice hockey is a fast, physical sport that requires high levels of muscular strength, muscular endurance and agility. Objectives: This study was conducted to create a profile including: anthropometric measurement, muscular strength, muscular endurance, lower body jump height and distance, and agility characteristics for elite youth hockey players.  Methods: Pre-season off-ice testing results were retrospectively reviewed from a human performance database.  Variables included height, weight, body fat percentage, grip strength, push-ups/bench press, supine rows, the plank test, vertical jump, standing long jump, hip adductor and abductor strength, and the 5-10-5 shuttle, and. One-way ANOVAs (1group x 4 time and Tukeys post-hoc tests were performed to determine changes in the immediately successive age group (p<0.05. Results: Participants included male Bantam-(age: 13-14 and Midget-(age: 15-17 AAA ice-hockey players (n=260.  Age categories were grouped as 13 years old (yo(n=75, 14 yo (n=70, 15 yo (n=58, and 16-17 yo (n=57.  Increases between successive age groups were observed in the following variables: weight (13, 14, 15 and 16-17 yo, height (13 and 14 yo, left and right grip strength (13, 14, 15, and 16-17 yo, bench press (15 and 16-17 yo, left and right hip abduction (14, 15, and 16-17 yo, and vertical and standing long jump (13, 14, and 15 yo. Total time for the 5-10-5 shuttle run test decreased from 13 to 14yo, and 14 to 15 yo. Conclusion: Changes with age in off-ice performance variables of elite amateur hockey players should be recognized, followed, and addressed during player development to maximize the potential for elite performance and reduce the risk of injury.   Keywords: Athletic Performance, Training, Physical Fitness

  6. Multiparametric MRI changes persist beyond recovery in concussed adolescent hockey players

    Science.gov (United States)

    Manning, Kathryn Y.; Schranz, Amy; Bartha, Robert; Dekaban, Gregory A.; Barreira, Christy; Brown, Arthur; Fischer, Lisa; Asem, Kevin; Doherty, Timothy J.; Fraser, Douglas D.; Holmes, Jeff

    2017-01-01

    Objective: To determine whether multiparametric MRI data can provide insight into the acute and long-lasting neuronal sequelae after a concussion in adolescent athletes. Methods: Players were recruited from Bantam hockey leagues in which body checking is first introduced (male, age 11–14 years). Clinical measures, diffusion metrics, resting-state network and region-to-region functional connectivity patterns, and magnetic resonance spectroscopy absolute metabolite concentrations were analyzed from an independent, age-matched control group of hockey players (n = 26) and longitudinally in concussed athletes within 24 to 72 hours (n = 17) and 3 months (n = 14) after a diagnosed concussion. Results: There were diffusion abnormalities within multiple white matter tracts, functional hyperconnectivity, and decreases in choline 3 months after concussion. Tract-specific spatial statistics revealed a large region along the superior longitudinal fasciculus with the largest decreases in diffusivity measures, which significantly correlated with clinical deficits. This region also spatially intersected with probabilistic tracts connecting cortical regions where we found acute functional connectivity changes. Hyperconnectivity patterns at 3 months after concussion were present only in players with relatively less severe clinical outcomes, higher choline concentrations, and diffusivity indicative of relatively less axonal disruption. Conclusions: Changes persisted well after players' clinical scores had returned to normal and they had been cleared to return to play. Ongoing white matter maturation may make adolescent athletes particularly vulnerable to brain injury, and they may require extended recovery periods. The consequences of early brain injury for ongoing brain development and risk of more serious conditions such as second impact syndrome or neural degenerative processes need to be elucidated. PMID:29070666

  7. Rationale set of indicators and prioritize relevant to assess competitive activity of hockey players of high qualification of different roles

    Directory of Open Access Journals (Sweden)

    A.P. Mikhnov

    2015-02-01

    Full Text Available Purpose: organize technical and tactical actions and determine their priority importance for high-end players of different roles. Establish their priority importance for the success of competitive activity hockey with the game roles. Material : the study involved 54 experts on hockey coaches and players of high class. The significance of technical and tactical actions evaluated for players of different roles. Results : systematic account of technical and tactical actions of athletes and prioritize them to assess the significance of competitive activity. Three groups of technical and tactical actions: 1 active attacks; 2 - active safety; 3 - organizational and maneuvering. Set priorities for technical and tactical actions for players of different roles. Conclusions : the proposed technical and tactical actions can be recommended for the evaluation of the effectiveness of competitive activity players. In the process of estimating the action game players need to consider their role playing. Identification of priority in the implementation of technical and tactical actions in the game can be used in integrated assessment of actions players different roles.

  8. Today's talented youth field hockey players, the stars of tomorrow? : a study

    NARCIS (Netherlands)

    Elferink-Gemser, Marije Titia

    2005-01-01

    The aim of the thesis was addressed by conducting research within a group of all talented field hockey players, measuring multidimensional performance characteristics in a sports-specific way, and following talented players across time by adopting a longitudinal study design. With caution because

  9. Effectiveness of interventions to reduce aggression and injuries among ice hockey players: a systematic review

    Science.gov (United States)

    Cusimano, Michael D.; Nastis, Sofia; Zuccaro, Laura

    2013-01-01

    Background: The increasing incidence of injuries related to playing ice hockey is an important public health issue. We conducted a systematic review to evaluate the effectiveness of interventions designed to reduce injuries related to aggressive acts in ice hockey. Methods: We identified relevant articles by searching electronic databases from their inception through July 2012, by using Internet search engines, and by manually searching sports medicine journals, the book series Safety in Ice Hockey and reference lists of included articles. We included studies that evaluated interventions to reduce aggression-related injuries and reported ratings of aggressive behaviour or rates of penalties or injuries. Results: We identified 18 eligible studies. Most involved players in minor hockey leagues. Of 13 studies that evaluated changes in mandatory rules intended to lessen aggression (most commonly the restriction of body-checking), 11 observed a reduction in penalty or injury rates associated with rule changes, and 9 of these showed a statistically significant decrease. The mean number of penalties decreased by 1.2–5.9 per game, and injury rates decreased 3- to 12-fold. All 3 studies of educational interventions showed a reduction in penalty rates, but they were not powered or designed to show a change in injury rates. In 2 studies of cognitive behavioural interventions, reductions in aggressive behaviours were observed. Interpretation: Changes to mandatory rules were associated with reductions in penalties for aggressive acts and in injuries related to aggression among ice hockey players. Effects of educational and cognitive behavioural interventions on injury rates are less clear. Well-designed studies of multifaceted strategies that combine such approaches are required. PMID:23209118

  10. Aggression, Violence and Injury in Minor League Ice Hockey: Avenues for Prevention of Injury.

    Directory of Open Access Journals (Sweden)

    Michael D Cusimano

    Full Text Available In North America, more than 800,000 youth are registered in organized ice hockey leagues. Despite the many benefits of involvement, young players are at significant risk for injury. Body-checking and aggressive play are associated with high frequency of game-related injury including concussion. We conducted a qualitative study to understand why youth ice hockey players engage in aggressive, injury-prone behaviours on the ice.Semi-structured interviews were conducted with 61 minor ice hockey participants, including male and female players, parents, coaches, trainers, managers and a game official. Players were aged 13-15 playing on competitive body checking teams or on non-body checking teams. Interviews were manually transcribed, coded and analyzed for themes relating to aggressive play in minor ice hockey.Parents, coaches, teammates and the media exert a large influence on player behavior. Aggressive behavior is often reinforced by the player's social environment and justified by players to demonstrate loyalty to teammates and especially injured teammates by seeking revenge particularly in competitive, body-checking leagues. Among female and male players in non-body checking organizations, aggressive play is not reinforced by the social environment. These findings are discussed within the framework of social identity theory and social learning theory, in order to understand players' need to seek revenge and how the social environment reinforces aggressive behaviors.This study provides a better understanding of the players' motivations and environmental influences around aggressive and violent play which may be conducive to injury. The findings can be used to help design interventions aimed at reducing aggression and related injuries sustained during ice hockey and sports with similar cultures and rules.

  11. Aggression, Violence and Injury in Minor League Ice Hockey: Avenues for Prevention of Injury.

    Science.gov (United States)

    Cusimano, Michael D; Ilie, Gabriela; Mullen, Sarah J; Pauley, Christopher R; Stulberg, Jennifer R; Topolovec-Vranic, Jane; Zhang, Stanley

    2016-01-01

    In North America, more than 800,000 youth are registered in organized ice hockey leagues. Despite the many benefits of involvement, young players are at significant risk for injury. Body-checking and aggressive play are associated with high frequency of game-related injury including concussion. We conducted a qualitative study to understand why youth ice hockey players engage in aggressive, injury-prone behaviours on the ice. Semi-structured interviews were conducted with 61 minor ice hockey participants, including male and female players, parents, coaches, trainers, managers and a game official. Players were aged 13-15 playing on competitive body checking teams or on non-body checking teams. Interviews were manually transcribed, coded and analyzed for themes relating to aggressive play in minor ice hockey. Parents, coaches, teammates and the media exert a large influence on player behavior. Aggressive behavior is often reinforced by the player's social environment and justified by players to demonstrate loyalty to teammates and especially injured teammates by seeking revenge particularly in competitive, body-checking leagues. Among female and male players in non-body checking organizations, aggressive play is not reinforced by the social environment. These findings are discussed within the framework of social identity theory and social learning theory, in order to understand players' need to seek revenge and how the social environment reinforces aggressive behaviors. This study provides a better understanding of the players' motivations and environmental influences around aggressive and violent play which may be conducive to injury. The findings can be used to help design interventions aimed at reducing aggression and related injuries sustained during ice hockey and sports with similar cultures and rules.

  12. A test of motor skill-specific action embodiment in ice-hockey players.

    Science.gov (United States)

    Ong, Nicole T; Lohse, Keith R; Chua, Romeo; Sinnett, Scott; Hodges, Nicola J

    2014-07-01

    To further our understanding of the role of the motor system in comprehending action-related sentences, we compared action experts (athletes) to visual experts (fans) and novices when responding with an action-specific effector (either hand or foot). These conditions allowed inferences about the degree and specificity of embodiment in language comprehension. Ice hockey players, fans and novices made speeded judgments regarding the congruence between an auditorily presented sentence and a subsequently presented picture. Picture stimuli consisted of either hockey or everyday items. Half of these pictures 'matched' the action implied in the preceding sentence. Further, the action in these images involved either primarily the hand or the foot. For everyday items, action-matched items were responded to faster than action-mismatched items. However, only the players and fans showed the action-match effect for hockey items. There were no consistent effector-stimuli compatibility effects, nor skill-based interactions with compatibility, suggesting that the action-match effect was not based on motor ability per se, but rather a construction of the action based on knowledge or visual experience with the hockey related sentences. Copyright © 2014 Elsevier B.V. All rights reserved.

  13. Validation of the FAST skating protocol to predict aerobic power in ice hockey players.

    Science.gov (United States)

    Petrella, Nicholas J; Montelpare, William J; Nystrom, Murray; Plyley, Michael; Faught, Brent E

    2007-08-01

    Few studies have reported a sport-specific protocol to measure the aerobic power of ice hockey players using a predictive process. The purpose of our study was to validate an ice hockey aerobic field test on players of varying ages, abilities, and levels. The Faught Aerobic Skating Test (FAST) uses an on-ice continuous skating protocol on a course measuring 160 feet (48.8 m) using a CD to pace the skater with a beep signal to cross the starting line at each end of the course. The FAST incorporates the principle of increasing workload at measured time intervals during a continuous skating exercise. Step-wise multiple regression modelling was used to determine the estimate of aerobic power. Participants completed a maximal aerobic power test using a modified Bruce incremental treadmill protocol, as well as the on-ice FAST. Normative data were collected on 406 ice hockey players (291 males, 115 females) ranging in age from 9 to 25 y. A regression to predict maximum aerobic power was developed using body mass (kg), height (m), age (y), and maximum completed lengths of the FAST as the significant predictors of skating aerobic power (adjusted R2 = 0.387, SEE = 7.25 mL.kg-1.min-1, p < 0.0001). These results support the application of the FAST in estimating aerobic power among male and female competitive ice hockey players between the ages of 9 and 25 years.

  14. Self-esteem and injury in competitive field hockey players.

    Science.gov (United States)

    Kolt, G S; Roberts, P D

    1998-08-01

    A volunteer sample of 50 competitive field hockey players completed the Coopersmith Self-esteem Inventory at pre- and postseason and prospectively collected injury data over a 20-wk. season. Multiple regression analysis showed no relationship between scores on Self-esteem and the number of injuries, the participation time affected due to injury, and sex of players. Further multiple regression analysis showed that frequency of the more severe injuries significantly predicted scores on Self-esteem. This finding can be interpreted as evidence of the relationship between low self-esteem and injury in sport.

  15. Skating mechanics of change-of-direction manoeuvres in ice hockey players.

    Science.gov (United States)

    Fortier, Antoine; Turcotte, René A; Pearsall, David J

    2014-11-01

    Ice hockey requires rapid transitions between skating trajectories to effectively navigate about the ice surface. Player performance relates in large part to effective change-of-direction manoeuvres, but little is known about how those skills are performed mechanically and the effect of equipment design on them. The purpose of this study was to observe the kinetics involved in those manoeuvres as well as to compare whether kinetic differences may result between two skate models of varying ankle mobility. Eight subjects with competitive ice hockey playing experience performed rapid lateral (90°) left and right change-of-direction manoeuvres. Kinetic data were collected using force strain gauge transducers on the blade holders of the skates. Significantly greater forces were applied by the outside skate (50-70% body weight, %BW) in comparison to the inside skate (12-24%BW, p Skate model and turn direction had no main effect, though significant mixed interactions between leg side (inside/outside) with skate model or turn direction (p skating change-of-direction tasks.

  16. Examining the relationship between relative age, competition level, and dropout rates in male youth ice-hockey players.

    Science.gov (United States)

    Lemez, S; Baker, J; Horton, S; Wattie, N; Weir, P

    2014-12-01

    The relative age effect suggests that athletes born in the first two quartiles of a given selection year experience a selection advantage and therefore a greater opportunity for success. We describe two studies examining the relationship between relative age, competition level, and dropout rates of Ontario Minor Hockey Association male ice-hockey players from ages 10 to 15 years (n = 14 325). In Study 1, dropout was highest among players born in quartiles three and four [χ(2) (3) = 16.32, P < 0.05; w = 0.06], while Study 2 found dropped out players to have less movement between competition levels compared to retained players. This study confirms a relationship between relative age and dropout from ice-hockey and adds further depth to our understanding of this persistent phenomenon. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  17. Comparison of dynamic balance in collegiate field hockey and football players using star excursion balance test.

    Science.gov (United States)

    Bhat, Rashi; Moiz, Jamal Ali

    2013-09-01

    The preliminary study aimed to compare dynamic balance between collegiate athletes competing or training in football and hockey using star excursion balance test. A total thirty university level players, football (n = 15) and field hockey (n = 15) were participated in the study. Dynamic balance was assessed by using star excursion balance test. The testing grid consists of 8 lines each 120 cm in length extending from a common point at 45° increments. The subjects were instructed to maintain a stable single leg stance with the test leg with shoes off and to reach for maximal distance with the other leg in each of the 8 directions. A pencil was used to point and read the distance to which each subject's foot reached. The normalized leg reach distances in each direction were summed for both limbs and the total sum of the mean of summed normalized distances of both limbs were calculated. There was no significant difference in all the directions of star excursion balance test scores in both the groups. Additionally, composite reach distances of both groups also found non-significant (P=0.5). However, the posterior (P=0.05) and lateral (P=0.03) normalized reach distances were significantly more in field hockey players. Field hockey players and football players did not differ in terms of dynamic balance.

  18. A Comparison of Somatic Variables of Elite Ice Hockey Players from the Czech ELH and Russian KHL

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    Kutáč Petr

    2015-03-01

    Full Text Available The goals of this study were to evaluate the basic morphological variables of contemporary elite ice hockey players, compare the parameters of players in the top Russian ice hockey league (KHL with those of the top Czech ice hockey league (ELH, and to evaluate the parameters of players according to their position in the game. The research participants included 30 KHL players (mean age: 27.1 ± 5.1 years and 25 ELH players (mean age: 26.4 ± 5.8 years. We determined body height, body mass, and body composition (body fat, fat-free mass, segmental fat analysis. All measurements were performed at the end of preseason training. The KHL players had the following anthropometric characteristics: body height 182.97 ± 5.61 cm (forward and 185.72 ± 3.57 cm (defenseman, body mass 89.70 ± 5.28 kg (forward and 92.52 ± 4.01 kg (defenseman, body fat 10.76 ± 0.63 kg (forward and 11.10 ± 0.48 kg (defenseman, fatfree mass 78.94 ± 4.65 kg (forward and 81.42 ± 3.52 kg (defenseman. The values for ELH players were as follows: body height 182.06 ± 5.93 cm (forward and 185.88 ± 7.13 cm (defenseman, body mass 88.47 ± 7.06 kg (forward and 89.36 ± 10.91 kg (defenseman, body fat 12.57 ± 2.89 kg (forward and 11.91 ± 3.10 kg (defenseman, fat-free mass 75.93 ± 6.54 kg (forward and 77.46 ± 7.89 kg (defenseman. The results indicate that it is beneficial to ice hockey players to have increased body mass and lower body fat, which leads to higher muscle mass, thus enabling a player to perform at the highest level and meet the specific challenges of the game.

  19. Improvement of Ice Hockey Players' On-Ice Sprint With Combined Plyometric and Strength Training.

    Science.gov (United States)

    Dæhlin, Torstein E; Haugen, Ole C; Haugerud, Simen; Hollan, Ivana; Raastad, Truls; Rønnestad, Bent R

    2017-08-01

    Combined plyometric and strength training has previously been suggested as a strategy to improve skating performance in ice hockey players. However, the effects of combined plyometric and strength training have not previously been compared with the effects of strength training only. To compare the effects of combined plyometric and strength training on ice hockey players' skating sprint performance with those of strength training only. Eighteen participants were randomly assigned to 2 groups that completed 5 strength-training sessions/wk for 8 wk. One group included plyometric exercises at the start of 3 sessions/wk (PLY+ST), and the other group included core exercises in the same sessions (ST). Tests of 10- and 35-m skating sprints, horizontal jumping, 1-repetition-maximum (1 RM) squat, skating multistage aerobic test (SMAT), maximal oxygen consumption, repeated cycle sprints, and body composition were performed before and after the intervention. The participants increased their 1RM squat, lean mass, and body mass (P plyometric and strength training for 8 wk was superior to strength training alone at improving 10-m on-ice sprint performance in high-level ice hockey players.

  20. Analysis of High-Intensity Skating in Top-Class Ice Hockey Match-Play in Relation to Training Status and Muscle Damage.

    Science.gov (United States)

    Lignell, Erik; Fransson, Dan; Krustrup, Peter; Mohr, Magni

    2018-05-01

    Lignell, E, Fransson, D, Krustrup, P, and Mohr, M. Analysis of high-intensity skating in top-class ice hockey match-play in relation to training status and muscle damage. J Strength Cond Res 32(5): 1303-1310, 2018-We examined high-intensity activities in a top-class ice-hockey game and the effect of training status. Male ice-hockey players (n = 36) from the National Hockey League participated. Match analysis was performed during a game and physical capacity was assessed by a submaximal Yo-Yo Intermittent Recovery Ice-hockey test, level 1 (YYIR1-IHSUB). Venous blood samples were collected 24-hour post-game to determine markers of muscle damage. Players performed 119 ± 8 and 31 ± 3 m·min of high intensity and sprint skating, respectively, during a game. Total distance covered was 4,606 ± 219 m (2,260-6,749 m), of which high-intensity distance was 2042 ± 97 m (757-3,026 m). Sprint-skating speed was 5-8% higher (p ≤ 0.05) in periods 1 and 2 vs. period 3 and overtime. Defensemen (D) covered 29% more (p ≤ 0.05) skating in total than forwards (F) and were on the ice 47% longer. However, F performed 54% more (p ≤ 0.05) high-intensity skating per minute than defensemen. Plasma creatine kinase (CK) was 338 ± 45 (78-757) U·L 24-hour post-game. Heart rate loading during YYIR1-IHSUB correlated inversely (p ≤ 0.05) to the frequency of high-intensity skating bouts (r = -0.55) and V[Combining Dot Above]O2max (r = -0.85) and positively to post-game CK (r = 0.49; p ≤ 0.05). In conclusion, ice hockey is a multiple-sprint sport that provokes fatigue in the latter half of a game. Forwards perform more intense skating than defensemen. Moreover, high-intensity game activities during top-class ice hockey are correlated with cardiovascular loading during a submaximal skating test. Taken together, training of elite ice-hockey players should improve the ability for repeated high-intensity skating, and testing should include the YYIR1-IHSUB test as an indicator for ice-hockey

  1. Role of energy systems in two intermittent field tests in women field hockey players

    NARCIS (Netherlands)

    Lemmink, Koen A. P. M.; Visscher, Susan H.

    The energetics of 2 field tests that reflect physical performance in intermittent sports (i.e., the Interval Shuttle Sprint Test [ISST] and the Interval Shuttle Run Test [ISRT]) were examined in 21 women field hockey players. The ISST required the players to perform 10 shuttle sprints starting every

  2. Muscle Power and Velocity During Trunk Rotations after 6 Weeks of Training in Ice-Hockey Players

    Directory of Open Access Journals (Sweden)

    Poór Oliver

    2017-05-01

    Full Text Available The study evaluates changes of muscle power and velocity during trunk rotations in ice-hockey players after six weeks of training in competition period. A group of 15 ice-hockey players performed 2 trunk rotations to each direction in a standing position with barbell of 6, 10, 12, 16, 20, 22, 26 kg placed on the shoulders. Basic biomechanical parameters during the movement were monitored using the FiTRO Torso Dyne system. Results showed that mean velocity in acceleration phase of trunk rotation significantly increased after 6 weeks of training at 6 kg (from 259 to 282.6 deg/s, p = 0.003 and 12 kg (from 218.8 to 244.1 deg/s p = 0.004. However, its values did not changed significantly during rotations with 10, 16, 20, 22 and 26 kg. Mean power of trunk rotation did not changed significantly with any of used weight. These findings indicate that there are only small changes in muscle power in competition period of ice hockey-players.

  3. The role of visual perception measures used in sports vision programmes in predicting actual game performance in Division I collegiate hockey players.

    Science.gov (United States)

    Poltavski, Dmitri; Biberdorf, David

    2015-01-01

    Abstract In the growing field of sports vision little is still known about unique attributes of visual processing in ice hockey and what role visual processing plays in the overall athlete's performance. In the present study we evaluated whether visual, perceptual and cognitive/motor variables collected using the Nike SPARQ Sensory Training Station have significant relevance to the real game statistics of 38 Division I collegiate male and female hockey players. The results demonstrated that 69% of variance in the goals made by forwards in 2011-2013 could be predicted by their faster reaction time to a visual stimulus, better visual memory, better visual discrimination and a faster ability to shift focus between near and far objects. Approximately 33% of variance in game points was significantly related to better discrimination among competing visual stimuli. In addition, reaction time to a visual stimulus as well as stereoptic quickness significantly accounted for 24% of variance in the mean duration of the player's penalty time. This is one of the first studies to show that some of the visual skills that state-of-the-art generalised sports vision programmes are purported to target may indeed be important for hockey players' actual performance on the ice.

  4. Skating start propulsion: three-dimensional kinematic analysis of elite male and female ice hockey players.

    Science.gov (United States)

    Shell, Jaymee R; Robbins, Shawn M K; Dixon, Philippe C; Renaud, Philippe J; Turcotte, René A; Wu, Tom; Pearsall, David J

    2017-09-01

    The forward skating start is a fundamental skill for male and female ice hockey players. However, performance differences by athlete's sex cannot be fully explained by physiological variables; hence, other factors such as skating technique warrant examination. Therefore, the purpose of this study was to evaluate the body movement kinematics of ice hockey skating starts between elite male and female ice hockey participants. Male (n = 9) and female (n = 10) elite ice hockey players performed five forward skating start accelerations. An 18-camera motion capture system placed on the arena ice surface captured full-body kinematics during the first seven skating start steps within 15 meters. Males' maximum skating speeds were greater than females. Skating technique sex differences were noted: in particular, females presented ~10° lower hip abduction throughout skating stance as well as ~10° greater knee extension at initial ice stance contact, conspicuously followed by a brief cessation in knee extension at the moment of ice contact, not evident in male skaters. Further study is warranted to explain why these skating technique differences exist in relation to factors such as differences in training, equipment, performance level, and anthropometrics.

  5. Return to play after an initial or recurrent concussion in a prospective study of physician-observed junior ice hockey concussions: implications for return to play after a concussion.

    Science.gov (United States)

    Echlin, Paul Sean; Tator, Charles H; Cusimano, Michael D; Cantu, Robert C; Taunton, Jack E; Upshur, Ross E G; Czarnota, Michael; Hall, Craig R; Johnson, Andrew M; Forwell, Lorie A; Driediger, Molly; Skopelja, Elaine N

    2010-11-01

    The authors investigated return-to-play duration for initial and recurrent concussion in the same season in 2 teams of junior (16-21-year-old) ice hockey players during a regular season. The authors conducted a prospective cohort study during 1 junior regular season (2009-2010) of 67 male fourth-tier ice hockey players (mean age 18.2 ± 1.2 years [SD], range 16-21 years) from 2 teams. Prior to the start of the season, every player underwent baseline assessments that were determined using the Sideline Concussion Assessment Tool 2 (SCAT2) and the Immediate Post-Concussion Assessment and Cognitive Test (ImPACT). The study protocol also required players who entered the study during the season to complete a baseline SCAT2 and ImPACT. If the protocol was not followed, the postinjury test results of a player without true baseline test results were compared with previously established age- and sex-matched group normative levels. Each game was directly observed by a physician and at least 1 neutral nonphysician observer. Players suspected of suffering a concussion were evaluated by the physician during the game. If a concussion was diagnosed, the player underwent clinical evaluation at the physician's office within 24 hours. The return-to-play decision was based on clinical evaluation guided by the Zurich return-to-play protocol (contained in the consensus statement of international expert opinion at the 3rd International Conference on Concussion in Sport held in Zurich, November 2008). This clinical evaluation and return-to-play protocol was augmented by the 2 tests (SCAT2 and ImPACT) also recommended by the Zurich consensus statement, for which baseline values had been obtained. Seventeen players sustained a physician-observed or self-reported, physician-diagnosed concussion during a physician-observed ice hockey game. The mean clinical return-to-play duration (in 15 cases) was 12.8 ± 7.02 days (median 10 days, range 7-29 days); the mean number of physician office visits

  6. Multidimensional performance characteristics and standard of performance in talented youth field hockey players : A longitudinal study

    NARCIS (Netherlands)

    Elferink-Gemser, Marije T.; Visscher, Chris; Lemmink, Koen A. P. M.; Mulder, Theo

    2007-01-01

    To identify performance characteristics that could help predict future elite field hockey players, we measured the anthropometric, physiological, technical, tactical, and psychological characteristics of 30 elite and 35 sub-elite youth players at the end of three consecutive seasons. The mean age of

  7. Game Intensity Analysis of Elite Adolescent Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    Stanula Arkadiusz

    2014-12-01

    Full Text Available The purpose of this study was to determine ice-hockey players’ playing intensity based on their heart rates (HRs recorded during a game and on the outcomes of an incremental maximum oxygen uptake test. Twenty ice-hockey players, members of the Polish junior national team (U18, performed an incremental test to assess their maximal oxygen uptake (V̇ O2max in the two week’s period preceding 5 games they played at the World Championships. Players’ HRs at the first and second ventilatory thresholds obtained during the test were utilized to determine intensity zones (low, moderate, and high that were subsequently used to classify HR values recorded during each of the games. For individual intensity zones, the following HRs expressed as mean values and as percentages of the maximal heart rate (HRmax were obtained: forwards 148-158 b⋅min-1 (79.5-84.8% HRmax, 159-178 b⋅min-1 (85.4-95.6% HRmax, 179-186 b⋅min-1 (96.1-100.0% HRmax; defensemen 149-153 b⋅min-1 (80.0-82.1% HRmax, 154-175 b⋅min-1 (82.6- 94.0% HRmax, 176-186 b⋅min-1 (94.5-100.0% HRmax. The amount of time the forwards and defensemen spent in the three intensity zones expressed as percentages of the total time of the game were: 54.91 vs. 55.62% (low, 26.40 vs. 22.38% (moderate and 18.68 vs. 22.00% (high. The forwards spent more time in the low intensity zone than the defensemen, however, the difference was not statistically significant. The results of the study indicate that using aerobic and anaerobic metabolism variables to determine intensity zones can significantly improve the reliability of evaluation of the physiological demands of the game, and can be a useful tool for coaches in managing the training process.

  8. The effect of laryngoscope handle size on possible endotracheal intubation success in university football, ice hockey, and soccer players.

    Science.gov (United States)

    Delaney, J Scott; Al-Kashmiri, Ammar; Baylis, Penny-Jane; Aljufaili, Mahmood; Correa, José A

    2012-07-01

    To assess the effectiveness of a standard long-handle laryngoscope and a short-handle laryngoscope on ease of possible intubation in football, ice hockey, and soccer players. Prospective crossover study. University Sport Medicine Clinic. Sixty-two university varsity football (62 males), 45 ice hockey (26 males and 19 females), and 39 soccer players (20 males, 19 females). Athletes were assessed for different airway and physical characteristics. Three different physicians then assessed the use of laryngoscopes of different handle sizes in supine athletes who were wearing protective equipment while in-line cervical spine immobilization was maintained. The ease of passage of a laryngoscope blade into the posterior oropharynx of a supine athlete was assessed using both a standard long-handle and a short-handle laryngoscope. Use of a short-handle laryngoscope was easier for all physicians in all sports as compared with a standard-sized laryngoscope. Passage of a laryngoscope blade into the posterior oropharynx of a supine athlete was easiest in soccer players and most difficult in football and ice hockey players for both sizes of laryngoscope. Interference from chest or shoulder pads was a common cause for difficulty in passing the laryngoscope blade into the posterior oropharynx for football and ice hockey players. In the rare instances that an endotracheal intubation is to be attempted on an unconscious athlete, a short-handle laryngoscope may provide the best chance for successful intubation.

  9. Head-impact mechanisms in men's and women's collegiate ice hockey.

    Science.gov (United States)

    Wilcox, Bethany J; Machan, Jason T; Beckwith, Jonathan G; Greenwald, Richard M; Burmeister, Emily; Crisco, Joseph J

    2014-01-01

    Concussion injury rates in men's and women's ice hockey are reported to be among the highest of all collegiate sports. Quantification of the frequency of head impacts and the magnitude of head acceleration as a function of the different impact mechanisms (eg, head contact with the ice) that occur in ice hockey could provide a better understanding of this high injury rate. To quantify and compare the per-game frequency and magnitude of head impacts associated with various impact mechanisms in men's and women's collegiate ice hockey players. Cohort study. Collegiate ice hockey rink. Twenty-three men and 31 women from 2 National Collegiate Athletic Association Division I ice hockey teams. We analyzed magnitude and frequency (per game) of head impacts per player among impact mechanisms and between sexes using generalized mixed linear models and generalized estimating equations to account for repeated measures within players. Participants wore helmets instrumented with accelerometers to allow us to collect biomechanical measures of head impacts sustained during play. Video footage from 53 games was synchronized with the biomechanical data. Head impacts were classified into 8 categories: contact with another player; the ice, boards or glass, stick, puck, or goal; indirect contact; and contact from celebrating. For men and women, contact with another player was the most frequent impact mechanism, and contact with the ice generated the greatest-magnitude head accelerations. The men had higher per-game frequencies of head impacts from contact with another player and contact with the boards than did the women (P < .001), and these impacts were greater in peak rotational acceleration (P = .027). Identifying the impact mechanisms in collegiate ice hockey that result in frequent and high-magnitude head impacts will provide us with data that may improve our understanding of the high rate of concussion in the sport and inform injury-prevention strategies.

  10. Multidisciplinary approach to non-surgical management of inguinal disruption in a professional hockey player treated with platelet-rich plasma, manual therapy and exercise: a case report.

    Science.gov (United States)

    St-Onge, Eric; MacIntyre, Ian G; Galea, Anthony M

    2015-12-01

    To present the clinical management of inguinal disruption in a professional hockey player and highlight the importance of a multidisciplinary approach to diagnosis and management. A professional hockey player with recurrent groin pain presented to the clinic after an acute exacerbation of pain while playing hockey. The patient received a clinical diagnosis of inguinal disruption. Imaging revealed a tear in the rectus abdominis. Management included two platelet-rich plasma (PRP) injections to the injured tissue, and subsequent manual therapy and exercise. The patient returned to his prior level of performance in 3.5 weeks. This case demonstrated the importance of a multidisciplinary team and the need for advanced imaging in athletes with groin pain. Research quality concerning the non-surgical management of inguinal disruption remains low. This case adds evidence that PRP, with the addition of manual therapy and exercise may serve as a relatively quick and effective non-surgical management strategy.

  11. Relationship between Physiological Off-Ice Testing, On-Ice Skating, and Game Performance in Division I Women's Ice Hockey Players.

    Science.gov (United States)

    Boland, Michelle; Miele, Emily M; Delude, Katie

    2017-10-07

    The purpose was to identify off-ice testing variables that correlate to skating and game performance in Division I collegiate women ice hockey players. Twenty female, forward and defensive players (19.95 ± 1.35 yr) were assessed for weight, height, percent fat mass (%FAT), bone mineral density, predicted one repetition maximum (RM) absolute and relative (REL%) bench press (BP) and hex bar deadlift (HDL), lower body explosive power, anaerobic power, countermovement vertical jump (CMJ), maximum inspiratory pressure (MIP), and on-ice repeated skate sprint (RSS) performance. The on-ice RSS test included 6 timed 85.6 m sprints with participants wearing full hockey equipment; fastest time (FT), average time (AT) and fatigue index (FI) for the first length skate (FLS; 10 m) and total length skate (TLS; 85.6 m) were used for analysis. Game performance was evaluated with game statistics: goals, assists, points, plus-minus, and shots on goal (SOG). Correlation coefficients were used to determine relationships. Percent fat mass was positively correlated (p Game performance in women ice hockey players may be enhanced by greater MIP, repeat acceleration ability, and mode-specific training. Faster skating times were associated with lower %FAT. Skating performance in women ice hockey players may be enhanced by improving body composition, anaerobic power, and both lower and upper body strength in off-ice training.

  12. Analysis of High-Intensity Skating in Top-Class Ice Hockey Match-Play in Relation to Training Status and Muscle Damage

    DEFF Research Database (Denmark)

    Lignell, Erik; Fransson, Dan; Krustrup, Peter

    2018-01-01

    of training status. Male ice-hockey players (n = 36) from the National Hockey League participated. Match analysis was performed during a game and physical capacity was assessed by a submaximal Yo-Yo Intermittent Recovery Ice-hockey test, level 1 (YYIR1-IHSUB). Venous blood samples were collected 24-hour post...

  13. Physical fitness and performance of polish ice-hockey players competing at different sports levels

    Directory of Open Access Journals (Sweden)

    Roczniok Robert

    2016-06-01

    Full Text Available The study aimed to determine the values of selected aerobic and anaerobic capacity variables, physical profiles, and to analyze the results of on-ice tests performed by ice-hockey players relegated to a lower league. Performance of 24 ice-hockey players competing in the top league in the 2012/2013 season was analysed to this end. In the 2013/2014 season, 14 of them still played in the top league (the control group, while 10 played in the first league (the experimental group. The study was conducted one week after the end of the playoffs in the seasons under consideration. The results revealed that only in the experimental group the analysed variables changed significantly between the seasons. In the Wingate test, significant changes were only noted in mean relative power (a decrease from 9.91 to 9.14 W/kg; p=0.045 and relative total work (a decrease from 299.17 to 277.22 J/kg; p=0.048. The ramp test indicated significantly lower power output in its final stages (364 compared with 384 W; p=0.034, as well as a significant decrease in relative VO2max (from 52.70 to 48.30 ml/min/kg. Blood lactate concentrations were recorded at the 3rd, 6th, 9th and 12th min of recovery after the ramp test. The rate of post-exercise recovery, ∆LA, recorded after the ramp test turned out to be significantly lower. The times recorded in the on-ice “6x30 m stop” test increased from 32.18 to 33.10 s (p=0.047. The study showed that playing in a lower league where games were less intensive, training sessions shorter and less frequent, had an adverse effect on the performance level of the investigated players. Lower VO2max recorded in the study participants slowed down their rates of post-exercise recovery and led to a significantly worse performance in the 6x30 m stop test, as well as lower relative power and relative total work in the Wingate test.

  14. NHL Heavyweights: Narratives of Violence and Masculinity in Ice Hockey

    Directory of Open Access Journals (Sweden)

    Tjønndal Anne

    2016-06-01

    Full Text Available Sport is often considered a masculine area of social life, and few sports are more commonly associated with traditional norms of masculinity than ice hockey. Ice hockey is played with a great level of intensity and body contact. This is true for both men and women’s hockey. However, men’s ice hockey in particular has been subjected to criticism for its excessive violence. Sport has also been analyzed as an arena where boys and men learn masculine values, relations, and rituals, and is often linked to orthodox masculinity in particular. Tolerance for gender diversity and diverse forms of masculinity has generally increased during the last 30 years. However, orthodox masculinity seems to maintain a dominate position in sports, particularly in hyper-masculine sports such as ice hockey. In this article, narratives of masculinity and violence in professional ice hockey are a central focus. Through a narrative analysis of the biographies of two former National Hockey League (NHL players, Bob Probert and Derek Boogaard, this article explores how narratives of masculinity and violence among hockey players have been described and how these narratives tell stories of the interplay between masculinity and violence in modern sport. The analysis illustrates how the narratives of the lives and careers of these athletes provide insight into the many personal risks and implications athletes in highly masculine sporting environments face. The analysis also illustrates how the common acceptance (and sometimes encouragement of player violence and ‘violence against the self’ in ice hockey has led to many broken bodies, lives, and careers among professional male athletes.

  15. Relationship Between Skating Economy and Performance During a Repeated-Shift Test in Elite and Subelite Ice Hockey Players.

    Science.gov (United States)

    Lamoureux, Nicholas R; Tomkinson, Grant R; Peterson, Benjamin J; Fitzgerald, John S

    2018-04-01

    Lamoureux, NR, Tomkinson, GR, Peterson, BJ, and Fitzgerald, JS. Relationship between skating economy and performance during a repeated-shift test in elite and subelite ice hockey players. J Strength Cond Res 32(4): 1109-1113, 2018-The purpose of this study was to determine the importance of skating economy to fatigue during repeated high-intensity efforts of a simulated ice hockey shift. Forty-five collegiate and Junior A male ice hockey players (aged 18-24 years) performed a continuous graded exercise test using a skate treadmill. Breath-by-breath data for oxygen consumption (V[Combining Dot Above]O2) and respiratory exchange ratio were collected and used to derive energy expenditure (EE) averaged over the final 10 seconds of each stage. Economy was determined as the slope of the regression line relating V[Combining Dot Above]O2 and EE against skating speed separately. Participants also completed 8 bouts of maximal ice skating through a course designed to simulate typical shift, with timing gates determining first half, second half, and total fatigue decrement, calculated by a percent decrement score. Partial correlation was used to determine the association between economy measures and decrement during the repeated-shift test. Twenty-six participants met inclusion criteria and were included in data analysis. Skating economy measures (both relative V[Combining Dot Above]O2 and EE) were very likely moderate positive correlates of total fatigue decrement (r [95% confidence interval]: V[Combining Dot Above]O2, 0.46 [0.09, 0.72] and EE, 0.44, [0.06, 0.71]) but not with first or second gate decrement. Our results indicate that skating economy plays an important role in fatigue resistance over repeated on-ice sprints designed to simulate a typical shift. This supports the use of technical skating coaching and training techniques to enhance skating economy as a means of improving ice hockey performance.

  16. The Assessment of Airway Maneuvers and Interventions in University Canadian Football, Ice Hockey, and Soccer Players

    Science.gov (United States)

    Delaney, J. Scott; Al-Kashmiri, Ammar; Baylis, Penny-Jane; Troutman, Tracy; Aljufaili, Mahmood; Correa, José A.

    2011-01-01

    Abstract Context: Managing an airway in an unconscious athlete is a lifesaving skill that may be made more difficult by the recent changes in protective equipment. Different airway maneuvers and techniques may be required to help ventilate an unconscious athlete who is wearing full protective equipment. Objective: To assess the effectiveness of different airway maneuvers with football, ice hockey, and soccer players wearing full protective equipment. Design: Crossover study. Setting: University sports medicine clinic. Patients or Other Participants: A total of 146 university varsity athletes, consisting of 62 football, 45 ice hockey, and 39 soccer players. Intervention(s): Athletes were assessed for different airway and physical characteristics. Three investigators then evaluated the effectiveness of different bag-valve-mask (BVM) ventilation techniques in supine athletes who were wearing protective equipment while inline cervical spine immobilization was maintained. Main Outcome Measure(s): The effectiveness of 1-person BVM ventilation (1-BVM), 2-person BVM ventilation (2-BVM), and inline immobilization and ventilation (IIV) was judged by each investigator for each athlete using a 4-point rating scale. Results: All forms of ventilation were least difficult in soccer players and most difficult in football players. When compared with 1-BVM, both 2-BVM and IIV were deemed more effective by all investigators for all athletes. Interference from the helmet and stabilizer were common reasons for difficult ventilation in football and ice hockey players. Conclusions: Sports medicine professionals should practice and be comfortable with different ventilation techniques for athletes wearing full equipment. The use of a new ventilation technique, termed inline immobilization and ventilation, may be beneficial, especially when the number of responders is limited. PMID:21391796

  17. Factors Influencing the Underreporting of Concussion in Sports: A Qualitative Study of Minor Hockey Participants.

    Science.gov (United States)

    Cusimano, Michael D; Topolovec-Vranic, Jane; Zhang, Stanley; Mullen, Sarah J; Wong, Mattew; Ilie, Gabriela

    2017-07-01

    The present study is to identify factors contributing to underreporting of concussion in adolescent athletes. Qualitative interviews. Participants were interviewed in an office environment. Interviews were conducted with 31 minor hockey players, 10 parents, 6 coaches, 4 trainers, 2 managers, and one game official. Players were 13 to 15 year old. With selective sampling, an inductive approach of analyzing the interviews was undertaken and themes were identified and analyzed. Underreporting is a complex phenomenon. A number of risk factors related to hockey culture, players, reference others, and rules of play were assessed. Reasons not reporting concussion is accepted in minor hockey. Aspects of hockey culture such as an overemphasis on winning games and upheld misperceptions about the risks associated with concussion were identified as relevant to the underreporting of concussions. Various factors relevant to the underreporting of concussions include player's motivation to win, group membership dynamics such as a player's role as the team's "enforcer," coaches' own motivation to win to further their own opportunities in the sport, and parents' personal financial interest or alternative agenda in terms of time commitments and their child's future career prospects. Our findings indicate that underreporting of concussion among those players interviewed appears to be prevalent and associated with misconceptions about injury risk, and a culture that both reinforces and encourages underreporting with tacit or overt complicity of parents and coaches. Our findings support the need to alter the culture of violence and tough play in hockey by education, rule changes, economic measures, and changes in governance of the sport. Interviewing more stakeholders and policy makers would shed light on such potential interventions.

  18. Multiple Off-Ice Performance Variables Predict On-Ice Skating Performance in Male and Female Division III Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    effrey M. Janot, Nicholas M. Beltz, Lance D. Dalleck

    2015-09-01

    Full Text Available The purpose of this study was to determine if off-ice performance variables could predict on-ice skating performance in Division III collegiate hockey players. Both men (n = 15 and women (n = 11 hockey players (age = 20.5 ± 1.4 years participated in the study. The skating tests were agility cornering S-turn, 6.10 m acceleration, 44.80 m speed, modified repeat skate, and 15.20 m full speed. Off-ice variables assessed were years of playing experience, height, weight and percent body fat and off-ice performance variables included vertical jump (VJ, 40-yd dash (36.58m, 1-RM squat, pro-agility, Wingate peak power and peak power percentage drop (% drop, and 1.5 mile (2.4km run. Results indicated that 40-yd dash (36.58m, VJ, 1.5 mile (2.4km run, and % drop were significant predictors of skating performance for repeat skate (slowest, fastest, and average time and 44.80 m speed time, respectively. Four predictive equations were derived from multiple regression analyses: 1 slowest repeat skate time = 2.362 + (1.68 x 40-yd dash time + (0.005 x 1.5 mile run, 2 fastest repeat skate time = 9.762 - (0.089 x VJ - (0.998 x 40-yd dash time, 3 average repeat skate time = 7.770 + (1.041 x 40-yd dash time - (0.63 x VJ + (0.003 x 1.5 mile time, and 4 47.85 m speed test = 7.707 - (0.050 x VJ - (0.01 x % drop. It was concluded that selected off-ice tests could be used to predict on-ice performance regarding speed and recovery ability in Division III male and female hockey players.

  19. The Effect of the "Zero Tolerance for Head Contact" Rule Change on the Risk of Concussions in Youth Ice Hockey Players.

    Science.gov (United States)

    Krolikowski, Maciej P; Black, Amanda M; Palacios-Derflingher, Luz; Blake, Tracy A; Schneider, Kathryn J; Emery, Carolyn A

    2017-02-01

    Ice hockey is a popular winter sport in Canada. Concussions account for the greatest proportion of all injuries in youth ice hockey. In 2011, a policy change enforcing "zero tolerance for head contact" was implemented in all leagues in Canada. To determine if the risk of game-related concussions and more severe concussions (ie, resulting in >10 days of time loss) and the mechanisms of a concussion differed for Pee Wee class (ages 11-12 years) and Bantam class (ages 13-14 years) players after the 2011 "zero tolerance for head contact" policy change compared with players in similar divisions before the policy change. Cohort study; Level of evidence, 3. The retrospective cohort included Pee Wee (most elite 70%, 2007-2008; n = 891) and Bantam (most elite 30%, 2008-2009; n = 378) players before the rule change and Pee Wee (2011-2012; n = 588) and Bantam (2011-2012; n = 242) players in the same levels of play after the policy change. Suspected concussions were identified by a team designate and referred to a sport medicine physician for diagnosis. Incidence rate ratios (IRRs) were estimated based on multiple Poisson regression analysis, controlling for clustering by team and other important covariates and offset by game-exposure hours. Incidence rates based on the mechanisms of a concussion were estimated based on univariate Poisson regression analysis. The risk of game-related concussions increased after the head contact rule in Pee Wee (IRR, 1.85; 95% CI, 1.20-2.86) and Bantam (IRR, 2.48; 95% CI, 1.17-5.24) players. The risk of more severe concussions increased after the head contact rule in Pee Wee (IRR, 4.12; 95% CI, 2.00-8.50) and Bantam (IRR, 7.91; 95% CI, 3.13-19.94) players. The rates of concussions due to body checking and direct head contact increased after the rule change. The "zero tolerance for head contact" policy change did not reduce the risk of game-related concussions in Pee Wee or Bantam class ice hockey players. Increased concussion awareness and

  20. Motivational climate, goal orientation, perceived sport ability, and enjoyment within Finnish junior ice hockey players.

    Science.gov (United States)

    Jaakkola, T; Ntoumanis, N; Liukkonen, J

    2016-01-01

    The aim of this study was to investigate the relations among situational motivational climate, dispositional approach and avoidance achievement goals, perceived sport ability, and enjoyment in Finnish male junior ice hockey players. The sample comprised 265 junior B-level male players with a mean age of 17.03 years (SD = 0.63). Players filled questionnaires tapping their perceptions of coach motivational climate, achievement goals, perceived sport ability, and enjoyment. For the statistical analysis, players were divided into high and low perceived sport ability groups. Multigroup structural equation modeling (SEM) revealed an indirect path from task-involving motivational climate via task-approach goal to enjoyment. Additionally, SEM demonstrated four other direct associations, which existed in both perceived ability groups: from ego-involving motivational climate to ego-approach and ego-avoidance goals; from ego-approach goal to ego-avoidance goal; and from task-avoidance goal to ego-avoidance goal. Additionally, in the high perceived sport ability group, there was an association from task-involving motivational climate to enjoyment. The results of this study reveal that motivational climate emphasizing effort, personal development and improvement, and achievement goal mastering tasks are significant elements of enjoyment in junior ice hockey. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  1. The Effect of Teaching Games of Understanding as a Coaching Instruction had on Adjust, Cover and Heart Rate among Malaysian and Indian Junior Hockey Players.

    Science.gov (United States)

    Nathan, Sanmuga

    2017-06-20

    The field hockey coaching process across both Malaysia and India favours a traditional, coach-centred approach of mastering technical skills in terms of game play parameters, fitness, intensity, and load training, whereas a tactical- and player-centred pedagogical approach still takes a backseat. On the other hand, the Teaching Games for Understanding (TGfU) model offers tactical-cognitive instruction and is gaining international recognition for its ability to produce intelligent players via a problem-solving approach in game play. Therefore, the purpose of this quasi-experimental study was to investigate the effect of TGfU compared to skill mastery instruction, termed as Skill Drill Technical (SDT), among Malaysian and Indian elite junior hockey players in term of the game play attributes of adjust and cover in 5 vs. 5 small-sided game play and game play intensity via heart rate (HR) at different points of game play. A total of n = 60 players with an average age of 15 ± 1.03 was selected via simple random sampling from both countries involved in this study and assigned equally to groups, with 15 per group for TGfU and for SDT across Malaysia and India. Gathered data were analysed using the ANOVA and ANCOVA techniques. Findings indicated that there were no significant differences for adjust in 5 vs. 5 game play between TGfU and SDT across Malaysia and India after the intervention. For cover, there was significant improvement for Malaysian players using the TGfU model compared to SDT. In contrast, there was no significant difference between these two models among the Indian players after the intervention. There was significant difference between these two models in terms of warm-up HR across the two countries, and HR was higher via TGfU. For HR immediately after the 5 vs. 5 game play intervention and HR after three minutes' recovery, Indian players with TGfU recorded a higher and significant difference compared to SDT. However, findings indicated no significant

  2. Ice hockey injuries.

    Science.gov (United States)

    Benson, Brian W; Meeuwisse, Willem H

    2005-01-01

    This article reviews the distribution and determinants of injuries reported in the pediatric ice hockey literature, and suggests potential injury prevention strategies and directions for further research. Thirteen electronic databases, the ISI Web of Science, and 'grey literature' databases were searched using a combination of Medical Subject Headings and text words to identify potentially relevant articles. The bibliographies of selected studies were searched to identify additional articles. Studies were selected for review based on predetermined inclusion and exclusion criteria. A comparison between studies on this topic area was difficult due to the variability in research designs, definition of injury, study populations, and measurements used to assess injury. The majority of injuries were sustained during games compared with practices. The two most commonly reported injuries were sprains/strains and contusions. Players competing at the Minor hockey, High School, and Junior levels of competition sustained most of their injuries to the upper extremity, head, and lower extremity, respectively. The primary mechanism of injury was body checking, followed by stick and puck contact. The frequency of catastrophic eye injuries has been significantly reduced with the world-wide mandation of full facial protection for all Minor hockey players. Specific hockey-related injury risk factors are poorly delineated and rarely studied among pediatric ice hockey players leaving large gaps in the knowledge of appropriate prevention strategies. Risk management strategies should be focused at avoiding unnecessary foreseeable risk, and controlling the risks inherent to the sport. Suggestions for injury prevention and future research are discussed.

  3. Development of the interval endurance capacity in elite and sub-elite youth field hockey players

    NARCIS (Netherlands)

    Elferink-Gemser, MT; Visscher, C; van Duijn, MAJ; Lemmink, KAPM

    Objectives: To gain more insight into the mechanisms that underlie the development of interval endurance capacity in talented youth field hockey players in the 12-19 age band. Methods: A total of 377 measurements were taken over three years. A longitudinal model for interval endurance capacity was

  4. Does fair play reduce concussions? A prospective, comparative analysis of competitive youth hockey tournaments.

    Science.gov (United States)

    Smith, Aynsley M; Gaz, Daniel V; Larson, Dirk; Jorgensen, Janelle K; Eickhoff, Chad; Krause, David A; Fenske, Brooke M; Aney, Katie; Hansen, Ashley A; Nanos, Stephanie M; Stuart, Michael J

    2016-01-01

    To determine if Boys Bantam and Peewee and Girls U14 sustain fewer concussions, head hits, 'other injuries' and penalties in hockey tournaments governed by intensified fair play (IFP) than non-intensified fair play (NIFP). A prospective comparison of IFP, a behaviour modification programme that promotes sportsmanship, versus control (non-intensified, NIFP) effects on numbers of diagnosed concussions, head hits without diagnosed concussion (HHWDC), 'other injuries', number of penalties and fair play points (FPPs). 1514 players, ages 11-14 years, in 6 IFP (N=950) and 5 NIFP (N=564) tournaments were studied. Two diagnosed concussions, four HHWDC, and six 'other injuries' occurred in IFP tournaments compared to one concussion, eight HHWDC and five 'other injuries' in NIFP. There were significantly fewer HHWDC in IFP than NIFP (p=0.018). However, diagnosed concussions, 'other injuries', penalties and FPPs did not differ significantly between conditions. In IFP, a minority of teams forfeited the majority of FPPs. Most diagnosed concussions, HHWDC, and other injuries occurred to Bantam B players and usually in penalised teams that forfeited their FPPs. In response to significant differences in HHWDC between IFP and NIFP tournaments, the following considerations are encouraged: mandatory implementation of fair play in regular season and tournaments, empowering tournament directors to not accept heavily penalised teams, and introducing 'no body checking' in Bantam.

  5. Creating a goaltending development manual for Belgium Ice Hockey

    OpenAIRE

    Guay, Eddy

    2014-01-01

    The objective of the thesis and was to create a goalie development manual for the Royal Belgian Ice Hockey Federation (RBIHF). The manual will provide goalies and coaches a guide for developing players in the position. The manual aims to provide a technical resources for goalies and coaches on the skills that goalies need to focus on to allow them to improve their play. ! “The backbone of a hockey team”or “The most important position in sports” are two of many phrases that i...

  6. Evaluation, management and prevention of lower extremity youth ice hockey injuries

    Directory of Open Access Journals (Sweden)

    Popkin CA

    2016-11-01

    Full Text Available Charles A Popkin,1 Brian M Schulz,2 Caroline N Park,1 Thomas S Bottiglieri,1 T Sean Lynch1 1Department of Orthopedic Surgery, Center for Shoulder, Elbow and Sports Medicine at Columbia University, New York, NY, 2Kerlan‑Jobe Orthopedic Clinic, Los Angeles, CA, USA Abstract: Ice hockey is a fast-paced sport played by increasing numbers of children and adolescents in North America and around the world. Requiring a unique blend of skill, finesse, power and teamwork, ice hockey can become a lifelong recreational activity. Despite the rising popularity of the sport, there is ongoing concern about the high frequency of musculoskeletal injury associated with participation in ice hockey. Injury rates in ice hockey are among the highest in all competitive sports. Numerous research studies have been implemented to better understand the risks of injury. As a result, rule changes were adopted by the USA Hockey and Hockey Canada to raise the minimum age at which body checking is permitted to 13–14 years (Bantam level from 11–12 years (Pee Wee. Continuing the education of coaches, parents and players on rules of safe play, and emphasizing the standards for proper equipment use are other strategies being implemented to make the game safer to play. The objective of this article was to review the evaluation, management and prevention of common lower extremity youth hockey injuries. Keywords: youth hockey, body checking, injury prevention, femoroacetabular impingement, apophyseal avulsions

  7. The Effect of Teaching Games of Understanding as a Coaching Instruction had on Adjust, Cover and Heart Rate among Malaysian and Indian Junior Hockey Players

    Directory of Open Access Journals (Sweden)

    Sanmuga Nathan

    2017-06-01

    Full Text Available The field hockey coaching process across both Malaysia and India favours a traditional, coach-centred approach of mastering technical skills in terms of game play parameters, fitness, intensity, and load training, whereas a tactical- and player-centred pedagogical approach still takes a backseat. On the other hand, the Teaching Games for Understanding (TGfU model offers tactical-cognitive instruction and is gaining international recognition for its ability to produce intelligent players via a problem-solving approach in game play. Therefore, the purpose of this quasi-experimental study was to investigate the effect of TGfU compared to skill mastery instruction, termed as Skill Drill Technical (SDT, among Malaysian and Indian elite junior hockey players in term of the game play attributes of adjust and cover in 5 vs. 5 small-sided game play and game play intensity via heart rate (HR at different points of game play. A total of n = 60 players with an average age of 15 ± 1.03 was selected via simple random sampling from both countries involved in this study and assigned equally to groups, with 15 per group for TGfU and for SDT across Malaysia and India. Gathered data were analysed using the ANOVA and ANCOVA techniques. Findings indicated that there were no significant differences for adjust in 5 vs. 5 game play between TGfU and SDT across Malaysia and India after the intervention. For cover, there was significant improvement for Malaysian players using the TGfU model compared to SDT. In contrast, there was no significant difference between these two models among the Indian players after the intervention. There was significant difference between these two models in terms of warm-up HR across the two countries, and HR was higher via TGfU. For HR immediately after the 5 vs. 5 game play intervention and HR after three minutes’ recovery, Indian players with TGfU recorded a higher and significant difference compared to SDT. However, findings indicated

  8. Investigation of Positional Differences in Fitness of Male University Ice Hockey Players and the Frequency, Time Spent and Heart Rate of Movement Patterns during Competition

    Directory of Open Access Journals (Sweden)

    Joel Jackson

    2017-07-01

    Full Text Available Background:  Men’s university ice hockey has received little scientific attention over the past 30 years, a time in which the traits of the players and the demands of the game have evolved.  Objectives: This study compared the physiological characteristics of university ice hockey players and examined the frequency and duration of the different movement patterns and heart rate (HR responses during competition. Methods: Twenty male ice hockey players from the same team ( age ± SD = 22±2 years underwent a fitness evaluation and were filmed and HR monitored during regular season games. Results: Forwards and defense had similar fitness and only differed on % fatigue index and peak heart during on-ice sprinting (P<0.05. Defense stood, glided and skated backwards more than forwards and forwards skated at a moderate intensity and glided forward more than defense (P<0.05. All players spent the majority of game time gliding forward (60% of the time followed by skating forward at a moderate intensity (17% and standing with little movement (9%. Average HR during the game reached 96 and 92 % and peak HR was 100 and 96 % of maximum in forwards and defense, respectively. Conclusions: Male university hockey players present with a high level of physical fitness in a variety of categories with few differences between forwards and defense. Movement patterns during games suggest that players are performing low to moderate intensity on-ice activities the majority of the time. Paradoxically, HR continues to climb to near maximum during on ice shifts.

  9. High-intensity interval training has positive effects on performance in ice hockey players.

    Science.gov (United States)

    Naimo, M A; de Souza, E O; Wilson, J M; Carpenter, A L; Gilchrist, P; Lowery, R P; Averbuch, B; White, T M; Joy, J

    2015-01-01

    In spite of the well-known benefits that have been shown, few studies have looked at the practical applications of high-intensity interval training (HIIT) on athletic performance. This study investigated the effects of a HIIT program compared to traditional continuous endurance exercise training. 24 hockey players were randomly assigned to either a continuous or high-intensity interval group during a 4-week training program. The interval group (IG) was involved in a periodized HIIT program. The continuous group (CG) performed moderate intensity cycling for 45-60 min at an intensity that was 65% of their calculated heart rate reserve. Body composition, muscle thickness, anaerobic power, and on-ice measures were assessed pre- and post-training. Muscle thickness was significantly greater in IG (p=0.01) when compared to CG. The IG had greater values for both ∆ peak power (p<0.003) and ∆ mean power (p<0.02). Additionally, IG demonstrated a faster ∆ sprint (p<0.02) and a trend (p=0.08) for faster ∆ endurance test time to completion for IG. These results indicate that hockey players may utilize short-term HIIT to elicit positive effects in muscle thickness, power and on-ice performance. © Georg Thieme Verlag KG Stuttgart · New York.

  10. Gender in ice hockey: women in a male territory.

    Science.gov (United States)

    Gilenstam, K; Karp, S; Henriksson-Larsén, K

    2008-04-01

    This study investigates how female ice hockey players describe and explain their situation within as well as outside their sport. Information was obtained by semi-structured interviews with female ice hockey players. The results were analyzed in a gender perspective where the main starting point was the concepts of different levels of power relations in society developed by Harding and applied to sports by Kolnes (the symbolic, structural, and individual level). The study shows that the players appeared to share the traditional views of men and women. They also described gender differences in terms of financial and structural conditions as well as differences in ice hockey history. Even though the players described structural inequalities, they were quite content with their situation and the differences in conditions were not considered when they explained the gender differences in ice hockey performance. At the individual level, the players considered themselves different from other women and appeared to share the traditional views of femininity and masculinity. It has been suggested that performance of a sport traditionally associated with the other sex might alter the traditional view of men and women; however, our results lend little support to this suggestion.

  11. Multiple Off-Ice Performance Variables Predict On-Ice Skating Performance in Male and Female Division III Ice Hockey Players.

    Science.gov (United States)

    Janot, Jeffrey M; Beltz, Nicholas M; Dalleck, Lance D

    2015-09-01

    The purpose of this study was to determine if off-ice performance variables could predict on-ice skating performance in Division III collegiate hockey players. Both men (n = 15) and women (n = 11) hockey players (age = 20.5 ± 1.4 years) participated in the study. The skating tests were agility cornering S-turn, 6.10 m acceleration, 44.80 m speed, modified repeat skate, and 15.20 m full speed. Off-ice variables assessed were years of playing experience, height, weight and percent body fat and off-ice performance variables included vertical jump (VJ), 40-yd dash (36.58m), 1-RM squat, pro-agility, Wingate peak power and peak power percentage drop (% drop), and 1.5 mile (2.4km) run. Results indicated that 40-yd dash (36.58m), VJ, 1.5 mile (2.4km) run, and % drop were significant predictors of skating performance for repeat skate (slowest, fastest, and average time) and 44.80 m speed time, respectively. Four predictive equations were derived from multiple regression analyses: 1) slowest repeat skate time = 2.362 + (1.68 x 40-yd dash time) + (0.005 x 1.5 mile run), 2) fastest repeat skate time = 9.762 - (0.089 x VJ) - (0.998 x 40-yd dash time), 3) average repeat skate time = 7.770 + (1.041 x 40-yd dash time) - (0.63 x VJ) + (0.003 x 1.5 mile time), and 4) 47.85 m speed test = 7.707 - (0.050 x VJ) - (0.01 x % drop). It was concluded that selected off-ice tests could be used to predict on-ice performance regarding speed and recovery ability in Division III male and female hockey players. Key pointsThe 40-yd dash (36.58m) and vertical jump tests are significant predictors of on-ice skating performance specific to speed.In addition to 40-yd dash and vertical jump, the 1.5 mile (2.4km) run for time and percent power drop from the Wingate anaerobic power test were also significant predictors of skating performance that incorporates the aspect of recovery from skating activity.Due to the specificity of selected off-ice variables as predictors of on-ice performance, coaches can

  12. Hypothenar hammer syndrome from ice hockey stick-handling.

    Science.gov (United States)

    Zayed, Mohamed A; McDonald, Joey; Tittley, Jacques G

    2013-11-01

    Ulnar artery thrombosis and hypothenar hammer syndrome are rare vascular complications that could potentially occur with repeated blows or trauma to the hand. Although initially reported as an occupational hazard among laborers and craftsmen, it has been observed more recently among recreationalists and athletes. Until now, it has never been reported as a complication in ice hockey players. In this case report, a 26-year-old Canadian professional ice hockey player presented with acute dominant right hand paleness, coolness, and pain with hand use. The patient used a wooden hockey stick with a large knob of tape at the end of the handle, which he regularly gripped in the palm of his right hand to help with face-offs and general stick-handling. Sonographic evaluation demonstrated no arterial flow in the distal right ulnar artery distribution, and ulnar artery occlusion with no aneurysmal degeneration was confirmed by magnetic resonance angiogram. Intraarterial thrombolytic therapy was initiated, and subsequent serial angiograms demonstrated significant improvement in distal ulnar artery flow as well as recanalization of right hand deep palmar arch and digital arteries. The patient's symptoms resolved, and he was maintained on therapeutic anticoagulation for 3 months prior to returning to playing ice hockey professionally, but with a padded glove and no tape knob at the handle tip. This case highlights a unique presentation of hockey stick-handling causing ulnar artery thrombosis that was likely from repeated palmar hypothenar trauma. Appropriate diagnostic imaging, early intraarterial thrombolysis, and postoperative surveillance and follow-up were crucial for the successful outcome in this patient. Copyright © 2013 Elsevier Inc. All rights reserved.

  13. Developmental contexts and sporting success: birth date and birthplace effects in national hockey league draftees 2000-2005.

    Science.gov (United States)

    Baker, Joseph; Logan, A Jane

    2007-08-01

    To examine relative age and birth place effects in hockey players drafted to play in the National Hockey League (NHL) between 2000 and 2005 and determine whether these factors influenced when players were chosen in the draft. 1013 North American draftees were evaluated from the official NHL website, which provided birthplace, date of birth and selection order in the draft. Population size was collected from Canadian and American census information. Athletes were divided into four quartiles on the basis of selection date to define age cohorts in hockey. Data between the Canadian and American players were also compared to see if the optimal city sizes differed between the two nations. Relative age and birthplace effects were found, although the optimal city size found was dissimilar to that found in previous studies. Further, there were inconsistencies between the Canadian and American data. Contextual factors such as relative age and size of birthplace have a significant effect on likelihood of being selected in the NHL draft.

  14. Impact of visors on eye and orbital injuries in the National Hockey League.

    Science.gov (United States)

    Micieli, Jonathan A; Zurakowski, David; Ahmed, Iqbal Ike K

    2014-06-01

    Eye and orbital injuries are a significant risk to professional hockey league players and have resulted in career-ending injuries. The goal of this study was to determine the incidence, value lost, mechanism, and effect of visors on eye and orbital injuries over the last 10 National Hockey League (NHL) seasons: 2002-2003 to 2012-2013. Retrospective case-control study. Participants were 8741 NHL players who had played at least 1 game during the last 10 seasons. Using The Sports Network (TSN), ProSportsTransactions, and the Sporting News Hockey Register, NHL players were searched to identify eye and orbital injuries. The mechanism of injury was obtained from media reports and direct observation from online videos. The number of players wearing visors each year was obtained from The Hockey News annual visor survey. A total of 149 eye or orbital injuries over the last 10 seasons resulted in an overall incidence of 2.48 per 10 000 athlete exposures. A total of 1120 missed games led to a lost financial value of more than $33 million. Visor use among players grew from 32% in 2002-2003 to 73% in 2012-2013, and there was a significantly increased risk for having an eye or orbital injury when a visor was not worn (OR 4.23, 95% CI 2.84-6.30). Most injuries were a result of being hit by a deflected or direct puck (37%) followed by being struck by a high stick (28%). Players who did not wear a visor were found to be involved in more fights, hits, and penalty minutes (p < 0.001). Eye and orbital injuries are mostly accidental in nature and represent a significant risk and cost to the NHL and its players. Eye and orbital injuries are significantly more likely in players who do not wear visors. Copyright © 2014 Canadian Ophthalmological Society. Published by Elsevier Inc. All rights reserved.

  15. The Role of Visual Feedback on Power Output During Intermittent Wingate Testing in Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    Petr Stastny

    2018-04-01

    Full Text Available Background: Visual feedback may help elicit peak performance during different types of strength and power testing, but its effect during the anaerobic Wingate test is unexplored. Therefore, the purpose of this study was to determine the effect of visual feedback on power output during a hockey-specific intermittent Wingate test (AnWT6x6 consisting of 6 stages of 6 s intervals with a 1:1 work-to-rest ratio. Methods: Thirty elite college-aged hockey players performed the AnWT6x6 with either constant (n = 15 visual feedback during all 6 stages (CVF or restricted (n = 15 visual feedback (RVF where feedback was shown only during the 2nd through 5th stages. Results: In the first stage, there were moderate-to-large effect sizes for absolute peak power (PP output and PP relative to body mass and PP relative to fat-free mass. However, the remaining stages (2–6 displayed small or negligible effects. Conclusions: These data indicate that visual feedback may play a role in optimizing power output in a non-fatigued state (1st stage, but likely does not play a role in the presence of extreme neuromuscular fatigue (6th stage during Wingate testing. To achieve the highest peak power, coaches and researchers could provide visual feedback during Wingate testing, as it may positively influence performance in the early stages of testing, but does not result in residual fatigue or negatively affect performance during subsequent stages.

  16. Habituation of 10-year-old hockey players to treadmill skating.

    Science.gov (United States)

    Lockwood, Kelly L; Frost, Gail

    2007-05-01

    This study assessed changes in selected physiological and kinematic variables over 6 weeks of treadmill skating in an effort to understand the process of habituation to this novel training modality. Seven male, Atom-A hockey players who were injury-free and had no previous treadmill skating experience participated in the study. Players performed four 1-min skating bouts at progressively increasing speeds, each week, for 6 weeks. One speed (10.5 km/h) was repeated weekly to allow for assessment of the habituation process. Our criteria for habituation were: a decrease in stride rate, heart rate and rating of perceived exertion, and an increase in stride length, trunk angle and vertical movement of the centre of mass, leading to a plateau, over the course of the 6-week study. Significant decreases were seen in stride rate, heart rate and ratings of perceived exertion, and significant increases were found in stride length. Some of these changes were evident after only one week of training and all were present by week 4. After 6 weeks (24 min) of exposure to treadmill skating, all participants displayed a visibly more efficient skating style.

  17. Incidence of hockey ankle injuries in Kwa-Zulu Natal, South Africa ...

    African Journals Online (AJOL)

    ankle injuries amongst hockey players was 26.41%. The most frequent ankle injury sustained by male adolescent hockey players was an inversion ankle sprain (84.62% of the 26.41% injured subjects of the sample cohort). The mechanisms of ankle injuries were attributed to rapid rotational movements of the ankle joint ...

  18. Physiological, physical and on-ice performance criteria for selection of elite ice hockey teams

    Directory of Open Access Journals (Sweden)

    R Roczniok

    2016-01-01

    Full Text Available The purpose of this study was to examine physiological and physical determinants of ice-hockey performance in order to assess their impact on the result during a selection for ice hockey. A total of 42 ice hockey players took part in the selection camp. At the end of the camp 20 best players were selected by team of expert coaches to the ice hockey team and created group G1, while the second group (G2 consisted of not selected players (non-successful group Evaluation of goodness of fit of the model to the data was based on the Hosmer Lemeshow test Ice hockey players selected to the team were taller 181.95±4.02 cm, had lower % body fat 13.17±3.17%, a shorter time to peak power 2.47±0.35 s , higher relative peak power 21.34±2.41 W • kg-1 and higher relative total work 305.18±28.41 J • kg-1. The results of the aerobic capacity test showed significant differences only in case of two variables. Ice hockey players in the G1 had higher VO2max 4.07±0.31 l • min-1 values than players in the G2 as well as ice hockey players in G1 showed a higher level of relative VO2max 51.75±2.99 ml • min-1 • kg-1 than athletes in G2. Ice hockey players selected to the team (G1 performed better in the 30 m Forwards Sprint 4.28±0.31 s; 6x9 Turns 12.19±0.75 s; 6x9 stops 12.79±0.49 s and Endurance test (6x30 m stops 32.01±0.80 s than players in G2. The logistic regression model showed that the best predictors of success in the recruitment process of top level ice hockey players were time to peak power, relative peak power, VO2max and 30 m sprint forwards on ice. On the basis of the constructed predictive logistic regression model it will be possible to determine the probability of success of the athletes during following the selection processes to the team.

  19. Upper respiratory tract infection and mucosal immunity in young ice hockey players during the pre-tournament training period.

    Science.gov (United States)

    Orysiak, Joanna; Witek, Konrad; Malczewska-Lenczowska, Jadwiga; Zembron-Lacny, Agnieszka; Pokrywka, Andrzej; Sitkowski, Dariusz

    2018-02-27

    The aim of this study was to determine the effects of 17 days of training during preparation for the Ice Hockey Under 18 World Championship of the Polish ice hockey national team on the mucosal immune function and monitor upper respiratory tract infection (URTI) incidence before, during and after the competition. Twelve male ice hockey players (age 17.7±0.5 years) were recruited for this study. The first saliva/blood collection took place at the beginning of the training camp (without training at the training camp), the second one was conducted on the 9th day of the training camp immediately after the intensification of training, and the third collection was carried out on the 13th day of training (4 days before leaving for the World Championship) in the tapering phase. To assess the mucosal immune function, concentrations of secretory immunoglobulin A (sIgA), sIgA1, and sIgA2 were analyzed in saliva. Cortisol concentration and creatine kinase activity were determined in blood, as indicators of stress and muscle damage, respectively. The Wisconsin Upper Respiratory Symptom Survey-21 questionnaire was used to assess URTI symptoms. A significant increase in the sIgA1 and sIgA2 concentrations was observed in the third collection compared with the second time point (114.45±33.00 vs 77.49±27.29 and 88.97±25.33 vs 71.65±32.44 U, respectively). There were no statistically significant correlations between the URTI incidence and saliva variables. In conclusion, the tapering period positively affects the mucosal immune function, especially sIgA1 and sIgA2 concentrations, with no significant change in frequency of URTI in young ice hockey players.

  20. Adolescent perspectives of the recreational ice hockey food environment and influences on eating behaviour revealed through photovoice.

    Science.gov (United States)

    Caswell, M Susan; Hanning, Rhona M

    2018-05-01

    Unhealthy dietary behaviours are prevalent among adolescents. This might relate, in part, to obesogenic environments, including recreation food facilities. The REFRESH Study (Recreation Environment and Food Research: Experiences from Hockey) aimed to explore, from the perspectives of adolescent ice hockey players and parents, broad social and physical environmental influences on adolescent food behaviours associated with hockey participation. Players used photovoice to describe their food experiences in relation to ice hockey. The approach included photos, individual interviews and focus groups. Exemplar photographs were exhibited for stakeholders, including five parents who were interviewed. Interview and focus group transcripts were thematically analysed. Recreational ice hockey environment, Ontario, Canada, 2015-16. Ice hockey players (n 24) aged 11-15 years recruited from five leagues. Dominant influences among players included: their perceived importance of nutrients (e.g. protein) or foods (e.g. chocolate milk) for performance and recovery; marketing and branding (e.g. the pro-hockey aura of Tim Horton's®, Canada's largest quick-service restaurant); social aspects of tournaments and team meals; and moral values around 'right' and 'wrong' food choices. Both players and parents perceived recreational facility food options as unhealthy and identified that travel and time constraints contributed to less healthy choices. Results indicate recreation facilities are only one of a range of environments that influence eating behaviours of adolescent ice hockey players. Players' susceptibility to advertising/brand promotion and the value of healthy food choices for performance are findings that can inform policy and interventions to support healthy environments and behaviours.

  1. CATECHOLAMINES AND β2-ADRENOCEPTOR GENE EXPRESSION BEFORE AND AFTER MAXIMAL INCREMENTAL CYCLE TEST IN YOUNG ICE HOCKEY PLAYERS: RELATION TO WORK PERFORMED

    Directory of Open Access Journals (Sweden)

    Urszula Mazurek

    2013-04-01

    Full Text Available The aim of this study was to assess the plasma adrenaline and noradrenaline concentrations as well as whole blood β2-adrenoceptor gene (ADRB2 expression in young ice hockey players before and immediately after exercise in relation to performed work. Nineteen Youth National Team ice hockey players were subjected to the maximal incremental cycloergometer exercise. The test was done in the pre-competitive phase of training. Among many parameters the plasma adrenaline and noradrenaline concentrations and ADRB2 gene expression in peripheral blood mononuclear cells (PBMC were determined before and after exercise. The average performed work was 3261.3 ± 558.3 J · kg-1 and maximal oxygen consumption (VO2max for all players was 53.85 ± 3.91 mL · kg-1 min-1. The geometric mean of the ADRB2 gene expression was statistically significantly different before and after exercise (P ≤ 0.05, while adrenaline and noradrenaline levels in plasma significantly increased after exercise. In the analysed group of athletes we found that initial level of plasma noradrenaline correlated with the performed work (r = - 0.55, P < 0.014 and normalized ADRB2 expression before the exercise correlated with the work done by them (r = 0.48, P<0.039. However, no statistically significant correlations were found between the plasma adrenaline or noradrenaline concentrations and ADRB2 gene expression in peripheral blood of the players. The performed work in the maximal incremental exercise test of regularly training young ice hockey players depends on the initial levels of noradrenaline in plasma and ADRB2 mRNA in PBMC.

  2. Four Weeks of Off-Season Training Improves Peak Oxygen Consumption in Female Field Hockey Players

    OpenAIRE

    Lindsey T. Funch; Erik Lind; Larissa True; Deborah Van Langen; John T. Foley; James F. Hokanson

    2017-01-01

    The purpose of the study was to examine the changes in peak oxygen consumption ( V ˙O2peak) and running economy (RE) following four-weeks of high intensity training and concurrent strength and conditioning during the off-season in collegiate female field hockey players. Fourteen female student-athletes (age 19.29 ± 0.91 years) were divided into two training groups, matched from baseline V ˙O2peak: High Intensity Training (HITrun; n = 8) and High Intensity Interval Training (HIIT; ...

  3. Back Squat Potentiates Both Vertical and Horizontal Jump Performance in Collegiate Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    Cale Bechtel

    2018-01-01

    Full Text Available Background: Back squats (BSQ have been shown to transiently improve performance in explosive vertical movements such as the vertical jump (VJ. Still, understanding of this phenomenon, termed post-activation potentiation (PAP, remains nebulous as it relates to explosive horizontal movements. Objective: Therefore, the purpose of the present investigation was to assess whether heavy BSQ can potentiate both VJ and horizontal jump (HJ performance. Method: Nine male ice hockey players from the Long Beach State ice hockey team performed five testing sessions separated by 96-hours. The first testing session consisted of a one repetition maximum (1-RM BSQ to determine subsequent testing loads. The four subsequent testing sessions, which were randomized for order, consisted of five repetitions of BSQ at 87% 1-RM followed by horizontal jump (BSQ-HJ, five repetitions of BSQ at 87% 1-RM followed by vertical jump (BSQ-VJ, horizontal jump only (CT-HJ and vertical jump only (CT-VJ. During the potentiated conditions, rest intervals were set at five minutes between the BSQ and either VJ or HJ. Alpha-level was set a priori at 0.05. Results: The results indicate that both vertical (p=0.017 and horizontal (p=0.003 jump were significantly increased (VJ= +5.51cm, HJ= +11.55cm following a BSQ.  Conclusion: These findings suggest that BSQ may improve both vertical and horizontal jump performance in athletes who participate in sports emphasizing horizontal power, such as ice hockey.

  4. Concussion Incidence and Return-to-Play Time in National Basketball Association Players: Results From 2006 to 2014.

    Science.gov (United States)

    Padaki, Ajay S; Cole, Brian J; Ahmad, Christopher S

    2016-09-01

    Various research efforts have studied concussions in the National Football League, Major League Baseball, and the National Hockey League. However, no study has investigated the incidence and return-to-play trends in the National Basketball Association (NBA), which this study aims to do. Increased media scrutiny and public awareness, in addition to the institution of a league-wide concussion protocol, may have resulted in more conservative return-to-play practices. Descriptive epidemiology study. All concussions to NBA players that were publicly reported in the media from the beginning of the 2006 NBA season to the end of the 2014 season were included. The incidence and return-to-play statistics were generated by synthesizing information from publicly available records. There were 134 publicly reported concussions to NBA players from the beginning of the 2006 season to the conclusion of the 2014 season, resulting in an average of 14.9 concussions per season. The incidence has not changed significantly during this time span. The average games missed after a concussion from 2006 to 2010 was 1.6, significantly less than the 5.0 games missed from 2011 to 2014, following the institution of the NBA concussion protocol (P = .023). Although the incidence of publicly reported concussions in the NBA has not changed appreciably over the past 9 seasons, the time missed after a concussion has. While players often returned in the same game in the 2006 season, the combination of implemented policy, national coverage, medical staff awareness, and player education may have contributed to players now missing an average of 4 to 6 games after a concussion. A multitude of factors has resulted in more conservative return-to-play practices for NBA players after concussions. © 2016 The Author(s).

  5. Physiological correlates of skating performance in women's and men's ice hockey.

    Science.gov (United States)

    Gilenstam, Kajsa M; Thorsen, Kim; Henriksson-Larsén, Karin B

    2011-08-01

    The purpose of the current investigation was to identify relationships between physiological off-ice tests and on-ice performance in female and male ice hockey players on a comparable competitive level. Eleven women, 24 ± 3.0 years, and 10 male ice hockey players, 23 ± 2.4 years, were tested for background variables: height, body weight (BW), ice hockey history, and lean body mass (LBM) and peak torque (PT) of the thigh muscles, VO2peak and aerobic performance (Onset of Blood Lactate Accumulation [OBLA], respiratory exchange ratio [RER1]) during an incremental bicycle ergometer test. Four different on-ice tests were used to measure ice skating performance. For women, skating time was positively correlated (p skating time was positively correlated to VO2peak (L O2·min(-1)) in the Acceleration test. The male group had significantly higher physiological test values in all variables (absolute and relative to BW) but not in relation to LBM. Selected off-ice tests predict skating performance for women but not for men. The group of women was significantly smaller and had a lower physiological performance than the group of men and were slower in the on-ice performance tests. However, gender differences in off-ice variables were reduced or disappeared when values were related to LBM, indicating a similar capacity of producing strength and aerobic power in female and male hockey players. Skating performance in female hockey players may be improved by increasing thigh muscle strength, oxygen uptake, and relative muscle mass.

  6. Physical profiles of elite male field hockey and soccer players ...

    African Journals Online (AJOL)

    Background. The physical demands of field hockey and soccer, based on match analysis, are comparable. As a consequence many exercise scientists and coaches have started to use the same type of field tests for hockey and soccer for the purposes of talent identification and training prescription. The validity of this ...

  7. Knowing what to do and doing it : Differences in self-assessed tactical skills of regional, sub-elite, and elite youth field hockey players

    NARCIS (Netherlands)

    Elferink-Gemser, Marije T.; Kannekens, Rianne; Lyons, Jim; Tromp, Yvonne; Visscher, Chris

    2010-01-01

    To determine whether youth athletes with an oaverageo (regional), ohigho (sub-elite), and overy higho (elite) level of performance differ with respect to their self-assessed tactical skills, 191 youth field hockey players (mean age 15.5 years, s=1.6) completed the Tactical Skills Inventory for

  8. [The relevance of core muscles in ice hockey players: a feasibility study].

    Science.gov (United States)

    Rogan, S; Blasimann, A; Nyffenegger, D; Zimmerli, N; Radlinger, L

    2013-12-01

    Good core strength is seen as a condition for high performance in sports. In general, especially maximum voluntary contraction (MVC) and strength endurance (SE) measurements of the core muscles are used. In addition, a few studies can be found that examine the core muscles in terms of MVC, rate of force development (RFD) and SE. Primary aims of this feasibility study were to investigate the feasibility regarding recruiting process, compliance and safety of the testing conditions and raise the force capabilities MVC, RFD and SE of the core muscles in amateur ice hockey players. Secondarily, tendencies of correlations between muscle activity and either shot speed and sprint time shall be examined. In this feasibility study the recruitment process has been approved by 29 ice hockey players, their adherence to the study measurements of trunk muscles, and safety of the measurements was evaluated. To determine the MVC, RFD and SE for the ventral, lateral and dorsal core muscles a dynamic force measurement was performed. To determine the correlation between core muscles and shot speed and 40-m sprint, respectively, the rank correlation coefficient (rho) from Spearman was used. The recruited number of eight field players and one goal-keeper was not very high. The compliance with 100 % was excellent. The players reported no adverse symptoms or injuries after the measurements. The results show median values for the ventral core muscles for MVC with 46.5 kg for RFD with 2.23 m/s2 and 96 s for the SE. For lateral core muscle median values of the lateral core muscles for MVC with 71.10 kg, RFD with 2.59 m/s2 and for SE over 66 s were determined. The dorsal core muscles shows values for MVC 69.7 kg, for RFD 3.39 m/s2 and for SE of 75 s. High correlations between MVC of the ventral core muscles (rho = -0.721, p = 0.021), and between the SE of the ventral core muscles (rho = 0.787, p = 0.012), and the shot velocity rate were determined. Another

  9. Vitamin D status and V[combining dot above]O2peak during a skate treadmill graded exercise test in competitive ice hockey players.

    Science.gov (United States)

    Fitzgerald, John S; Peterson, Ben J; Warpeha, Joseph M; Wilson, Patrick B; Rhodes, Greg S; Ingraham, Stacy J

    2014-11-01

    Vitamin D status has been associated with cardiorespiratory fitness (CRF) in cross-sectional investigations in the general population. Data characterizing the association between 25-hydroxyvitamin D (25(OH)D) concentration and CRF in athletes are lacking. Junior and collegiate ice hockey players were recruited from the Minneapolis, MN (44.9° N), area during the off-season period (May 16-June 28). The purpose of this study was to examine the cross-sectional association between 25(OH)D concentration and CRF in a sample population of competitive ice hockey players. Circulating 25(OH)D level was assessed from a capillary blood sample analyzed using liquid chromatography-tandem mass spectrometry. V[Combining Dot Above]O2peak during a skate treadmill graded exercise test (GXT) was used to assess CRF. Data on both 25(OH)D concentration and V[Combining Dot Above]O2peak were available for 52 athletes. Insufficient 25(OH)D concentrations were found in 37.7% of the athletes (skate treadmill GXT.

  10. Player-Character Dynamics in Multi- Player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, D.; Brolund, T.

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...

  11. The relationship between ventilatory threshold and repeated-sprint ability in competitive male ice hockey players

    Directory of Open Access Journals (Sweden)

    Matthew R. Lowery

    2018-04-01

    Full Text Available Background/objective: The relationship between ventilatory threshold (VT1, VT2 and repeated-sprint ability (RSA in competitive male ice hockey players was investigated. Methods: Forty-three male ice hockey players aged 18–23 years competing in NCAA Division I, NCAA Division III, and Junior A level participated. Participants performed an incremental graded exercise test on a skate treadmill to determine V˙O2peak, VT1, and VT2 using MedGraphics Breezesuit™ software (v-slope. Participants performed an on-ice repeated shift (RSA test consisting of 8-maximal skating bouts, lasting approximately 25 s and interspersed with 90 s of passive recovery, to determine first gate, second gate, and total sprint decrement (%dec. Pearson product-moment correlations and multiple regressions were used to assess relationships between ventilatory threshold variables (VT1, VT2, Stage at VT1, and Stage at VT2 and RSA (first gate, second gate, and total course decrement. Results: Stage at VT2 was the only variable substantially correlated with first gate (r = −0.35; P < 0.05, second gate (r = −0.58; P < 0.001 and total course decrement (r = −0.42; P < 0.05. Conclusion: The results of this study demonstrated that VT is substantially associated with RSA, and VT2 is more strongly correlated with RSA than V˙O2peak. This study suggests that longer duration high-intensity interval training at intensities that increase workrate at VT2 may lead to possible improvements in RSA. Keywords: Athletes, Aerobic capacity, Fatigue, Sprint decrement

  12. Bodychecking rules and concussion in elite hockey.

    Directory of Open Access Journals (Sweden)

    Laura Donaldson

    Full Text Available Athletes participating in contact sports such as ice hockey are exposed to a high risk of suffering a concussion. We determined whether recent rule changes regulating contact to the head introduced in 2010-11 and 2011-12 have been effective in reducing the incidence of concussion in the National Hockey League (NHL. A league with a longstanding ban on hits contacting the head, the Ontario Hockey League (OHL, was also studied. A retrospective study of NHL and OHL games for the 2009-10 to 2011-12 seasons was performed using official game records and team injury reports in addition to other media sources. Concussion incidence over the 3 seasons analyzed was 5.23 per 100 NHL regular season games and 5.05 per 100 OHL regular season games (IRR 1.04; 95% CI 1.01, 1.50. When injuries described as concussion-like or suspicious of concussion were included, incidences rose to 8.8 and 7.1 per 100 games respectively (IRR 1.23; 95% CI 0.81, 1.32. The number of NHL concussions or suspected concussions was lower in 2009-10 than in 2010-11 (IRR 0.61; 95% CI 0.45, 0.83, but did not increase from 2010-11 to 2011-12 (IRR 1.05; 95% CI 0.80, 1.38. 64.2% of NHL concussions were caused by bodychecking, and only 28.4% of concussions and 36.8% of suspected concussions were caused by illegal incidents. We conclude that rules regulating bodychecking to the head did not reduce the number of players suffering concussions during NHL regular season play and that further changes or stricter enforcement of existing rules may be required to minimize the risk of players suffering these injuries.

  13. Anterior Cruciate Ligament Injuries in the National Hockey League: Epidemiology and Performance Impact.

    Science.gov (United States)

    Longstaffe, Robert; Leiter, Jeff; MacDonald, Peter

    2018-03-27

    To determine the incidence of anterior cruciate ligament (ACL) injuries in the National Hockey League (NHL) and to examine the effects of this injury on return-to-play status and performance. Case series; level of evidence, 4. This was a 2-phase study. Phase I used the NHL electronic injury surveillance system and Athlete Health Management System to collect data on ACL injuries and man games lost over 10 seasons (2006/2007-2015/2016). Data collected in phase I were received in deidentified form. Phase II examined the performance impact of an ACL injury. Players were identified through publically available sources, and performance-related statistics were analyzed. Data collected in phase II were not linked to data collected in phase I. A paired t test was used to determine any difference in the matching variables between controls and cases in the preinjury time period. A General linear model (mixed) was used to determine the performance impact. Phase I: 67 ACL injuries occurred over 10 seasons. The incidence for all players was 0.42/1000 player game hours (forward, 0.61; defenseman, 0.32, goalie, 0.08) and by game exposure was 0.2/1000 player game exposures (forward, 0.33; defenseman, 0.11; goalie, 0.07). Forwards had a greater incidence rate of ACL tears with both game hours and game exposures when compared with defensemen and goalies (P game (P game (0.001). Number of games and seasons played after an ACL injury did not differ compared with controls (P = 0.068, 0.122, respectively). Anterior cruciate ligament injuries occur infrequently, as it relates to other hockey injuries. Despite a high return to play, the performance after an ACL injury demonstrated a decrease in points and goals per game and per season.

  14. A 26 year physiological description of a National Hockey League team.

    Science.gov (United States)

    Quinney, H A; Dewart, Randy; Game, Alex; Snydmiller, Gary; Warburton, Darren; Bell, Gordon

    2008-08-01

    The primary purpose of this investigation was to examine the physiological profile of a National Hockey League (NHL) team over a period of 26 years. All measurements were made at a similar time of year (pre-season) in 703 male (mean age +/- SD = 24 +/- 4 y) hockey players. The data were analyzed across years, between positions (defensemen, forwards, and goaltenders), and between what were deemed successful and non-successful years using a combination of points acquired during the season and play-off success. Most anthropometric (height, mass, and BMI) and physiological parameters (absolute and relative VO2 peak, relative peak 5 s power output, abdominal endurance, and combined grip strength) showed a gradual increase over the 26 year period. Defensemen were taller and heavier, had higher absolute VO2 peak, and had greater combined grip strength than forwards and goaltenders. Forwards were younger and had higher values for relative VO2 peak. Goaltenders were shorter, had less body mass, a higher sum of skinfolds, lower VO2 peak, and better flexibility. The overall pre-season fitness profile was not related to team success. In conclusion, this study revealed that the fitness profile for a professional NHL ice-hockey team exhibited increases in player size and anaerobic and aerobic fitness parameters over a 26 year period that differed by position. However, this evolution of physiological profile did not necessarily translate into team success in this particular NHL franchise.

  15. Integration of the functional movement screen into the National Hockey League Combine.

    Science.gov (United States)

    Rowan, Chip P; Kuropkat, Christiane; Gumieniak, Robert J; Gledhill, Norman; Jamnik, Veronica K

    2015-05-01

    The sport of ice hockey requires coordination of complex skills involving musculoskeletal and physiological abilities while simultaneously exposing players to a high risk for injury. The Functional Movement Screen (FMS) was developed to assess fundamental movement patterns that underlie both sport performance and injury risk. The top 111 elite junior hockey players from around the world took part in the 2013 National Hockey League Entry Draft Combine (NHL Combine). The FMS was integrated into the comprehensive medical and physiological fitness evaluations at the request of strength and conditioning coaches with affiliations to NHL teams. The inclusion of the FMS aimed to help develop strategies that could maximize its utility among elite hockey players and to encourage or inform further research in this field. This study evaluated the outcomes of integrating the FMS into the NHL Combine and identified any links to other medical plus physical and physiological fitness assessment outcomes. These potential associations may provide valuable information to identify elements of future training programs that are individualized to athletes' specific needs. The results of the FMS (total score and number of asymmetries identified) were significantly correlated to various body composition measures, aerobic and anaerobic fitness, leg power, timing of recent workouts, and the presence of lingering injury at the time of the NHL Combine. Although statistically significant correlations were observed, the implications of the FMS assessment outcomes remain difficult to quantify until ongoing assessment of FMS patterns, tracking of injuries, and hockey performance are available.

  16. Hockey lines for simulation-based learning.

    Science.gov (United States)

    Topps, David; Ellaway, Rachel; Kupsh, Christine

    2015-06-01

    Simulation-based health professional education is often limited in accommodating large numbers of students. Most organisations do not have enough simulation suites or staff to support growing demands. We needed to find ways to make simulation sessions more accommodating for larger groups of learners, so that more than a few individuals could be active in a simulation scenario at any one time. Moreover, we needed to make the experience meaningful for all participating learners. We used the metaphor of (ice) hockey lines and substitution 'on the fly' to effectively double the numbers of learners that can be actively engaged at once. Team players must communicate clearly, and observe keenly, so that currently playing members understand what is happening from moment to moment and incoming substitutes can take over their roles seamlessly. Most organisations do not have enough simulation suites or staff to support growing demands We found that this hockey lines approach to simulation-based team scenarios will raise learners' levels of engagement, reinforce good crew resource management (CRM) practices, enhance closed-loop communication, and help learners to understand their cognitive biases and limitations when working in high-pressure situations. During our continuing refinement of the hockey-lines approach, we developed a number of variations on the basic activity model, with various benefits and applications. Both students and teachers have been enthusiastically positive about this approach when it was introduced at our various courses and participating institutions. © 2015 John Wiley & Sons Ltd.

  17. Sports chiropractic management at the World Ice Hockey Championships

    Directory of Open Access Journals (Sweden)

    Vitiello Andrew L

    2010-12-01

    Full Text Available Abstract Background Ice hockey is an international sport. Injuries occur in a full body fashion, to a number of tissues, commonly through body contact. There is a lack of literature documenting the scope of sports chiropractic practice. Thus, it was the aim to document the type, scope and severity of conditions presenting to, and the treatment provided by, the New Zealand team chiropractor acting as a primary health provider for the duration of the 2007 World Ice Hockey Championships. Methods All conditions presenting were recorded. Diagnosis was recorded along with clinical parameters of injury: injury type, severity, mechanism and whether referral or advanced imaging was required. All treatment provided was continuously recorded, including information on the number of treatments required and the reason, duration, type and location of treatment. Results Players presented for diagnosis of injury 50 times. Muscle (34%, joint (24% and tendon injuries (18% were most common. Players presented with a new injury 76% of the time. Most injuries had been present for less than one week (84%, with 53% occurring through a contact mechanism. Injuries were common at training and match locations. Only two injuries required the player to stop playing or training, both of which were referred for advanced imaging. During the study, 134 treatment consultations were rendered to 45 player injuries. Eighty per-cent of injuries were managed with four or less treatments. Three quarters of treatment was provided at training locations with treatment duration predominantly being between 11-15 minutes (71% and 16-20 minutes (27%. Most treatment delivered was passive in nature (71% although combination active and passive care was provided (27%. Treatment typically involved joint (81% and soft tissue based therapies (81% and was delivered in a full body manner. Conclusions This study documented the injury profile of ice hockey at an international level of competition. It

  18. Using Elite Athletes to Promote Drug Abstinence: Evaluation of a Single-Session School-Based Drug Use Prevention Program Delivered by Junior Hockey Players

    Science.gov (United States)

    Wong, Jennifer

    2016-01-01

    School-based substance use prevention programs are a common method to approaching drug use in youths. Project SOS is a single-session drug prevention program developed by police officers and delivered by elite junior hockey players to students in grades 6 and 7. The current study evaluates the effects of Project SOS at achieving its objectives of…

  19. Incidence of concussions in youth ice hockey players

    OpenAIRE

    Linzmeier, Kathleen A.; LaBella, Cynthia R.

    2016-01-01

    Investigators from the University of Pittsburg, University of Arkansas, Lake Erie College of Osteopathic Medicine, and Boston Children’s Hospital/Harvard Medical College researched the incidence of concussions in youth hockey in relation to age and activity setting.

  20. Mechanisms of injury for concussions in university football, ice hockey, and soccer.

    Science.gov (United States)

    Delaney, J Scott; Al-Kashmiri, Ammar; Correa, José A

    2014-05-01

    To examine the mechanisms of injury for concussions in university football, ice hockey, and soccer. Prospective cohort design. McGill University Sport Medicine Clinic. Male and female athletes participating in varsity football, ice hockey, and soccer. Athletes were followed prospectively over a 10-year period to determine the mechanisms of injury for concussions and whether contact with certain areas of the body or individual variables predisposed to longer recovery from concussions. For soccer, data were collected on whether concussions occurred while attempting to head the ball. There were 226 concussions in 170 athletes over the study period. The side/temporal area of the head or helmet was the most common area to be struck resulting in concussion in all 3 sports. Contact from another player's head or helmet was the most probable mechanism in football and soccer. In hockey, concussion impacts were more likely to occur from contact with another body part or object rather than another head/helmet. Differences in mechanisms of injuries were found between males and females in soccer and ice hockey. Athletes with multiple concussions took longer to return to play with each subsequent concussion. Half of the concussions in soccer were related to attempting to head the soccer ball. The side of the head or helmet was the most common area to be struck resulting in concussion in all 3 sports. In ice hockey and soccer, there are differences in the mechanisms of injury for males and females within the same sport.

  1. Effects of badminton and ice hockey on bone mass in young males: a 12-year follow-up.

    Science.gov (United States)

    Tervo, Taru; Nordström, Peter; Nordström, Anna

    2010-09-01

    The purpose of the present study was to investigate the influence of different types of weight bearing physical activity on bone mineral density (BMD, g/cm(2)) and evaluate any residual benefits after the active sports career. Beginning at 17 years of age, BMD was measured 5 times, during 12 years, in 19 badminton players, 48 ice hockey players, and 25 controls. During the active career, badminton players gained significantly more BMD compared to ice hockey players at all sites: in their femoral neck (mean difference (Delta) 0.06 g/cm(2), p=0.04), humerus (Delta 0.06 g/cm(2), p=0.01), lumbar spine (Delta 0.08 g/cm(2), p=0.01), and their legs (Delta 0.05 g/cm(2), p=0.003), after adjusting for age at baseline, changes in weight, height, and active years. BMD gains in badminton players were higher also compared to in controls at all sites (Delta 0.06-0.17 g/cm(2), pbadminton players and 37 ice hockey players stopped their active career a mean of 6 years before the final follow-up. Both these groups lost significantly more BMD at the femoral neck and lumbar spine compared to the control group (Delta 0.05-0.12 g/cm(2), pbadminton players had significantly higher BMD of the femoral neck, humerus, lumbar spine, and legs (Delta 0.08-0.20 g/cm(2), pbadminton is a more osteogenic sport compared to ice hockey. The BMD benefits from previous training were partially sustained with reduced activity. Copyright 2010 Elsevier Inc. All rights reserved.

  2. Reducing injury risk from body checking in boys' youth ice hockey.

    Science.gov (United States)

    Brooks, Alison; Loud, Keith J; Brenner, Joel S; Demorest, Rebecca A; Halstead, Mark E; Kelly, Amanda K Weiss; Koutures, Chris G; LaBella, Cynthia R; LaBotz, Michele; Martin, Stephanie S; Moffatt, Kody

    2014-06-01

    Ice hockey is an increasingly popular sport that allows intentional collision in the form of body checking for males but not for females. There is a two- to threefold increased risk of all injury, severe injury, and concussion related to body checking at all levels of boys' youth ice hockey. The American Academy of Pediatrics reinforces the importance of stringent enforcement of rules to protect player safety as well as educational interventions to decrease unsafe tactics. To promote ice hockey as a lifelong recreational pursuit for boys, the American Academy of Pediatrics recommends the expansion of nonchecking programs and the restriction of body checking to elite levels of boys' youth ice hockey, starting no earlier than 15 years of age.

  3. Update and Overview of Spinal Injuries in Canadian Ice Hockey, 1943 to 2011: The Continuing Need for Injury Prevention and Education.

    Science.gov (United States)

    Tator, Charles H; Provvidenza, Christine; Cassidy, J David

    2016-05-01

    To identify spinal injuries in Canadian ice hockey from 2006 to 2011 and to discuss data from 1943 to 2011 and impact of injury prevention programs. Data about spinal injuries with and without spinal cord injury in ice hockey have been collected by ThinkFirst's (now Parachute Canada) Canadian Ice Hockey Spinal Injuries Registry since 1981 through questionnaires from practitioners, ice hockey organizations, and media. All Canadian provinces and territories. All registered Canadian ice hockey players. Age, gender, level of play, location, mechanism of injury. Incidence, incidence rate, prevalence, and nature (morbidity) of the injuries. Between 2006 and 2011, 44 cases occurred, 4 (9.1%) of which were severe. The incidence in the recent years continues to be lower than the peak years. From 1943 to 2011, 355 cases have been documented, primarily males (97.7%) and cervical spine injuries (78.9%), resulting from impact with the boards (64.2%). Check or push from behind (36.0%) was still the most common cause of injury, although slightly lower during 2006 to 2011. From 1943 to 2011, Prince Edward Island, New Brunswick, and British Columbia/Yukon had the highest injury rates. Ontario and Quebec continued to show markedly different injury rates, with Ontario more than twice that of Quebec. Current data for 2006 to 2011 indicate that spinal injuries in ice hockey continue to occur, although still at lower rates than the peak years 1982 to 1995. It is imperative to continue educating players and team officials about spinal injury prevention and to reinforce the rules against checking or pushing from behind to reduce the incidence of these serious injuries.

  4. Updating the Skating Multistage Aerobic Test and Correction for V[Combining Dot Above]O2max Prediction Using a New Skating Economy Index in Elite Youth Ice Hockey Players.

    Science.gov (United States)

    Allisse, Maxime; Bui, Hung Tien; Léger, Luc; Comtois, Alain-Steve; Leone, Mario

    2018-05-07

    Allisse, M, Bui, HT, Léger, L, Comtois, A-S, and Leone, M. Updating the skating multistage aerobic test and correction for V[Combining Dot Above]O2max prediction using a new skating economy index in elite youth ice hockey players. J Strength Cond Res XX(X): 000-000, 2018-A number of field tests, including the skating multistage aerobic test (SMAT), have been developed to predict V[Combining Dot Above]O2max in ice hockey players. The SMAT, like most field tests, assumes that participants who reach a given stage have the same oxygen uptake, which is not usually true. Thus, the objectives of this research are to update the V[Combining Dot Above]O2 values during the SMAT using a portable breath-by-breath metabolic analyzer and to propose a simple index of skating economy to improve the prediction of oxygen uptake. Twenty-six elite hockey players (age 15.8 ± 1.3 years) participated in this study. The oxygen uptake was assessed using a portable metabolic analyzer (K4b) during an on-ice maximal shuttle skate test. To develop an index of skating economy called the skating stride index (SSI), the number of skating strides was compiled for each stage of the test. The SMAT enabled the prediction of the V[Combining Dot Above]O2max (ml·kg·min) from the maximal velocity (m·s) and the SSI (skating strides·kg) using the following regression equation: V[Combining Dot Above]O2max = (14.94 × maximal velocity) + (3.68 × SSI) - 24.98 (r = 0.95, SEE = 1.92). This research allowed for the update of the oxygen uptake values of the SMAT and proposed a simple measure of skating efficiency for a more accurate evaluation of V[Combining Dot Above]O2max in elite youth hockey players. By comparing the highest and lowest observed SSI scores in our sample, it was noted that the V[Combining Dot Above]O2 values can vary by up to 5 ml·kg·min. Our results suggest that skating economy should be included in the prediction of V[Combining Dot Above]O2max to improve prediction accuracy.

  5. Effect of ice surface size on collision rates and head impacts at the World Junior Hockey Championships, 2002 to 2004.

    Science.gov (United States)

    Wennberg, Richard

    2005-03-01

    To determine if collision rates and head impacts in elite junior hockey differed between games played on the small North American ice surface (85 ft wide), an intermediate-size Finnish ice surface (94 ft wide), and the large standard international ice surface (100 ft wide). Videotape analysis of all games involving Team Canada from the 2002 (large ice, Czech Republic), 2003 (small ice, Canada), and 2004 (intermediate ice, Finland) World Junior Championships. All collisions were counted and separated into various categories (volitional player/player bodychecks, into boards or open ice, plus accidental/incidental player/boards, player/ice, head/stick, head/puck). Further subdivisions included collisions involving the head directly or indirectly and notably severe head impacts. Small, intermediate, and large ice surface mean collisions/game, respectively, were 295, 258, 222, total collisions; 251, 220, 181, volitional bodychecks; 126, 115, 88, into boards; 125, 106, 93, open ice; 71, 52, 44, total head; 44, 36, 30, indirect head; 26, 16, 13, direct head; and 1.3, 0.5, 0.3, severe head (P < 0.05 for small-intermediate ice and intermediate-large ice differences in total collisions; P < 0.005 for small-large ice difference; P < 0.05 for small-intermediate ice differences in head impacts; P < 0.01 for small-large ice differences in total and severe head impacts). There is a significant inverse correlation between ice size and collision rates in elite hockey, including direct, indirect, and severe head impacts. These findings suggest that uniform usage of the larger international rinks could reduce the risk of injury, and specifically, concussions in elite hockey by decreasing the occurrence of collisions and head impacts.

  6. Female Chess Players Outperform Expectations When Playing Men.

    Science.gov (United States)

    Stafford, Tom

    2018-03-01

    Stereotype threat has been offered as a potential explanation of differential performance between men and women in some cognitive domains. Questions remain about the reliability and generality of the phenomenon. Previous studies have found that stereotype threat is activated in female chess players when they are matched against male players. I used data from over 5.5 million games of international tournament chess and found no evidence of a stereotype-threat effect. In fact, female players outperform expectations when playing men. Further analysis showed no influence of degree of challenge, player age, nor prevalence of female role models in national chess leagues on differences in performance when women play men versus when they play women. Though this analysis contradicts one specific mechanism of influence of gender stereotypes, the persistent differences between male and female players suggest that systematic factors do exist and remain to be uncovered.

  7. Effectiveness of competitive activity of high class hockey players accounting a level of their self-esteem

    Directory of Open Access Journals (Sweden)

    Mikhnov A.P.

    2015-02-01

    Full Text Available Purpose : study the effect of increasing the level of self-esteem on the efficiency of competitive activity of high class players. Material : the study involved sixteen athletes (Atlanta, Moscow region. - Continental Hockey League. Results : it was found that the application of special training self-esteem increases the level of implementation of technical and tactical action games. Number of goals increased by 8.92%, assists - 21.5%, the total number of shots on goal - to 20.02%. Conclusions : it is recommended specialized program correction level of self-esteem from 10 separate studies. Classes have different target setting: habit forming positive attitudes towards themselves, develop skills of active life position, securing high self-esteem. The program is used for two weeks in the preparatory period of training.

  8. Educational strategies used in increasing fluid intake and enhancing hydration status in field hockey players preparing for competition in a hot and humid environment: a case study.

    Science.gov (United States)

    Dabinett, J A; Reid, K; James, N

    2001-09-01

    The purpose of the present study was to develop a hydration strategy for use by female English field hockey players at the 1998 Commonwealth Games in Malaysia. An additional aim was to initiate the process of acclimation. Fifteen elite players, mean age (+/-SEM) 24.1 +/- 1.19 years, height 1.67 +/- 0.01 m, and body mass 62.8 +/- 1.76 kg, took part in a 5-day training camp immediately prior to departure for the Games. In order to develop the hydration strategy, training took place under similar environmental conditions to those to be experienced in Malaysia (i.e., 32 degrees C, 80% humidity). Acclimation training consisted of 30-50 min of either continuous, low intensity cycling or high intensity intermittent cycling, which more closely replicated the pattern of activity in field hockey. Body mass measures taken each morning, and pre and post training, together with urine color measures, were used to assess hydration status. Pre-loading with up to 1 L of a 3% carbohydrate-electrolyte solution or water immediately prior to acclimation training, as well as regular drinks throughout, ensured that players avoided significant dehydration, with percent body mass changes ranging from -0.34% to +4.24% post training. Furthermore, the protocol used was sufficient to initiate the process of acclimation as demonstrated by a significant reduction in exercising heart rate and core temperature at all time points by days 4 and 5. In conclusion, although labor intensive and time consuming, the camp was successful in developing a hydration strategy that players were able to utilize once at the Games.

  9. Common Ice Hockey Injuries and Treatment: A Current Concepts Review.

    Science.gov (United States)

    Mosenthal, William; Kim, Michael; Holzshu, Robert; Hanypsiak, Bryan; Athiviraham, Aravind

    Injuries are common in ice hockey, a contact sport where players skate at high speeds on a sheet of ice and shoot a vulcanized rubber puck in excess of one hundred miles per hour. This article reviews the diagnoses and treatment of concussions, injuries to the cervical spine, and lower and upper extremities as they pertain to hockey players. Soft tissue injury of the shoulder, acromioclavicular joint separation, glenohumeral joint dislocation, clavicle fractures, metacarpal fractures, and olecranon bursitis are discussed in the upper-extremity section of the article. Lower-extremity injuries reviewed in this article include adductor strain, athletic pubalgia, femoroacetabular impingement, sports hernia, medial collateral and anterior cruciate ligament tears, skate bite, and ankle sprains. This review is intended to aid the sports medicine physician in providing optimal sports-specific care to allow their athlete to return to their preinjury level of performance.

  10. THE ROLE OF AEROBIC CAPACITY IN HIGH-INTENSITY INTERMITTENT EFFORTS IN ICE-HOCKEY

    Directory of Open Access Journals (Sweden)

    A. Stanula

    2014-08-01

    Full Text Available The primary objective of this study was to determine a relationship between aerobic capacity ( ·VO2max and fatigue from high-intensity skating in elite male hockey players. The subjects were twenty-four male members of the senior national ice hockey team of Poland who played the position of forward or defence. Each subject completed an on-ice Repeated-Skate Sprint test (RSS consisting of 6 timed 89-m sprints, with 30 s of rest between subsequent efforts, and an incremental test on a cycle ergometer in the laboratory, the aim of which was to establish their maximal oxygen uptake ( ·VO2max. The analysis of variance showed that each next repetition in the 6x89 m test was significantly longer than the previous one (F5,138=53.33, p<0.001. An analysis of the fatigue index (FI calculated from the times recorded for subsequent repetitions showed that the value of the FI increased with subsequent repetitions, reaching its maximum between repetitions 5 and 6 (3.10±1.16%. The total FI was 13.77±1.74%. The coefficient of correlation between ·VO2max and the total FI for 6 sprints on the distance of 89 m (r =–0.584 was significant (p=0.003. The variance in the index of players’ fatigue in the 6x89 m test accounted for 34% of the variance in ·VO2max. The 6x89 m test proposed in this study offers a high test-retest correlation coefficient (r=0.78. Even though the test is criticized for being too exhaustive and thereby for producing highly variable results it still seems that it was well selected for repeated sprint ability testing in hockey players.

  11. A systematic video analysis of National Hockey League (NHL) concussions, part I: who, when, where and what?

    Science.gov (United States)

    Hutchison, Michael G; Comper, Paul; Meeuwisse, Willem H; Echemendia, Ruben J

    2015-04-01

    Although there is a growing understanding of the consequences of concussions in hockey, very little is known about the precipitating factors associated with this type of injury. To describe player characteristics and situational factors associated with concussions in the National Hockey League (NHL). Case series of medically diagnosed concussions for regular season games over a 3.5-year period during the 2006-2010 seasons using an inclusive cohort of professional hockey players. Digital video records were coded and analysed using the Heads Up Checklist. Of 197 medically diagnosed concussions, 88% involved contact with an opponent. Forwards accounted for more concussions than expected compared with on-ice proportional representation (95% CI 60 to 73; p=0.04). Significantly more concussions occurred in the first period (47%) compared with the second and third periods (p=0.047), with the majority of concussions occurring in the defensive zone (45%). Approximately 47% of the concussions occurred in open ice, 53% occurred in the perimeter. Finally, 37% of the concussions involved injured players' heads contacting the boards or glass. This study describes several specific factors associated with concussions in the NHL, including period of the game, player position, body size, and specific locations on the ice and particular situations based on a player's position. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  12. La eficacia del efecto látigo en el drag flick en el hockey hierba The effectiveness of the bullwhip effect in the Drag-flick in field hockey

    Directory of Open Access Journals (Sweden)

    C. López de Subijana

    2010-09-01

    Full Text Available

    El penalty córner es una de las jugadas más importantes en el hockey hierba. El drag-flick es la técnica de golpeo más eficaz en las jugadas de penalty córner (McLaughin, 1997. Los objetivos del presente estudio fueron el describir los parámetros cinemáticos del drag-flick en jugadores de nivel internacional y analizar las diferencias intergénero. La muestra fueron trece sujetos, un modelo, seis hombres y seis mujeres. El sistema de captura automático VICON registró 20 lanzamientos de cada jugador con una frecuencia de muestreo de 250 Hz. Las velocidades máximas angulares de las caderas, hombros y stick  fueron superiores  (p<0.01 en el modelo que en ambos grupos de género. Mediante la comparación estadística del modelo con ambos grupos de género se han podido determinar las claves de este gesto técnico, siendo necesario un movimiento hacia atrás del stick (efecto látigo antes de la aceleración de caderas y hombros, para terminar el gesto con la máxima aceleración del stick.
    Palabras Clave: Biomecánica, drag-flick, hockey hierba, cinemática

    The penalty corner is one of the most important goal plays in field hockey. The drag-flick is more efficient than other techniques when playing a penalty corner. The aims of this study were to describe the kinematics of international field hockey players during the drag-flick and to analyse gender differences. Thirteen participants, one male drag-flicker, six males and six females participated in the study. VICON optoelectronic system measured the kinematic parameters from the drag-flick with six cameras sampling at 250 Hz. Twenty trials were captured from each subject. Ball velocity at release, hips maximum angular velocity, stick minimum and maximum angular velocities were higher (p<0.01 in the drag-flicker than in both gender groups. Comparing with the drag-flicker we have found the cues of the skill, being necessary a

  13. Carbon Monoxide Exposure in Youth Ice Hockey.

    Science.gov (United States)

    Macnow, Theodore; Mannix, Rebekah; Meehan, William P

    2017-11-01

    To examine the effect of ice resurfacer type on carboxyhemoglobin levels in youth hockey players. We hypothesized that players in arenas with electric resurfacers would have normal, stable carboxyhemoglobin levels during games, whereas those in arenas with internal combustion engine (IC) resurfacers would have an increase in carboxyhemoglobin levels. Prospective cohort study. Enclosed ice arenas in the northeastern United States. Convenience sample of players aged 8 to 18 years old in 16 games at different arenas. Eight arenas (37 players) used an IC ice resurfacer and 8 arenas (36 players) an electric resurfacer. Carboxyhemoglobin levels (SpCO) were measured using a pulse CO-oximeter before and after the game. Arena air was tested for carbon monoxide (CO) using a metered gas detector. Players completed symptom questionnaires. The change in SpCO from pregame to postgame was compared between players at arenas with electric versus IC resurfacers. Carbon monoxide was present at 6 of 8 arenas using IC resurfacers, levels ranged from 4 to 42 parts per million. Carbon monoxide was not found at arenas with electric resurfacers. Players at arenas with IC resurfacers had higher median pregame SpCO levels compared with those at electric arenas (4.3% vs 1%, P carboxyhemoglobin during games and have elevated baseline carboxyhemoglobin levels compared with players at arenas with electric resurfacers. Electric resurfacers decrease the risk of CO exposure.

  14. The Protective Effect of Kevlar ® Socks Against Hockey Skate Blade Injuries: A Biomechanical Study

    Science.gov (United States)

    Nauth, Aaron; Aziz, Mina; Tsuji, Matthew; Whelan, Daniel B.; Theodoropoulos, John S.; Zdero, Rad

    2014-01-01

    Objectives: Several recent high profile injuries to elite players in the National Hockey League (NHL) secondary to skate blade lacerations have generated significant interest in these injuries and possible methods to protect against them. These injuries are typically due to direct contact of the skate blade of another player with posterior aspect of the calf resulting in a range of potential injuries to tendons or neurovascular structures. The Achilles tendon is most commonly involved. Kevlar® reinforced socks have recently become available for hockey players to wear and are cited as providing possible protection against such injuries. However, there has been no investigation of the possible protective effects of Kevlar® reinforced socks against skate blade injuries, and it is currently unknown what protective effects, if any, that these socks provide against these injuries. The proposed study sought to address this by conducting a biomechanical investigation of the protective effects of Kevlar® reinforced socks against Achilles tendon injuries in a simulated model of skate blade injury using human cadaver limbs. This novel investigation is the first to address the possible benefits to hockey players of wearing Kevlar® reinforced socks. Methods: Seven matched pairs of human cadaver lower limbs were fitted with a Kevlar ® reinforced sock comprised of 60% Kevlar®/20% Coolmax® polyester/18 % Nylon/12% Spandex (Bauer Elite Performance Skate Sock) on one limb and a standard synthetic sock comprised of 51% polyester/47% nylon/2% spandex (Bauer Premium Performance Skate Sock) on the contralateral limb as a control. Each limb was then mounted on a Materials Testing System (MTS) with the ankle dorsiflexed to 90° and the knee held in full extension using a custom designed jig. Specimens were then impacted with a hockey skate blade directed at the posterior calf, 12 cm above the heel, at an angle of 45° and a speed of 31m/s, to a penetration depth of 4.3 cm, to

  15. Conservative management of an elite ice hockey goaltender with femoroacetabular impingement (FAI): a case report

    Science.gov (United States)

    MacIntyre, Kyle; Gomes, Brendan; MacKenzie, Steven; D’Angelo, Kevin

    2015-01-01

    Objective: To detail the presentation of an elite male ice hockey goaltender with cam-type femoroacetabular impingement (FAI) and acetabular labral tears. This case will outline the prevalence, clinical presentation, imaging criteria, pathomechanics, and management of FAI, with specific emphasis on the ice hockey goaltender. Clinical Features: A 22-year old retired ice hockey goaltender presented to a chiropractor after being diagnosed by an orthopaedic surgeon with MRI confirmed left longitudinal and chondral flap acetabular labral tears and cam-type femoroacetabular impingement (FAI). As the patient was not a candidate for surgical intervention, a multimodal conservative treatment approach including manual therapy, electroacupuncture and rehabilitation exercises were implemented. Summary: FAI is prevalent in ice hockey players, particularly with goaltenders. Both skating and position-dependent hip joint mechanics involved in ice hockey may exacerbate or contribute to acquired and congenital forms of symptomatic FAI. As such, practitioners managing this population must address sport-specific demands in manual therapy, rehabilitation and physical training, to improve functional outcomes and prevent future injury. PMID:26816416

  16. How Players Lose Interest in Playing a Game

    DEFF Research Database (Denmark)

    Bauckhage, Christian; Kersting, Kristian; Sifa, Rafet

    2012-01-01

    introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players......Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem...... in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we...

  17. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    Science.gov (United States)

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  18. Physical Characteristics Of Female Basketball Players According To Playing Position

    Directory of Open Access Journals (Sweden)

    Kucsa Richard

    2015-05-01

    Full Text Available Physical characteristics play an important role in the selection of young basketball players and the progress in their playing performance. The aim of the study was to analyze differences in chosen physical characteristics of Slovak U17 female basketball players with respect to their playing positions. We assumed, that there will be statistically significant differences between playing positions in each performance tests results. Chosen characteristics were analyzed for 14 players (mean/SD, age 16.34±0.82; body height 179.72±8.04 cm; body weight 67.62±7.10 kg; body fat 16.59±2.04 %; VO2max 46.20±4.71 ml.kg−1.min−1 according to their playing positions (guard, forward, center. Five specific performance tests for each player were conducted as a 3/4 Basketball court sprint, 10 × 5m Shuttle test, Lane agility drill, No-step vertical jump and Maximum vertical jump. The differences in tests results by playing positions were evaluated by one-way ANOVA. There were no significant differences found in results of chosen performance tests between playing positions (p>.05. In spite of fact, that there were no significant differences, we found interesting results between playing positions in physical characteristics. Guards had better results in speed (3.73±0.16 s, quickness (17.43±0.56 s and both lower-body power tests (47.16±3.06 cm; 57.00±3.40 cm than forwards and centers. Forwards had the best results in agility test (12.54±0.43 s. The results of this study produce useful information about physical characteristics of young basketball players according to their playing position and help to diagnose and improve their performance.

  19. Upper body strength and power are associated with shot speed in men's ice hockey

    Directory of Open Access Journals (Sweden)

    Juraj Bežák

    2017-06-01

    Full Text Available Background: Recent studies that addressed shot speed in ice hockey have focused on the relationship between shot speed and variables such as a player's skills or hockey stick construction and its properties. There has been a lack of evidence that considers the relationship between shot speed and player strength, particularly in players at the same skill level. Objective: The aim of this study was to identify the relationship between maximal puck velocity of two shot types (the wrist shot and the slap shot and players' upper body strength and power. Methods: Twenty male professional and semi-professional ice hockey players (mean age 23.3 ± 2.4 years participated in this study. The puck velocity was measured in five trials of the wrist shot and five trials of the slap shot performed by every subject. All of the shots were performed on ice in a stationary position 11.6 meters in front of an electronic device that measures the speed of the puck. The selected strength and power variables were: muscle power in concentric contraction in the countermovement bench press with 40 kg and 50 kg measured with the FiTRODyne Premium device; bench press one-repetition maximum; and grip strength measured by digital hand dynamometer. Results: The correlations between strength/power variables and the puck velocity in the wrist shot and the slap shot ranged between .29-.72 and .16-.62, respectively. Puck velocities produced by wrist shots showed significant correlations with bench press muscle power with 40 kg (p = .004 and 50 kg (p < .001; and one-repetition maximum in bench press (p = .004. The slap shot puck velocity was significantly associated with bench press muscle power with 40 kg (p = .014 and 50 kg (p = .004. Conclusions: This study provides evidence that there are significant associations between shot speed and upper body strength and power.

  20. Differences in Lower Body Kinematics during Forward Treadmill Skating Between Two Different Hockey Skate Designs

    Directory of Open Access Journals (Sweden)

    Mike R. Hellyer

    2016-01-01

    Full Text Available Purpose: The purpose of this study was to investigate the differences in ankle flexibility and skating technique between a traditional hockey skate boot and a hockey skate boot with a flexible rear tendon guard. Skating technique was further investigated at different speeds to give insight on how skating technique alters as skating speed is increased. Methods: Eight elite hockey players were selected for the present study, which was conducted while skating on an Endless Ice Skating Treadmill.  Variables were recorded using a three-camera setup and measured from video records at five selected treadmill speeds using the Dartfish Team Pro v6 software.  Kinematic variables were then compared between the two skate designs with a doubly multivariate repeated measures design.  Statistical significance was set at p<0.05.  Results: Post hoc univariate tests comparing skate designs displayed significant increases in plantar flexion, plantar flexion angular velocity, hip extension, hip extension angular velocity, stride length, and stride velocity while participants were wearing the skates that had a flexible rear tendon guard.  Significant increases were also displayed in plantar flexion, plantar flexion angular velocity, knee extension, knee extension angular velocity, hip extension, hip extension angular velocity, hip abduction range of motion, hip abduction angular velocity, stride width, stride length, and stride velocity as the treadmill speed increased. There was also a significant decrease in the time the skate was in contact with the treadmill as treadmill speed increased. Conclusion: The results suggested that while skating forward, hockey players could improve their hockey skating technique by using hockey skates that have a flexible rear tendon guard.  This flexible tendon guard improved skating technique by increasing the time of force application to the ice by increasing the range of ankle plantar flexion during propulsion of the

  1. Return to Play After Hip Arthroscopic Surgery for Femoroacetabular Impingement in Professional Soccer Players.

    Science.gov (United States)

    Locks, Renato; Utsunomiya, Hajime; Briggs, Karen K; McNamara, Shannen; Chahla, Jorge; Philippon, Marc J

    2018-02-01

    Arthroscopic hip surgery has been shown to be effective in returning professional athletes back to play at a high level of performance in different sports. Limited information exists regarding professional soccer players and their return to play. To determine the rate and time to return to sport for professional soccer players after hip arthroscopic surgery for the treatment of femoroacetabular impingement (FAI) and to identify possible risk factors associated with a delay in returning to play. Case series; Level of evidence, 4. Professional soccer players who underwent hip arthroscopic surgery for FAI by a single surgeon between 2005 and 2015 were evaluated. Data retrieved from www.mlssoccer.com , www.fifa.com , www.transfermarkt.co.uk , and www.wikipedia.org included information on each player's professional career, participation on the national team, length of professional career before surgery, number of appearances (games) before surgery, time between surgery and first appearance in a professional game, and number of appearances after surgery. Other data were obtained from the patient's medical records. Twenty-four professional soccer players (26 hips) were included. The mean age at surgery was 25.0 ± 4.0 years (range, 19-32 years). A total of 96% of patients were able to return to play at the professional level. The mean time between surgery and the first professional game played was 9.2 months (range, 1.9-24.0 months). On average, players played in 70 games after surgery (range, 0-224). National team players were able to return to play significantly earlier than the rest of the players (median, 5.7 months vs 11.6 months, respectively; P = .018). Severe chondral damage and microfracture did not interfere with return to play. The arthroscopic management of FAI in symptomatic professional soccer players allowed 96% of them to return to play. Players with national team experience were able to return to play earlier than those without it. Severe chondral damage

  2. Checking in: An Analysis of the (Lack of) Body Checking in Women's Ice Hockey

    Science.gov (United States)

    Weaving, Charlene; Roberts, Samuel

    2012-01-01

    Despite the growing popularity of women's ice hockey in North America, players continue to face limitations because of the prohibition of body checking. In this paper, we argue from a liberal feminist philosophical perspective that this prohibition reinforces existing traditional stereotypes of female athletes. Because the women's game does not…

  3. Computer analysis and comparison of chess players' game-playing styles

    OpenAIRE

    Krevs, Urša

    2015-01-01

    Today's computer chess programs are very good at evaluating chess positions. Research has shown that we can rank chess players by the quality of their game play, using a computer chess program. In the master's thesis Computer analysis and comparison of chess players' game-playing styles, we focus on the content analysis of chess games using a computer chess program's evaluation and attributes we determined for each individual position. We defined meaningful attributes that can be used for com...

  4. Optimization of the Hockey Fans in Training (Hockey FIT) weight loss and healthy lifestyle program for male hockey fans.

    Science.gov (United States)

    Blunt, Wendy; Gill, Dawn P; Sibbald, Shannon L; Riggin, Brendan; Pulford, Roseanne W; Scott, Ryan; Danylchuk, Karen; Gray, Cindy M; Wyke, Sally; Bunn, Christopher; Petrella, Robert J

    2017-11-28

    The health outcomes of men continue to be poorer than women globally. Challenges in addressing this problem include difficulties engaging men in weight loss programs as they tend to view these programs as contrary to the masculine narrative of independence and self-reliance. Researchers have been turning towards sports fans to engage men in health promotion programs as sports fans are typically male, and tend to have poor health habits. Developed from the highly successful gender-sensitized Football Fans in Training program, Hockey Fans in Training (Hockey FIT) recruited 80 male hockey fans of the London Knights and Sarnia Sting who were overweight or obese into a weekly, 90-minute classroom education and group exercise program held over 12 weeks; a 40-week minimally-supported phase followed. A process evaluation of the Hockey FIT program was completed alongside a pragmatic randomized controlled trial and outcome evaluation in order to fully explore the acceptability of the Hockey FIT program from the perspectives of coaches delivering and participants engaged in the program. Data sources included attendance records, participant focus groups, coach interviews, assessment of fidelity (program observations and post-session coach reflections), and 12-month participant interviews. Coaches enjoyed delivering the program and found it simple to deliver. Men valued being among others of similar body shape and similar weight loss goals, and found the knowledge they gained through the program helped them to make and maintain health behaviour changes. Suggested improvements include having more hockey-related information and activities, greater flexibility with timing of program delivery, and greater promotion of technology support tools. We confirmed Hockey FIT was an acceptable "gender-sensitized" health promotion program for male hockey fans who were overweight or obese. Minor changes were required for optimization, which will be evaluated in a future definitive trial

  5. Changes of the morphological characteristics in a professional ice hockey player with regard to the eight week intensive fitness training: case study

    Directory of Open Access Journals (Sweden)

    Sigmund Martin

    2013-01-01

    Full Text Available The present study deals with monitoring the changes of the morphological characteristics in a professional hockey player (NHL aged 22.5 years with regard to the eight weeks intensive fitness training. Fitness training occurred off the ice surface. To determine the body composition, the method of BIA and anthropometric procedure is used (Matiegka, Pařízková. Measurements were carried out in accordance with the recommended national and international standards. An effect size of the differences in the selected individual values measured at different times was assessed using 95% of confidence interval. Significant changes occur primarily at the level of body composition. Overall, the increase in fat free mass was 4 kg to the weight 79.3 kg (BIA. Representation of muscle increased from 51.4% to 54.5% (Matiegka. In absolute terms it is the increase in muscle from 47.1 kg to 49.9 kg. Body fat percentage decreased from 12.9% to 9.7% (Matiegka. This represents a reduction of 2.9 kg. There is no change at the level of skeletal and residual fractions. With regard to the eight week fitness training the major morhpohogical changes (80-90% are experienced during the first half of the training (4 weeks. The survey results are of immediate use in the professional practice of the monitored player. It allows specific modifications to the training of the monitored player as well as other cooperating individuals in the chosen specialization.

  6. I Fought the Law: Transgressive Play and The Implied Player

    DEFF Research Database (Denmark)

    Aarseth, Espen J.

    2007-01-01

    This paper is an attempt to understand Game Studies through the contested notion of the “player” both inside and outside “the game object” – that is the object that game users perceive and respond to when they play. Building on Hans-Georg Gadamer’s notion of games as a subject that “masters...... the players”, the paper will go beyond the traditional split between the social sciences’ real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game’s human...... components. Since games are both aesthetic and social phenomena, a theory of the player must combine both social and aesthetic perspectives to be successful. The tension between the humanities and the social sciences over who controls the idea of the player can be found mirrored also in the struggle between...

  7. Character Play – The use of game characters in multi- player Role Playing Games across platforms

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, M.; Brolund, T.

    2008-01-01

    histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending...... and utilizing game characters with well-defined personalities and backgrounds, as well as rules-based components. Furthermore, that the game format plays a significant role in the pattern of usage of the character elements. This pattern appears directly linked with variations in the way that the different game...

  8. Measuring Responsible Gambling amongst Players: Development of the Positive Play Scale.

    Science.gov (United States)

    Wood, Richard T A; Wohl, Michael J A; Tabri, Nassim; Philander, Kahlil

    2017-01-01

    The modern gambling industry has, by-in-large, assumed a duty of care to minimize the risks associated with gambling, which has manifested in responsible gambling (RG) programming (e.g., educating players about the odds of success). The current study fills a void in gambling operators, regulators, and researchers ability to measure RG beliefs and behavior in their player-base, with the development and validation of the Positive Play Scale (PPS). In Study 1, we reviewed the literature and consulted 30 players as well as 10 RG experts to help generate a definition of RG beliefs and behavior that helped guide item generation. In Study 2, regular players ( N = 1,551) of a Canadian provincial gambling operator completed a positive play survey. Four components from a principal components analysis (PCA) were extracted: Honesty and Control, Pre-commitment, Personal Responsibility, and Gambling Literacy. The PPS subscales were either not associated with gambling frequency or had small-to-moderate negative relationships with frequency of play for games most often associated with disordered gambling (e.g., electronic games). In Study 3 ( N = 413), the factor structure of the PPS was confirmed and refined in a new sample of players. Moreover, a 1-month follow-up session demonstrated that the PPS has high test-retest reliability. The PPS is the first validated scale that reliably assesses the extent to which a consumer base has positive beliefs about gambling and gambles in a positive manner. The PPS can be used by the gambling industry to objectively assess the efficacy of their RG strategy, pinpoint specific areas for future focus, as well as examine the utility of new RG initiatives that aim to promote healthy patterns of gambling consumption. Furthermore, by examining the PPS scores for different player segments (e.g., sex, age, games played) it becomes possible to tailor RG strategy to the needs of specific players. In this way, RG strategy can be optimized by focusing

  9. Examining social identity and intrateam moral behaviours in competitive youth ice hockey using stimulated recall.

    Science.gov (United States)

    Bruner, Mark W; Boardley, Ian D; Allan, Veronica; Root, Zach; Buckham, Sara; Forrest, Chris; Côté, Jean

    2017-10-01

    Social identity - identity formed through membership in groups - may play an important role in regulating intrateam moral behaviour in youth sport (Bruner, M. W., Boardley, I., & Côté, J. (2014). Social identity and prosocial and antisocial behavior in youth sport. Psychology of Sport and Exercise, 15(1), 56-64. doi:10.1016/j.psychsport.2013.09.003). The aim of this study was to qualitatively examine this potential role through stimulated recall interviews with competitive youth-ice-hockey players. Twenty-three players (M age  = 13.27 years, SD = 1.79) who reported engaging in high, median or low frequency of antisocial teammate behaviour (determined through pre-screening with the Prosocial and Antisocial Behaviour in Sport Scale [Kavussanu, M., & Boardley, I. D. (2009). The prosocial and antisocial behavior in sport scale. Journal of Sport and Exercise Psychology, 31(1), 97-117. doi:10.1123/jsep.31.1.97]) were recruited from eight youth-ice-hockey teams in Canada. Interviews involved participants recalling their thoughts during prosocial/antisocial interactions with teammates, prompted by previously recorded video sequences of such incidents. Thematic analysis of interview data revealed all athletes - regardless of reported frequency of intrateam antisocial behaviour - felt prosocial interactions with teammates enhanced social identity. In contrast, the perceived influence of antisocial teammate behaviour on social identity differed depending on athletes' reported frequency of intrateam antisocial behaviour; those reporting low and median frequencies described how such behaviour undermines social identity, whereas athletes reporting high frequency did not perceive this effect. The study findings highlight the potential importance of intrateam moral behaviour and social identity for youth-sport team functioning.

  10. Hockey Fans in Training (Hockey FIT) pilot study protocol: a gender-sensitized weight loss and healthy lifestyle program for overweight and obese male hockey fans.

    Science.gov (United States)

    Gill, Dawn P; Blunt, Wendy; De Cruz, Ashleigh; Riggin, Brendan; Hunt, Kate; Zou, Guangyong; Sibbald, Shannon; Danylchuk, Karen; Zwarenstein, Merrick; Gray, Cindy M; Wyke, Sally; Bunn, Christopher; Petrella, Robert J

    2016-10-19

    Effective approaches that engage men in weight loss and lifestyle change are important because of worldwide increases, including in Canada, in obesity and chronic diseases. Football Fans in Training (FFIT), developed in Scotland, successfully tackled these problems by engaging overweight/obese male football fans in sustained weight loss and positive health behaviours, through program deliveries at professional football stadia. Aims: 1) Adapt FFIT to hockey within the Canadian context and integrate with HealtheSteps™ (evidence-based lifestyle program) to develop Hockey Fans in Training (Hockey FIT); 2) Explore potential for Hockey FIT to help overweight/obese men lose weight and improve other outcomes by 12 weeks, and retain these improvements to 12 months; 3) Evaluate feasibility of recruiting and retaining overweight/obese men; 4) Evaluate acceptability of Hockey FIT; and 5) Conduct program optimization via a process evaluation. We conducted a two-arm pilot pragmatic randomized controlled trial (pRCT) whereby 80 overweight/obese male hockey fans (35-65 years; body-mass index ≥28 kg/m 2 ) were recruited through their connection to two junior A hockey teams (London and Sarnia, ON) and randomized to Intervention (Hockey FIT) or Comparator (Wait-List Control). Hockey FIT includes a 12-week Active Phase (classroom instruction and exercise sessions delivered weekly by trained coaches) and a 40-week Maintenance Phase. Data collected at baseline and 12 weeks (both groups), and 12 months (Intervention only), will inform evaluation of the potential of Hockey FIT to help men lose weight and improve other health outcomes. Feasibility and acceptability will be assessed using data from self-reports at screening and baseline, program fidelity (program observations and coach reflections), participant focus group discussions, coach interviews, as well as program questionnaires and interviews with participants. This information will be analyzed to inform program

  11. Thoracic Outlet Syndrome and Volkmann's Contracture in a Field Hockey Player

    Directory of Open Access Journals (Sweden)

    Morgan Sawyer

    2016-05-01

    Full Text Available Background: A 19-year-old female field hockey player presents with bilateral upper trapezius and rhomboid tightness and spasm beginning in January of 2016. She has no previous history of upper back pain or injury. The student first reported the injury immediately after running sprints. She stated that she could not move or feel her fingers or hands. She presents with a visible hump on her left upper trapezius. She also has forward-rounded shoulders. She has regular and equal radial pulses. She has decreased sensation upon palpation of her fingers, hands and forearms. After extraneous exercise, the athlete’s hands, wrists and forearms go into contracture and flexion and she is unable to move from this position until manual extension is applied, or 10 or more minutes of rest occurs. She is TTP over her upper trapezius musculature. She had a positive Military Brace test. Differential Diagnosis: Based on evaluation, the athlete could simply just have upper trapezius musculature spasms. The diagnosis could also be shoulder impingement syndrome, due to the neurological signs and symptoms. Compartment syndrome could produce similar s/s that the athlete experiences, as well. Treatment: X-rays show no bony abnormalities and no extra ribs. The athlete’s injury has been treated with ice post-practice, heat pre-practice and upper body stretching exercises. Three days a week the athlete works on postural exercises that strengthen her back musculature. The athlete also receives combination therapy over her upper trapezius trigger points, along with massage and Hawkgrip technique over the same areas. Uniqueness: The uniqueness in this case is that the athlete has both TOS and Volkmann’s contracture. Volkmann’s contractures typically occur in pediatrics, which is another reason why this particular case is unique. Conclusion: This case allows other clinicians to understand the causes of TOS and the secondary s/s that TOS can potentially cause.

  12. Tennis Play Intensity Distribution and Relation with Aerobic Fitness in Competitive Players.

    Directory of Open Access Journals (Sweden)

    Ernest Baiget

    Full Text Available The aims of this study were (i to describe the relative intensity of simulated tennis play based on the cumulative time spent in three metabolic intensity zones, and (ii to determine the relationships between this play intensity distribution and the aerobic fitness of a group of competitive players. 20 male players of advanced to elite level (ITN performed an incremental on-court specific endurance tennis test to exhaustion to determine maximal oxygen uptake (VO2max and the first and second ventilatory thresholds (VT1, VT2. Ventilatory and gas exchange parameters were monitored using a telemetric portable gas analyser (K4 b2, Cosmed, Rome, Italy. Two weeks later the participants played a simulated tennis set against an opponent of similar level. Intensity zones (1: low, 2: moderate, and 3: high were delimited by the individual VO2 values corresponding to VT1 and VT2, and expressed as percentage of maximum VO2 and heart rate. When expressed relative to VO2max, percentage of playing time in zone 1 (77 ± 25% was significantly higher (p < 0.001 than in zone 2 (20 ± 21% and zone 3 (3 ± 5%. Moderate to high positive correlations were found between VT1, VT2 and VO2max, and the percentage of playing time spent in zone 1 (r = 0.68-0.75, as well as low to high inverse correlations between the metabolic variables and the percentage of time spent in zone 2 and 3 (r = -0.49-0.75. Players with better aerobic fitness play at relatively lower intensities. We conclude that players spent more than 75% of the time in their low-intensity zone, with less than 25% of the time spent at moderate to high intensities. Aerobic fitness appears to determine the metabolic intensity that players can sustain throughout the game.

  13. Cardiovascular Response to Recreational Hockey in Middle-Aged Men.

    Science.gov (United States)

    Goodman, Zack A; Thomas, Scott G; Wald, Robert C; Goodman, Jack M

    2017-06-15

    The present study examined the hemodynamic response to recreational pick-up hockey relative to maximal exercise testing in middle-aged men. A total of 23 men with a mean age of 53 ± 7 years were studied. Graded exercise testing on a cycle ergometer determined maximal oxygen consumption, blood pressure (BP), and heart rate (HR). Ambulatory BP and Holter electrocardiographic monitoring was performed during one of their weekly hockey games (mean duration = 45 ± 7.2 minutes): for "On-Ice" responses (PLAY; data recorded while standing immediately after a shift; 8.0 ± 1.4 shifts per game) and during seated recovery (BENCH), 15 minutes after the game. On-Ice HRs and BPs were significantly higher than values obtained during maximal cycle exercise, respectively (HR 174 ± 8.9 vs 163 ± 11.0 beats/min) (systolic blood pressure 202 ± 20 vs 173 ± 31 mm Hg; p game, whereas HR increased from 139 ± 20 to 155 ± 16 beats/min during the game. The myocardial oxygen demand (myocardial time tension index) increased significantly during PLAY concurrent with a decrease in estimated myocardial oxygen supply (diastolic pressure time index), with the endocardial viability ratio during PLAY demonstrating a significant decrease during the third quarter of the game (1.25 ± 0.24) versus the first quarter (1.56 ± 0.30), which remained depressed 15 minutes post-game (p men is an extremely vigorous interval exercise with increasing relative intensity as the game progresses. Hockey elicits peak BPs and HRs that can exceed values observed during maximal exercise testing and is characterized by progressive increases in myocardial oxygen demand and lowered supply during PLAY and BENCH time. Given the progressive and high cardiovascular demands, caution is warranted when estimating the cardiovascular demands of hockey from clinical stress testing, particularly in those whom coronary reserve may be compromised. Copyright © 2017 Elsevier Inc. All rights reserved.

  14. Suicide Mortality Among Retired National Football League Players Who Played 5 or More Seasons.

    Science.gov (United States)

    Lehman, Everett J; Hein, Misty J; Gersic, Christine M

    2016-10-01

    There is current disagreement in the scientific literature about the relationship between playing football and suicide risk, particularly among professional players in the National Football League (NFL). While some research indicates players are at high risk of football-related concussions, which may lead to chronic traumatic encephalopathy and suicide, other research finds such a connection to be speculative and unsupported by methodologically sound research. To compare the suicide mortality of a cohort of NFL players to what would be expected in the general population of the United States. Cohort study; Level of evidence, 3. A cohort of 3439 NFL players with at least 5 credited playing seasons between 1959 and 1988 was assembled for statistical analysis. The vital status for this cohort was updated through 2013. Standardized mortality ratios (SMRs), the ratio of observed deaths to expected deaths, and 95% CIs were computed for the cohort; 95% CIs that excluded unity were considered statistically significant. For internal comparison purposes, standardized rate ratios were calculated to compare mortality results between players stratified into speed and nonspeed position types. Suicide among this cohort of professional football players was significantly less than would be expected in comparison with the United States population (SMR = 0.47; 95% CI, 0.24-0.82). There were no significant differences in suicide mortality between speed and nonspeed position players. There is no indication of elevated suicide risk in this cohort of professional football players with 5 or more credited seasons of play. Because of the unique nature of this cohort, these study results may not be applicable to professional football players who played fewer than 5 years or to college or high school players. © 2016 The Author(s).

  15. Relationship between goal orientation and perceived motivational climate in football players of different playing positions

    Directory of Open Access Journals (Sweden)

    Özkan ÇEKİÇ

    2017-09-01

    Full Text Available Aim: The aim of this study was to determine whether the characteristics of goal orientation and perceived motivational climate change according to the playing positions of amateur footballers. Material and Methods: Four hundred and sixty amateur male football players participated in the study (age, 21.72±4.63 years; football experience, 9.24±4.18 years. Footballers were named as the defence (n=199, midfield (n=187 and forward (n=74 according to their playing position. The scores of perceived motivational climate and goal orientation were determined by the Turkish versions of ‘The Task and Ego Orientation in Sport Questionnaire’ and ‘The Perceived Motivation Climate Questionnaire’, which were adopted by Toros (2002. Results: Pearson correlation analyses showed that football experience had no effect on task orientation, ego orientation, mastery climate, and performance climate. ANOVA and post-hoc Tukey tests showed that task orientation and mastery climate scores were higher in defence players than midfield players (p=0.003 vs. p<0.001. Ego orientation and performance climate scores of the midfield and defence players differed in favour of the midfield players (p<0.001 vs. p<0.001. Although there were no statistically significant differences in terms of the scores of task orientation and ego orientation among forward, defence, and midfield players, performance climate scores were higher in forward players than midfield players (p<0.001. Conclusion: According to the results of this study, players who have higher task orientation and mastery climate scores can play as defence players, and other players who have higher ego orientation and performance climate scores can play as midfield players. With the need for more extensive studies to determine the goal orientation and motivational climate scores of forward players, scores that are obtained from questionnaires should be evaluated with physical and physiological tests.

  16. Model trees for identifying exceptional players in the NHL and NBA draft

    OpenAIRE

    Liu, Yejia

    2018-01-01

    Drafting players is crucial for a team’s success. We describe a data-driven interpretable approach for assessing prospects in the National Hockey League and National Basketball Association. Previous approaches have built a predictive model based on player features, or derived performance predictions from comparable players. Our work develops model tree learning, which incorporates strengths of both model-based and cohort-based approaches. A model tree partitions the feature space according to...

  17. MASCULINITY AND SPORT REVISTED: A REVIEW OF LITERATURE ON HEGEMONIC MASCULINITY AND MEN'S ICE HOCKEY IN CANADA

    Directory of Open Access Journals (Sweden)

    Cheryl A. MacDonald

    2014-04-01

    Full Text Available Ice hockey is particularly significant in Canada as it acts as a primary site of socialization for boys and men. This form of socialization raises questions about masculinity on the public agenda in terms of the problematic nature of hypermasculinity in sport, stereotypical images of athletes, and questions of social responsibility as both men and athletes. These issues are presently relevant as Canada (and perhaps all of North America finds itself in an era characterized by accounts in mainstream media of competitive athletes’ cavalier lifestyles, hazing, violence, homophobia, drug addictions, and suicides. This review of literature uses secondary research to problematize masculinity in the ice hockey context by presenting the overarching claim that male hockey players are hegemonically masculine individuals. The piece begins by defining Australian sociologist R.W. Connell’s (1987 concept of hegemonic masculinity and situating it in the contemporary academic context. Next, it offers an overview of relevant literature on masculinity and sport along with a concise examination of scholarly work on the relationship between hegemonic masculinity and ice hockey in Canada. It concludes by summarising calls for further research in the literature and by suggesting approaches to future studies in the field.

  18. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  19. Arthroscopic Shoulder Surgery in Female Professional Tennis Players: Ability and Timing to Return to Play.

    Science.gov (United States)

    Young, Simon W; Dakic, Jodie; Stroia, Kathleen; Nguyen, Michael L; Safran, Marc R

    2017-07-01

    To assess the outcome and time to return to previous level of competitive play after shoulder surgery in professional tennis players. Retrospective case series. Tertiary academic centre. The records of all female tennis players on the Women's Tennis Association (WTA) professional circuit between January 2008 and June 2010 were reviewed to identify players who underwent shoulder surgery on their dominant (serving) shoulder. Primary outcomes were the ability and time to return to professional play and if they were able to return to their previous level of function as determined by singles ranking. Preoperative and postoperative singles rankings were used to determine rate and completeness of return to preoperative function. During the study period, 8 professional women tennis players from the WTA tour underwent shoulder surgery on their dominant arm. Indications included rotator cuff debridement or repair, labral reconstruction for instability or superior labral anterior posterior lesion, and neurolysis of the suprascapular nerve. Seven players (88%) returned to professional play. The mean time to return to play was 7 months after surgery. However, only 25% (2 of 8) players achieved their preinjury singles rank or better by 18 months postoperatively. In total, 4 players returned to their preinjury singles ranking, with their peak singles ranking being attained at a mean of 2.4 years postoperatively. In professional female tennis players, a high return to play rate after arthroscopic shoulder surgery is associated with a prolonged and often incomplete return to previous level of performance. Thus, counseling the patient to this fact is important to manage expectations. Level IV-Case Series.

  20. Psychological skills of provincial netball players in different playing ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and ... rugby union and American football players in different playing positions have been reported. These differences are believed to be the result of the specific demands of ...

  1. Comparison of Concussion Rates Between NCAA Division I and Division III Men's and Women's Ice Hockey Players.

    Science.gov (United States)

    Rosene, John M; Raksnis, Bryan; Silva, Brie; Woefel, Tyler; Visich, Paul S; Dompier, Thomas P; Kerr, Zachary Y

    2017-09-01

    Examinations related to divisional differences in the incidence of sports-related concussions (SRC) in collegiate ice hockey are limited. To compare the epidemiologic patterns of concussion in National Collegiate Athletic Association (NCAA) ice hockey by sex and division. Descriptive epidemiology study. A convenience sample of men's and women's ice hockey teams in Divisions I and III provided SRC data via the NCAA Injury Surveillance Program during the 2009-2010 to 2014-2015 academic years. Concussion counts, rates, and distributions were examined by factors including injury activity and position. Injury rate ratios (IRRs) and injury proportion ratios (IPRs) with 95% confidence intervals (CIs) were used to compare concussion rates and distributions, respectively. Overall, 415 concussions were reported for men's and women's ice hockey combined. The highest concussion rate was found in Division I men (0.83 per 1000 athlete-exposures [AEs]), followed by Division III women (0.78/1000 AEs), Division I women (0.65/1000 AEs), and Division III men (0.64/1000 AEs). However, the only significant IRR was that the concussion rate was higher in Division I men than Division III men (IRR = 1.29; 95% CI, 1.02-1.65). The proportion of concussions from checking was higher in men than women (28.5% vs 9.4%; IPR = 3.02; 95% CI, 1.63-5.59); however, this proportion was higher in Division I women than Division III women (18.4% vs 1.8%; IPR = 10.47; 95% CI, 1.37-79.75). The proportion of concussions sustained by goalkeepers was higher in women than men (14.2% vs 2.9%; IPR = 4.86; 95% CI, 2.19-10.77), with findings consistent within each division. Concussion rates did not vary by sex but differed by division among men. Checking-related concussions were less common in women than men overall but more common in Division I women than Division III women. Findings highlight the need to better understand the reasons underlying divisional differences within men's and women's ice hockey and the

  2. Muscle oxygen changes following Sprint Interval Cycling training in elite field hockey players.

    Directory of Open Access Journals (Sweden)

    Ben Jones

    Full Text Available This study examined the effects of Sprint Interval Cycling (SIT on muscle oxygenation kinetics and performance during the 30-15 intermittent fitness test (IFT. Twenty-five women hockey players of Olympic standard were randomly selected into an experimental group (EXP and a control group (CON. The EXP group performed six additional SIT sessions over six weeks in addition to their normal training program. To explore the potential training-induced change, EXP subjects additionally completed 5 x 30s maximal intensity cycle testing before and after training. During these tests near-infrared spectroscopy (NIRS measured parameters; oxyhaemoglobin + oxymyoglobin (HbO2+ MbO2, tissue deoxyhaemoglobin + deoxymyoglobin (HHb+HMb, total tissue haemoglobin (tHb and tissue oxygenation (TSI % were taken. In the EXP group (5.34 ± 0.14 to 5.50 ± 0.14 m.s(-1 but not the CON group (pre = 5.37 ± 0.27 to 5.39 ± 0.30 m.s(-1 significant changes were seen in the 30-15 IFT performance. EXP group also displayed significant post-training increases during the sprint cycling: ΔTSI (-7.59 ± 0.91 to -12.16 ± 2.70%; ΔHHb+HMb (35.68 ± 6.67 to 69.44 ± 26.48 μM.cm; and ΔHbO2+ MbO2 (-74.29 ± 13.82 to -109.36 ± 22.61 μM.cm. No significant differences were seen in ΔtHb (-45.81 ± 15.23 to -42.93 ± 16.24. NIRS is able to detect positive peripheral muscle oxygenation changes when used during a SIT protocol which has been shown to be an effective training modality within elite athletes.

  3. Verbal Communication of Story Facilitators in Multi-player Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters....

  4. Impact of Psychological Variables on Playing Ability of University Level Soccer Players

    Directory of Open Access Journals (Sweden)

    Ertan Tufekcioglu

    2014-10-01

    Full Text Available The purpose of the study was to find out the relationship between psychological variables and soccer playing ability among the university level male players. 42 soccer players representing different universities who participated in inter university competitions were selected as the subjects of the study. The dependent variable was soccer playing ability and independent variables were the selected psychological variables. Soccer playing ability was determined through a 10 point scale at the time of competitions. Psychological variables included achievement motivation, anxiety, self-concept and aggression. The data was statistically analyzed using Karl Pearson’s correlation coefficient and multiple regression analysis using SPSS. It was concluded that soccer playing ability has a positive correlation with achievement motivation and self-concept whereas anxiety and aggression have a negative correlation with soccer playing ability.

  5. ASSOCIATION BETWEEN MORPHOLOGICAL DIMENSIONS OF WATER POLO PLAYERS AND PLAY PERFORMANCE INDICATORS

    Directory of Open Access Journals (Sweden)

    Dragan Milanović

    2013-07-01

    Full Text Available The goal of the paper is to determine relevance of certain morphological parameters, understood as the dimensions of morphological status of water polo players, in relation to their game performance in the phases of defence and attack. The sample of subjects embraced 104 (aged 17–19 yrs top-quality water polo players, members of junior selections from eight water polo clubs, who participated in the Adriatic League competition. The total variable sample consisted of the predictor variables (10 and two criterion variables based on the expert evaluations of the subjects' play in attack and defence. The associations between the predictor variables and play performance grades were established using regression analysis. The obtained results suggest the quantity of subcutaneous fat directly affects quality of playing in the phase of defence, meaning that the players with larger quantities of subcutaneous fat perform poorly in polyvalent defensive actions and demonstrate a low level of agility, both resulting in less effective play in defence. Although the quantity of subcutaneous fat has been recognized as the factor affecting play quality in attack as well, we obtained that it has smaller effect than in the case of defence. The probable cause of the afore-mentioned may be found in water polo players with a relatively greater amount of fatty tissue (hole sets, who are still highly efficient in attack tasks performance. Their situation-related efficiency is manifested in better positioning and position keeping, as well as in larger number of forced exclusions of the opponents, which contributes comprehen¬sively to attack efficiency.

  6. Comparative analysis of gameplay and players emotion in the most popular games from play store

    Science.gov (United States)

    Riwinoto; Mahfud, N.; Lumombo, L.

    2018-03-01

    The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.

  7. Physical and physiological characteristics of male handball players: influence of playing position and competitive level.

    Science.gov (United States)

    Haugen, Thomas A; Tønnessen, Espen; Seiler, Stephen

    2016-01-01

    The purpose of this study was to quantify differences in anthropometrical and physical characteristics according to playing position and competitive level in male elite handball. One hundred and seventy-six national team and 1st division players (age 23±4 years, body mass 89±11 kg, body height 188±5 cm) participated in the study. All participants were tested on throwing velocity, 20-meter sprint, countermovement jump, 3000-meter run, 1RM squat and bench press. Back players achieved higher throwing velocities compared to other positions. National team back players achieved higher velocities in set shots (9.4%, Pteam back players ran faster than 1st division back players over 3000 meters (4.9%, P=0.011, d=0.7). Back players showed better relative strength in squat than pivots (12.1%, P=0.016, d=0.7). Wings had better relative strength in squat that pivots (17.4%, P=0.001, d=1.0) and goalkeepers (13.1%, P=0.016, d=0.8). Pivots were 8.9% stronger than wing players (P=0.044, d=0.7) in 1RM bench press. Varying on-court demands in handball are reflected by different physical and physiological characteristics across playing standard and positions. Physical conditioning of players should therefore be individualized and targeted to solve the position-dependent tasks during play.

  8. Femoroacetabular Impingement in Professional Football Players: Return to Play and Predictors of Career Length After Hip Arthroscopy.

    Science.gov (United States)

    Menge, Travis J; Bhatia, Sanjeev; McNamara, Shannen C; Briggs, Karen K; Philippon, Marc J

    2017-07-01

    Previous studies have shown hip arthroscopy to be a highly effective treatment for symptomatic femoroacetabular impingement (FAI) in a wide range of athletes; however, the rate of return to play and length of career after hip arthroscopy in professional football players are unknown. To determine how many athletes returned to professional football and the number of seasons they played after surgery. Case series; Level of evidence, 4. Fifty-one professional football players (60 hips) underwent hip arthroscopy for FAI between 2000 and 2014 by a single surgeon. Return to play was defined as competing in a preseason or regular season professional football game after surgery. Data were retrospectively obtained for each player from NFL.com , ESPN.com , individual team websites, and/or CFL.ca . We found that 87% (52/60) of the arthroscopic procedures allowed professional football players to return to play in a preseason or regular season game. Athletes who returned played an average of 38 games during 3.2 seasons after arthroscopy, with an average total career length of 7.4 seasons. Ninety-two percent (48/52) of players who returned had a minimum total career length of 3 years. When participants were analyzed by position, linemen were less likely to return after hip arthroscopy compared with other players (odds ratio 5.6; 95% CI, 1.1-35; P = .04). All quarterbacks and tight ends returned to play after surgery. No significant difference in return to play rate was found between athletes who underwent microfracture and those who did not (25% vs 38%, P = .698). Hip arthroscopy for treatment of FAI and associated pathologic abnormalities in professional football players resulted in a high rate of return to play. The study's findings demonstrate that 87% of the arthroscopic procedures allowed professional football players to return to play, linemen were less likely to return compared with other positions, and the presence of microfracture did not significantly affect the return

  9. Locomotor, Heart-Rate, and Metabolic Power Characteristics of Youth Women's Field Hockey: Female Athletes in Motion (FAiM) Study

    Science.gov (United States)

    Vescovi, Jason D.

    2016-01-01

    Purpose: The purpose of this study was to quantify the locomotor, heart-rate, and metabolic power characteristics of high-level youth female field hockey matches. Method: Players from the U21 and U17 Canadian women's national teams were monitored during a 4-match test series using Global Positioning System technology. Position (forward,…

  10. THE COMPETITIVE DEMANDS OF ELITE MALE RINK HOCKEY

    Directory of Open Access Journals (Sweden)

    Aladino Fernández

    2013-06-01

    Full Text Available The aim of this study was to simulate the activity pattern of rink hockey by designing a specific skate test (ST to study the energy expenditure and metabolic responses to this intermittent high-intensity exercise and extrapolate the results from the test to competition. Six rink hockey players performed, in three phases, the 20-metre multi-stage shuttle roller skate test, a tournament match and the ST. Heart rate was monitored in all three phases. Blood lactate, oxygen consumption, ventilation and respiratory exchange ratio were also recorded during the ST. Peak HR was 190.7±7.2 beats · min-1. There were no differences in peak HR between the three tests. Mean HR was similar between the ST and the match (86% and 87% of HRmax, respectively. Peak and mean ventilation averaged 111.0±8.8 L · min-1 and 70.3±14.0 L · min-1 (60% of VEmax, respectively. VO2max was 56.3±8.4 mL · kg-1 · min-1, and mean oxygen consumption was 40.9±7.9 mL · kg-1 · min-1 (70% of VO2max. Maximum blood lactate concentration was 7.2±1.3 mmol · L-1. ST yielded an energy expenditure of 899.1±232.9 kJ, and energy power was 59.9±15.5 kJ · min-1. These findings suggest that the ST is suitable for estimating the physiological demands of competitive rink hockey, which places a heavy demand on the aerobic and anaerobic systems, and requires high energy consumption.

  11. Position specific player load during match-play in a professional football club.

    Directory of Open Access Journals (Sweden)

    Ivan Baptista

    Full Text Available There is a rapid growing body of knowledge regarding physical aspects of a football match due to studies using computer-assisted motion analysis. The present study used time-motion analysis and triaxial-accelerometers to obtain new insights about differences in physical profiles of elite football players across playing-positions. Player performance data in 23 official home matches from a professional football club, during two seasons were collected for analysis. Eighteen players from five different playing positions (central backs: n = 3; full-backs: n = 5; central midfielders: n = 6; wide midfielders: n = 3; and central forwards: n = 4, performing a total of 138 observations. A novel finding was that central backs and central midfielders had significantly lower work-rate in sprints, decelerations and accelerations than full-backs, wide midfielders and central forwards (p90° than central backs. The most common distance covered in high-intensity runs (≥19.8 km·h-1 for central backs, central midfielders, wide midfielders and central forwards was 1-5 m, but for full-backs was 6-10 m. This may help coaches in developing individualized training programs to meet the demands of each position in match-play.

  12. Does Relative Age Affect Career Length in North American Professional Sports?

    Science.gov (United States)

    Steingröver, C; Wattie, N; Baker, J; Schorer, J

    Relative age effects (RAEs) typically favour older members within a cohort; however, research suggests that younger players may experience some long-term advantages, such as longer career length. The purposes of this study were to replicate previous findings on RAEs among National Hockey League (NHL) ice hockey players, National Basketball Association (NBA) basketball players and National Football League (NFL) football players and to investigate the influence of relative age on career length in all three sports. Using official archives, birthdates and number of games played were collected for players drafted into the NBA ( N  = 407), NFL ( N  = 2380) and NHL ( N  = 1028) from 1980 to 1989. We investigated the possibility that younger players might be able to maximize their career length by operationalizing career length as players' number of games played throughout their careers. There was a clear RAE for the NHL, but effects were not significant for the NBA or NFL. Moreover, there was a significant difference in matches played between birth quartiles in the NHL favouring relatively younger players. There were no significant quartiles by career length effects in the NBA or NFL. The significant relationship between relative age and career length provides further support for relative age as an important constraint on expertise development in ice hockey but not basketball or football. Currently, the reason why relatively younger players have longer careers is not known. However, it may be worth exploring the influence of injury risk or the development of better playing skills.

  13. An on-ice measurement approach to analyse the biomechanics of ice hockey skating.

    Science.gov (United States)

    Buckeridge, Erica; LeVangie, Marc C; Stetter, Bernd; Nigg, Sandro R; Nigg, Benno M

    2015-01-01

    Skating is a fundamental movement in ice hockey; however little research has been conducted within the field of hockey skating biomechanics due to the difficulties of on-ice data collection. In this study a novel on-ice measurement approach was tested for reliability, and subsequently implemented to investigate the forward skating technique, as well as technique differences across skill levels. Nine high caliber (High) and nine low caliber (Low) hockey players performed 30 m forward skating trials. A 3D accelerometer was mounted to the right skate for the purpose of stride detection, with the 2nd and 6th strides defined as acceleration and steady-state, respectively. The activity of five lower extremity muscles was recorded using surface electromyography. Biaxial electro-goniometers were used to quantify hip and knee angles, and in-skate plantar force was measured using instrumented insoles. Reliability was assessed with the coefficient of multiple correlation, which demonstrated moderate (r>0.65) to excellent (r>0.95) scores across selected measured variables. Greater plantar-flexor muscle activity and hip extension were evident during acceleration strides, while steady state strides exhibited greater knee extensor activity and hip abduction range of motion (p<0.05). High caliber exhibited greater hip range of motion and forefoot force application (p<0.05). The successful implementation of this on-ice mobile measurement approach offers potential for athlete monitoring, biofeedback and training advice.

  14. The isokinetic strength profile of elite soccer players according to playing position.

    Directory of Open Access Journals (Sweden)

    Robert Śliwowski

    Full Text Available The aim of this study was to compare isokinetic strength performance profiles in elite soccer players across different field positions. A total of 111 elite international players of Polish Ekstraklasa (the top division in Poland were examined during the 2010-2015 seasons. The players were classified into six positional roles: central defenders (CD, external defenders (ED, central midfielders (CM, external midfielders (EM, forwards (F, and goalkeepers (G. The concentric isokinetic strength (peak torque [PT] of quadriceps and hamstrings, H/Q ratios was calculated for the dominant leg and the non-dominant leg at angular velocity of 1.05 rad ·s-1, whereas to assess isokinetic muscle endurance, the total work [TW] at angular velocity of 4.19 rad ·s-1, was taken into consideration. The results showed that isokinetic strength performance varies significantly among players in different playing positions. The analysis of PT for quadriceps (PT-Q and hamstrings (PT-H generally showed that the goalkeepers and central midfielders had lower strength levels compared to other playing positions. In the case of PT-H and hamstring/quadricep (H/Q peak torque ratios, statistically significant differences were also noted for the legs, where mean values noted for the dominant leg were higher than for the non-dominant leg. For TW for quadriceps (TW-Q and hamstrings (TW-H, statistically significant differences were noted only between playing positions. TW-Q values for goalkeepers were lower than for central defenders and external midfielders. TW-H values for goalkeepers were lower than for central midfielders, central defenders and external midfielders. This study showed that specific functional activity of players in individual positions on the field influences the varied profile of isokinetic strength performance.

  15. Hip abduction-adduction strength and one-leg hop tests: test-retest reliability and relationship to function in elite ice hockey players.

    Science.gov (United States)

    Kea, J; Kramer, J; Forwell, L; Birmingham, T

    2001-08-01

    Single group, test-retest. To determine: (1) hip abduction and adduction torques during concentric and eccentric muscle actions, (2) medial and lateral one-leg hop distances, (3) the test-retest reliability of these measurements, and (4) the relationship between isokinetic measures of hip muscle strength and hop distances in elite ice hockey players. The skating motion used in ice hockey requires strong contractions of the hip and knee musculature. However, baseline scores for hip strength and hop distances, their test-retest reliability, and measures of the extent to which these tests are related for this population are not available. The dominant leg of 27 men (mean age 20 +/- 3 yrs) was tested on 2 occasions. Hip abduction and adduction movements were completed at 60 degrees.s(-1) angular velocity, with the subject lying on the non-test side and the test leg moving vertically in the subject's coronal plane. One-leg hops requiring jumping from and landing on the same leg without losing balance were completed in the medial and lateral directions. Hip adduction torques were significantly greater than abduction torques during both concentric and eccentric muscle actions, while no significant difference was observed between medial and lateral hop distances. Although hop test scores produced excellent ICCs (> 0.75) when determined using scores on 1 occasion, torques needed to be averaged over 2 test occasions to reach this level. Correlations between the strength and hop tests ranged from slight to low (r = -0.26 to 0.27) and were characterized by wide 95% confidence intervals (-0.54 to 0.61). Isokinetic tests of hip abduction and adduction did not provide a strong indication of performance during sideways hop tests. Although isokinetic tests can provide a measure of muscular strength under specific test conditions, they should not be relied upon as a primary indicator of functional abilities or readiness to return to activity.

  16. Juego, Cultura y Desarrollo en la Infancia: El caso del Palín Mapuche y el Hockey. Play, Culture and Development in Childhood: Analysis of Mapuche’s Palin and Hockey.

    Directory of Open Access Journals (Sweden)

    Garoz , Ignacio

    2006-01-01

    Full Text Available ResumenEl propósito del presente trabajo consiste en analizar los juegos de reglas, partiendo de su papel como transmisores de conocimiento sobre el mundo social (valores, creencias, normas, roles, etc., a partir del planteamiento piagetiano de la comprensión de las reglas de los juegos por los niños. Se aborda cómo se produce la evolución del conocimiento práctico y teórico de las reglas y se incorpora el estudio sobre el desarrollo del conocimiento del significado de los juegos, de sus reglas y acciones. Se utiliza un enfoque transcultural que nos permita comprender las diferencias entre el desarrollo de la regla a través de un juego deportivo como el hockey hierba en España y un juego tradicional del pueblo indígena mapuche de Chile, el palín o chueca.AbstractThe aim of this work is to analyse rule games and their importance in conveying understanding of the social world (values, beliefs, norms, roles, etc., following the Piagetian explanation of how children understand the rules of the games. Starting with the development of practical and theoretical grasp of rules the study includes children's understanding of meaning of games, their rules and play actions. A crosscultural comparison is used to explore the differences between how an understanding of rule is developed in a sporting game such as grass hockey in Spain and in a traditional game of the Mapuche indigenous tribe of Chile, such as palin (or chueca.

  17. Characterization of static balance abilities in elite soccer players by playing position and age.

    Science.gov (United States)

    Pau, Massimiliano; Ibba, Gianfranco; Leban, Bruno; Scorcu, Marco

    2014-01-01

    In this study, we investigated the static balance of adult and adolescent elite soccer players to understand how expertise and playing position influence postural control. Seventy-one national level players were tested using a force platform to acquire Center-of-Pressure (COP) data in uni- and bipedal stance and calculate sway area (SA), COP path length, velocity and displacements. The results show significant differences in postural sway related to age and playing position only for single-limb stance. In particular, midfielders exhibited significantly lower values of SA with respect to defenders (-48%, p = 0.001) and the under-15 players exhibited SA 42-64% higher than all the others (p = 0.001). In the light of planning training or rehabilitation programs specific for each player's role and age, sway measurements may supply useful, objective and reliable information only for the unipedal test as the bipedal standing appears not challenging enough to let differences in balance abilities emerge.

  18. Professional Athletes' Return to Play and Performance After Operative Repair of an Achilles Tendon Rupture.

    Science.gov (United States)

    Trofa, David P; Miller, J Chance; Jang, Eugene S; Woode, Denzel R; Greisberg, Justin K; Vosseller, J Turner

    2017-10-01

    Most Achilles tendon ruptures are sports related. However, few studies have examined and compared the effect of surgical repair for complete ruptures on return to play (RTP), play time, and performance across multiple sports. To examine RTP and performance among professional athletes after Achilles tendon repair and compare pre- versus postoperative functional outcomes of professional athletes from different major leagues in the United States. Cohort study; Level of evidence, 3. National Basketball Association (NBA), National Football League (NFL), Major League Baseball (MLB), and National Hockey League (NHL) athletes who sustained a primary complete Achilles tendon rupture treated surgically between 1989 and 2013 were identified via public injury reports and press releases. Demographic information and performance-related statistics were recorded for 2 seasons before and after surgery and compared with matched controls. Statistical analyses were used to assess differences in recorded metrics. Of 86 athletes screened, 62 met inclusion criteria including 25 NBA, 32 NFL, and 5 MLB players. Nineteen (30.6%) professional athletes with an isolated Achilles tendon rupture treated surgically were unable to return to play. Among athletes who successfully returned to play, game participation averaged 75.4% ( P .05). When individual sports were compared, NBA players were most significantly affected, experiencing significant decreases in games played, play time, and performance. An Achilles tendon rupture is a devastating injury that prevents RTP for 30.6% of professional players. Athletes who do return play in fewer games, have less play time, and perform at a lower level than their preinjury status. However, these functional deficits are seen only at 1 year after surgery compared with matched controls, such that players who return to play can expect to perform at a level commensurate with uninjured controls 2 years postoperatively.

  19. Ice Hockey Lung – A Case of Mass Nitrogen Dioxide Poisoning in The Czech Republic

    Directory of Open Access Journals (Sweden)

    Kristian Brat

    2013-01-01

    Full Text Available Nitrogen dioxide (NO2 is a toxic gas, a product of combustion in malfunctioning ice-resurfacing machines. NO2 poisoning is rare but potentially lethal. The authors report a case of mass NO2 poisoning involving 15 amateur ice hockey players in the Czech Republic. All players were treated in the Department of Respiratory Diseases at Brno University Hospital in November 2010 – three as inpatients because they developed pneumonitis. All patients were followed-up until November 2011. Complete recovery in all but one patient was achieved by December 2010. None of the 15 patients developed asthma-like disease or chronic cough. Corticosteroids appeared to be useful in treatment. Electric-powered ice-resurfacing machines are preferable in indoor ice skating arenas.

  20. Heart rate and lactate response of junior handball players (Under 18 during competitive match play

    Directory of Open Access Journals (Sweden)

    Subir Gupta

    2017-08-01

    Full Text Available Background: This study highlights the heart rate (HR and blood lactate (La response of junior handball players of two positions – wings and backs, during competitive matches. Methods: Heart rate and blood lactate of twelve handball players – 6 Backs (B and 6 Wingers (W] – were recorded in quarter- and semifinal matches of the tournament. HR was recorded continuously by heart rate telemeter whereas La was measured at rest, after warm up and immediately after the end of first- and second halves of the matches. Results: Average HR and Maximum Heart Rate Reserve (MHRR of the players were similar in each half of play. No significant difference (p<0.05 in average HR and MHRR were observed between B (169±17.5 beats/min and 74.3±9.4% and W (169.5±16.3 beats/min and 74.1±8.5%. W and B played about 1/5th of their playing time above the Anerobic Threshold level. Average HR of the players in each 5 min of play could vary significantly but no such difference per 15 min of play was found. Lactate of W and B after the first half of play were 7.4±1.6 and 7.2±1.5 mM and after the end of the matches were 7.9±0.4 and 7.6±1.4 mM respectively. No significant difference in La was found between W and B. Conclusion: (a Handball play is a high intensity game, (b the workload does not vary between W and B, (c the intensity of play could vary in every 5 min of play but there is no difference in average intensity for each 15 min, and (d handball is played aerobically for majority of the time.

  1. Comparison of chosen physical fitness characteristics of Turkish professional basketball players by division and playing position.

    Science.gov (United States)

    Köklü, Yusuf; Alemdaroğlu, Utku; Koçak, Fatma Ünver; Erol, A Emre; Fındıkoğlu, Gülin

    2011-12-01

    The purpose of the present study was to compare chosen physical fitness characteristics of Turkish professional basketball players in different divisions (first and second division) and playing positions. Forty-five professional male basketball players (14 guards, 15 forwards, 16 centers) participated in this study voluntarily. For each player, anthropometric measurements were performed, as well as a multi-stage 20 m shuttle run, isokinetic leg strength, squat jump (SJ), countermovement jump (CMJ), 10-30 meter single-sprint and T-drill agility tests. The differences in terms of division were evaluated by independent t-test and the differences by playing position were evaluated by one-way ANOVA with Post Hoc Tukey test. First division players' CMJ measurements were significantly higher than those of second division players' (p≤0.05), whereas second division players' 10 m sprint times were significantly better than those of first division players' (p≤0.05). In addition, forwards and centers were significantly taller than guards. Centers were significantly heavier and their T-drill test performances were inferior to those of forwards and guards (p≤0.05). Moreover, guards had a significantly higher maximal oxygen uptake (VO2 max) than centers. Guards and forwards showed significantly better performance in the 10 and 30 m sprint tests than centers (p≤0.05). Forwards and centers had significantly better left leg flexor strength at 180°.s(-1)(p≤0.05). In conclusion, the findings of the present study indicated that physical performance of professional basketball players differed among guards, forwards and centers, whereas there were not significant differences between first and second division players. According to the present study, court positions have different demands and physical attributes which are specific to each playing position in professional basketball players. Therefore, these results suggest that coaches should tailor fitness programs according to

  2. Do pattern recognition skills transfer across sports? A preliminary analysis.

    Science.gov (United States)

    Smeeton, Nicholas J; Ward, Paul; Williams, A Mark

    2004-02-01

    The ability to recognize patterns of play is fundamental to performance in team sports. While typically assumed to be domain-specific, pattern recognition skills may transfer from one sport to another if similarities exist in the perceptual features and their relations and/or the strategies used to encode and retrieve relevant information. A transfer paradigm was employed to compare skilled and less skilled soccer, field hockey and volleyball players' pattern recognition skills. Participants viewed structured and unstructured action sequences from each sport, half of which were randomly represented with clips not previously seen. The task was to identify previously viewed action sequences quickly and accurately. Transfer of pattern recognition skill was dependent on the participant's skill, sport practised, nature of the task and degree of structure. The skilled soccer and hockey players were quicker than the skilled volleyball players at recognizing structured soccer and hockey action sequences. Performance differences were not observed on the structured volleyball trials between the skilled soccer, field hockey and volleyball players. The skilled field hockey and soccer players were able to transfer perceptual information or strategies between their respective sports. The less skilled participants' results were less clear. Implications for domain-specific expertise, transfer and diversity across domains are discussed.

  3. Four Weeks of Off-Season Training Improves Peak Oxygen Consumption in Female Field Hockey Players

    Directory of Open Access Journals (Sweden)

    Lindsey T. Funch

    2017-11-01

    Full Text Available The purpose of the study was to examine the changes in peak oxygen consumption ( V ˙O2peak and running economy (RE following four-weeks of high intensity training and concurrent strength and conditioning during the off-season in collegiate female field hockey players. Fourteen female student-athletes (age 19.29 ± 0.91 years were divided into two training groups, matched from baseline V ˙O2peak: High Intensity Training (HITrun; n = 8 and High Intensity Interval Training (HIIT; n = 6. Participants completed 12 training sessions. HITrun consisted of 30 min of high-intensity running, while HIIT consisted of a series of whole-body high intensity Tabata-style intervals (75–85% of age predicted maximum heart rate for a total of four minutes. In addition to the interval training, the off-season training included six resistance training sessions, three team practices, and concluded with a team scrimmage. V ˙O2peak was measured pre- and post-training to determine the effectiveness of the training program. A two-way mixed (group × time ANOVA showed a main effect of time with a statistically significant difference in V ˙O2peak from pre- to post-testing, F(1, 12 = 12.657, p = 0.004, partial η2 = 0.041. Average (±SD V ˙O2peak increased from 44.64 ± 3.74 to 47.35 ± 3.16 mL·kg−1·min−1 for HIIT group and increased from 45.39 ± 2.80 to 48.22 ± 2.42 mL·kg−1·min−1 for HITrun group. Given the similar improvement in aerobic power, coaches and training staff may find the time saving element of HIIT-type conditioning programs attractive.

  4. Laboratory- and field-based testing as predictors of skating performance in competitive-level female ice hockey.

    Science.gov (United States)

    Henriksson, Tommy; Vescovi, Jason D; Fjellman-Wiklund, Anncristine; Gilenstam, Kajsa

    2016-01-01

    The purpose of this study was to examine whether field-based and/or laboratory-based assessments are valid tools for predicting key performance characteristics of skating in competitive-level female hockey players. Cross-sectional study. Twenty-three female ice hockey players aged 15-25 years (body mass: 66.1±6.3 kg; height: 169.5±5.5 cm), with 10.6±3.2 years playing experience volunteered to participate in the study. The field-based assessments included 20 m sprint, squat jump, countermovement jump, 30-second repeated jump test, standing long jump, single-leg standing long jump, 20 m shuttle run test, isometric leg pull, one-repetition maximum bench press, and one-repetition maximum squats. The laboratory-based assessments included body composition (dual energy X-ray absorptiometry), maximal aerobic power, and isokinetic strength (Biodex). The on-ice tests included agility cornering s-turn, cone agility skate, transition agility skate, and modified repeat skate sprint. Data were analyzed using stepwise multivariate linear regression analysis. Linear regression analysis was used to establish the relationship between key performance characteristics of skating and the predictor variables. Regression models (adj R (2)) for the on-ice variables ranged from 0.244 to 0.663 for the field-based assessments and from 0.136 to 0.420 for the laboratory-based assessments. Single-leg tests were the strongest predictors for key performance characteristics of skating. Single leg standing long jump alone explained 57.1%, 38.1%, and 29.1% of the variance in skating time during transition agility skate, agility cornering s-turn, and modified repeat skate sprint, respectively. Isokinetic peak torque in the quadriceps at 90° explained 42.0% and 32.2% of the variance in skating time during agility cornering s-turn and modified repeat skate sprint, respectively. Field-based assessments, particularly single-leg tests, are an adequate substitute to more expensive and time

  5. Return to Play and Decreased Performance After Anterior Cruciate Ligament Reconstruction in National Football League Defensive Players.

    Science.gov (United States)

    Read, Connor R; Aune, Kyle T; Cain, E Lyle; Fleisig, Glenn S

    2017-07-01

    Anterior cruciate ligament (ACL) injuries occur commonly in football. Recent work has reported ACL reconstruction (ACLR) as one of several orthopaedic procedures with unfavorable outcomes for professional athletes. The performance impact to defensive players after surgery has not been quantified. To quantify the effect of ACLR on the performance of defensive players by comparing them to a cohort of matched controls as well as to measure the effect of ACLR on athletes' career length in the National Football League (NFL). Case-control and cohort study; Level of evidence, 3. Thirty-eight NFL defensive players with a history of ACLR from 2006 to 2012 were identified. For each injured player, a matched control player was identified. Demographic and performance statistics were collected from the online NFL player database. Players who returned after ACLR (n = 23) were compared with players who did not return (n = 15) using t tests and chi-squared analyses. Similarly, players who returned after ACLR (n = 23) were compared with their matched controls with t tests and chi-squared analyses. Two-way repeated-measures analysis of variance was utilized to test for significant differences between performance before and after the season of the injury for the players in the ACLR group who returned (n = 23) and for their matched controls. Kaplan-Meier analysis was performed to test for differences in the rate of retirement between the groups. For all analyses, P values <.05 were considered significant. Approximately 74% (28/38) of athletes who underwent ACLR returned to play at least 1 NFL game, and 61% (23/38) successfully returned to play at least half a season (ie, 8 games). Athletes in the ACLR group who returned retired from the NFL significantly sooner and more often after surgery than their matched controls. In the seasons leading up to their injury, athletes who successfully returned to play started a greater percentage of their games (81%) and made more solo tackles per

  6. A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players

    OpenAIRE

    Ghuman, D; Griffiths, MD

    2012-01-01

    One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG) and Real Time Strategy (RTS) Games. Therefore, the current study aimed to examine player behaviour and characteristics in these three different online gaming genres. More spec...

  7. An on-ice measurement approach to analyse the biomechanics of ice hockey skating.

    Directory of Open Access Journals (Sweden)

    Erica Buckeridge

    Full Text Available Skating is a fundamental movement in ice hockey; however little research has been conducted within the field of hockey skating biomechanics due to the difficulties of on-ice data collection. In this study a novel on-ice measurement approach was tested for reliability, and subsequently implemented to investigate the forward skating technique, as well as technique differences across skill levels. Nine high caliber (High and nine low caliber (Low hockey players performed 30 m forward skating trials. A 3D accelerometer was mounted to the right skate for the purpose of stride detection, with the 2nd and 6th strides defined as acceleration and steady-state, respectively. The activity of five lower extremity muscles was recorded using surface electromyography. Biaxial electro-goniometers were used to quantify hip and knee angles, and in-skate plantar force was measured using instrumented insoles. Reliability was assessed with the coefficient of multiple correlation, which demonstrated moderate (r>0.65 to excellent (r>0.95 scores across selected measured variables. Greater plantar-flexor muscle activity and hip extension were evident during acceleration strides, while steady state strides exhibited greater knee extensor activity and hip abduction range of motion (p<0.05. High caliber exhibited greater hip range of motion and forefoot force application (p<0.05. The successful implementation of this on-ice mobile measurement approach offers potential for athlete monitoring, biofeedback and training advice.

  8. Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time.

    Science.gov (United States)

    Poels, Karolien; van den Hoogen, Wouter; Ijsselsteijn, Wijnand; de Kort, Yvonne

    2012-01-01

    This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.

  9. Ground reaction forces produced by two different hockey skating arm swing techniques.

    Science.gov (United States)

    Hayward-Ellis, Julie; Alexander, Marion J L; Glazebrook, Cheryl M; Leiter, Jeff

    2017-10-01

    The arm swing in hockey skating can have a positive effect on the forces produced by each skate, and the resulting velocity from each push off. The main purpose of this study was to measure the differences in ground reaction forces (GRFs) produced from an anteroposterior versus a mediolateral style hockey skating arm swing. Twenty-four elite-level female hockey players performed each technique while standing on a ground-mounted force platform, and all trials were filmed using two video cameras. Force data was assessed for peak scaled GRFs in the frontal and sagittal planes, and resultant GRF magnitude and direction. Upper limb kinematics were assessed from the video using Dartfish video analysis software, confirming that the subjects successfully performed two distinct arm swing techniques. The mediolateral arm swing used a mean of 18.38° of glenohumeral flexion/extension and 183.68° of glenohumeral abduction/adduction while the anteroposterior technique used 214.17° and 28.97° respectively. The results of this study confirmed that the mediolateral arm swing produced 37% greater frontal plane and 33% less sagittal plane GRFs than the anteroposterior arm swing. The magnitudes of the resultant GRFs were not significantly different between the two techniques; however, the mediolateral technique produced a resultant GRF with a significantly larger angle from the direction of travel (44.44°) as compared to the anteroposterior technique (31.60°). The results of this study suggest that the direction of GRFs produced by the mediolateral arm swing more closely mimic the direction of lower limb propulsion during the skating stride.

  10. Examination of Performance Levels of Wheelchair Basketball Players Playing in Different Leagues

    Directory of Open Access Journals (Sweden)

    Mehmet Fatih Yüksel

    2018-02-01

    Full Text Available This research was conducted to examine the anthropometric and biometric features of the elite wheelchair basketball players in different league levels, and to evaluate them with regards to field tests particular to wheelchair basketball. A sample of 21 male players volunteered to participate in the research with similar classification points, 12 of whom were from Turkey Wheelchair Basketball First League and 9 of whom were from the Second League. Anthropometric measurements, biometric features of the players and their skill test scores particular to wheelchair basketball were detected. The anthropometric measurements were taken over dominant extremity. SPSS 21.0 program was used in the analysis of the data, and minimum, maximum, arithmetic mean, and standard deviation values were determined. Intergroup differences were determined with Mann–Whitney U analysis. Significance level was admitted as p < 0.05. As a conclusion, it was determined that wheelchair basketball players had similar anthropometric features in the First and Second League levels, and that there was no difference based on the league level they were playing, and moreover, that bio-motor features and skills particular to wheelchair basketball were decisive on the levels of the leagues the players were taking part.

  11. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  12. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  13. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    Science.gov (United States)

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  14. A systematic video analysis of National Hockey League (NHL) concussions, part II: how concussions occur in the NHL.

    Science.gov (United States)

    Hutchison, Michael G; Comper, Paul; Meeuwisse, Willem H; Echemendia, Ruben J

    2015-04-01

    Concussions in sports are a growing cause of concern, as these injuries can have debilitating short-term effects and little is known about the potential long-term consequences. This work aims to describe how concussions occur in the National Hockey League. Case series of medically diagnosed concussions for regular season games over a 3.5-year period during the 2006-2010 seasons. Digital video records were coded and analysed using a standardised protocol. 88% (n=174/197) of concussions involved player-to-opponent contact. 16 diagnosed concussions were a result of fighting. Of the 158 concussions that involved player-to-opponent body contact, the most common mechanisms were direct contact to the head initiated by the shoulder 42% of the time (n=66/158), by the elbow 15% (n=24/158) and by gloves in 5% of cases (n=8/158). When the results of anatomical location are combined with initial contact, almost half of these events (n=74/158) were classified as direct contact to the lateral aspect of the head. The predominant mechanism of concussion was consistently characterised by player-to-opponent contact, typically directed to the head by the shoulder, elbow or gloves. Also, several important characteristics were apparent: (1) contact was often to the lateral aspect of the head; (2) the player who suffered a concussion was often not in possession of the puck and (3) no penalty was called on the play. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  15. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    Science.gov (United States)

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  16. Comparing technical proficiency of elite table tennis players with intellectual disability: simulation testing versus game play.

    Science.gov (United States)

    Van Biesen, Debbie; Mactavish, Jennifer J; Vanlandewijck, Yves C

    2014-04-01

    Technical skill proficiency among elite table tennis players with intellectual disabilities (ID) was investigated in this study using two approaches: an off-court simulation testing protocol and an on-court, standardized observational framework during game play. Participants included 24 players with ID (M age = 25 yr., SD = 6; M IQ = 61, SD = 9), the top 16 performers, 13 men and 11 women, at the International Federation for sport for para-athletes with an intellectual disability (Inas) World Championships. Self-reported table tennis training experience of the players was 13 +/- 5 yr. In the Simulation Testing condition, players were instructed to play five sets of basic and five sets of advanced skills, which were subsequently assessed by experts using a standardized and validated observational protocol. The same protocol was used to assess the same skills during Game Play. Ratings of overall technical proficiency were not significantly different between Simulation Testing and Game Play conditions. There was a strong positive correlation between technical proficiency measured during Game Play vs Simulation Testing for the variables flick, topspin forehand, and topspin backhand. No correlations were found for the variables contra, block, and push. Insight into this relationship is important for future development of classification systems for ID athletes in the Paralympic Games, because comparing competition observation with the athlete's potential shown during the classification session is essential information for classifiers to confirm the athlete's competition class.

  17. Creation of a strategic framework for global development of ice hockey

    OpenAIRE

    Nieminen, Aku

    2016-01-01

    The International Ice Hockey Federation (IIHF) is the international governing body of ice hockey and inline hockey. Among many responsibilities and objectives, one of the main tasks of the IIHF is to develop ice hockey on a global scale. The IIHF has 74 Member National Associations which can benefit from the development programs of the IIHF. These development programs have the purpose of assisting and supporting the National Association in the domestic development of ice hockey in their count...

  18. Vertical jump performance of professional male and female volleyball players: effects of playing position and competition level.

    Science.gov (United States)

    Sattler, Tine; Hadžić, Vedran; Dervišević, Edvin; Markovic, Goran

    2015-06-01

    Vertical jump (VJ) performance is an important element for successful volleyball practice. The aims of the study were (a) to explore the overall VJ performance of elite volleyball players of both sexes, (b) to explore the differences in VJ performance among different competition levels and different playing positions, and (c) to evaluate the sex-related differences in the role of the arm swing and 3-step approach with arm swing on the jump height. We assessed the VJ capacity in 253 volleyball players (113 males and 140 females) from Slovenian first and second Volleyball Division. The height of squat jump (SJ), countermovement jump, block jump, and attack jump was tested using an Optojump system. We observed significant differences (p ≤ 0.05) in VJ height between different levels of play that were most pronounced in the SJ. Position-related differences in VJ performance were observed in male players between receivers and setters (p ≤ 0.05), whereas in females, VJ performance across different playing positions seems equal. Finally, we found that male players significantly better use the arm swing during VJ than females (p ≤ 0.05), whereas the use of eccentric part of the jump and approach before the spike to improve VJ performance seem to be equally mastered activity in both sexes. These results could assist coaches in the development of jumping performance in volleyball players. Furthermore, presented normative data for jump heights of elite male and female volleyball players could be useful in selection and profiling of young volleyball players.

  19. Practice and play as determinants of self-determined motivation in youth soccer players.

    Science.gov (United States)

    Hendry, David T; Crocker, Peter R E; Hodges, Nicola J

    2014-01-01

    Based upon predictions derived from the Developmental Model of Sports Participation, we tested whether hours in domain-specific play (self-led activities) and practice (coach-led activities) during childhood (~5-12 year) in an elite group of youth soccer players from the UK (N = 144) were related to motivation. Independent analysis of three different age groups (Under 13, 15 and 17 year) did not show relations between play and practice activities during childhood and global measures of motivation. However, secondary analysis showed that when controlling for years in soccer, years in the UK Academy system were negatively related to global indices of self-determined motivation (SDI) and positively related to controlled motivation for the oldest players. Despite predictions, there was no evidence that play during childhood was positively related to more SDI. Prospective research is recommended to enable more robust conclusions about the role of early developmental practice activities, especially early specialisation in a high-performance system, on both skill and psychosocial development.

  20. Soccer and Relative Age Effect: A Walk among Elite Players and Young Players

    Directory of Open Access Journals (Sweden)

    Manuel Jacob Sierra-Díaz

    2017-01-01

    Full Text Available Grouping people according to chronological age is popular in fields such as education and sport. Athletes who are born in the first months of the year usually have cognitive and physical development differences in contrast to those born in the last months of the same year. That is why competitive teams tend to select older players more often than youngsters. Age differences between athletes born in the same year as well as an over-representation of older players are known as the Relative Age Effect. This effect is extensively described in young and elite team sports such as basketball, volleyball or, ice-hockey, as well as in soccer. The purpose of this study is to examine the state-of-the-art of the Relative Age Effect in youth and elite soccer players. This review summarizes recent research articles on the Relative Age Effect related to competitive soccer from 2010 to 2016. The systematic literature search was conducted in four databases: SPORTDiscus, Medline, EBSCO host and Google Scholar. Although causes and final solutions have not been clearly achieved yet, it is necessary to continue investigating this phenomenon in order to provide a starting point for future research.

  1. The influence of somatotype components and personality traits on the playing position and the quality of top Croatian female cadet handball players.

    Science.gov (United States)

    Cavala, Marijana; Trninić, Viktorija; Jasić, Dajana; Tomljanović, Mario

    2013-05-01

    The research was conducted with the aim to establish the structure and the differences of morphological features and personality traits between different age groups of female cadet handball players grouped by their playing quality and playing positions. Further on, the research was done on 70 handball players aged 15, 31 on average, who were grouped according to their positions on goalkeepers, outside players, wings and pivots. Furthermore, according to the quality of playing, they were divided in two quality groups of players, those from the wider cadet national team, thus characterised as top female players in Croatia, and those who had never been invited into the cadet national team and thus can be referred to as low-quality, i.e. average female handball players. The structure of predictor variables has indicated the existence of general morphological factor assessing the players' constitution and two personality features factors - neuroticism and extraversion. The variance analysis showed no statistically significant differences of somatotype variables with relation to quality and playing position. By observing basic personality traits, a statistically significant difference was confirmed only in introversion-extraversion with a lower score in goalkeepers than in other positions, which indicates a higher level of introversion in this playing position. Such result was expected since this particular position abounds in specific tasks and demands in the game in relation to all other playing positions. Further on, it has been concluded that the selection of players must not be based only on the stated physical and psychological characteristics, but on relevant anthropological complexes determining performance and sport achievement.

  2. Three-dimensional kinematics of the lower limbs during forward ice hockey skating.

    Science.gov (United States)

    Upjohn, Tegan; Turcotte, René; Pearsall, David J; Loh, Jonathan

    2008-05-01

    The objectives of the study were to describe lower limb kinematics in three dimensions during the forward skating stride in hockey players and to contrast skating techniques between low- and high-calibre skaters. Participant motions were recorded with four synchronized digital video cameras while wearing reflective marker triads on the thighs, shanks, and skates. Participants skated on a specialized treadmill with a polyethylene slat bed at a self-selected speed for 1 min. Each participant completed three 1-min skating trials separated by 5 min of rest. Joint and limb segment angles were calculated within the local (anatomical) and global reference planes. Similar gross movement patterns and stride rates were observed; however, high-calibre participants showed a greater range and rate of joint motion in both the sagittal and frontal planes, contributing to greater stride length for high-calibre players. Furthermore, consequent postural differences led to greater lateral excursion during the power stroke in high-calibre skaters. In conclusion, specific kinematic differences in both joint and limb segment angle movement patterns were observed between low- and high-calibre skaters.

  3. Mild Dehydration Does Not Influence Performance Or Skeletal Muscle Metabolism During Simulated Ice Hockey Exercise In Men.

    Science.gov (United States)

    Palmer, Matthew S; Heigenhauser, George J F; Duong, MyLinh; Spriet, Lawrence L

    2017-04-01

    This study determined whether mild dehydration influenced skeletal muscle glycogen use, core temperature or performance during high-intensity, intermittent cycle-based exercise in ice hockey players vs. staying hydrated with water. Eight males (21.6 ± 0.4 yr, 183.5 ± 1.6 cm, 83.9 ± 3.7 kg, 50.2 ± 1.9 ml·kg -1 ·min -1 ) performed two trials separated by 7 days. The protocol consisted of 3 periods (P) containing 10 × 45-s cycling bouts at ~133% VO 2max , followed by 135 s of passive rest. Subjects drank no fluid and dehydrated during the protocol (NF), or maintained body mass by drinking WATER. Muscle biopsies were taken at rest, immediately before and after P3. Subjects were mildly dehydrated (-1.8% BM) at the end of P3 in the NF trial. There were no differences between the NF and WATER trials for glycogen use (P1+P2; 350.1 ± 31.9 vs. 413.2 ± 33.2, P3; 103.5 ± 16.2 vs. 131.5 ± 18.9 mmol·kg dm -1 ), core temperature (P1; 37.8 ± 0.1 vs. 37.7 ± 0.1, P2; 38.2 ± 0.1 vs. 38.1 ± 0.1, P3; 38.3 ± 0.1 vs. 38.2 ± 0.1 °C) or performance (P1; 156.3 ± 7.8 vs. 154.4 ± 8.2, P2; 150.5 ± 7.8 vs. 152.4 ± 8.3, P3; 144.1 ± 8.7 vs. 148.4 ± 8.7 kJ). This study demonstrated that typical dehydration experienced by ice hockey players (~1.8% BM loss), did not affect glycogen use, core temperature, or voluntary performance vs. staying hydrated by ingesting water during a cycle-based simulation of ice hockey exercise in a laboratory environment.

  4. Clustering performances in the NBA according to players' anthropometric attributes and playing experience.

    Science.gov (United States)

    Zhang, Shaoliang; Lorenzo, Alberto; Gómez, Miguel-Angel; Mateus, Nuno; Gonçalves, Bruno; Sampaio, Jaime

    2018-04-20

    The aim of this study was: (i) to group basketball players into similar clusters based on a combination of anthropometric characteristics and playing experience; and (ii) explore the distribution of players (included starters and non-starters) from different levels of teams within the obtained clusters. The game-related statistics from 699 regular season balanced games were analyzed using a two-step cluster model and a discriminant analysis. The clustering process allowed identifying five different player profiles: Top height and weight (HW) with low experience, TopHW-LowE; Middle HW with middle experience, MiddleHW-MiddleE; Middle HW with top experience, MiddleHW-TopE; Low HW with low experience, LowHW-LowE; Low HW with middle experience, LowHW-MiddleE. Discriminant analysis showed that TopHW-LowE group was highlighted by two-point field goals made and missed, offensive and defensive rebounds, blocks, and personal fouls; whereas the LowHW-LowE group made fewest passes and touches. The players from weaker teams were mostly distributed in LowHW-LowE group, whereas players from stronger teams were mainly grouped in LowHW-MiddleE group; and players that participated in the finals were allocated in the MiddleHW-MiddleE group. These results provide alternative references for basketball staff concerning the process of evaluating performance.

  5. Anthropometry of World-Class Elite Handball Players According to the Playing Position: Reports From Men's Handball World Championship 2013.

    Science.gov (United States)

    Ghobadi, Hamid; Rajabi, Hamid; Farzad, Babak; Bayati, Mahdi; Jeffreys, Ian

    2013-12-18

    Identifying the anthropometric measures of successful and less successful handball players may be helpful in developing a talent identification and development model, allowing for the determination of key physical capacities required for elite performance. The purpose of the study was to describe the anthropometric characteristics, including age, standing stature, body mass and body mass index (BMI) in handball players who participated in the 2013 Men's Handball World Championships. Secondly, the objective was to identify the possible differences in these parameters in terms of individual playing positions (goalkeeper, back, center back, wing, line player). Rosters with handball player's age, standing stature, and body mass were obtained from the International Handball Federation website. The research material included 409 handball players (24 teams). National teams were organized by their ranks and sub-grouped using their continents and playing positions. The results of the analyses of variance demonstrated significant differences in age (F=2.30; p=0.044; Partial ŋ2=0.028), standing stature (F=14.02; p=0.0001; Partial ŋ2=0.148), and body mass (F=5.88; p=0.0001; Partial ŋ2=0.068) among the groups (G1-G6). Players in G1 had the highest standing stature and body mass, while players in G6 had the lowest age and body mass values. The backs and line players were the tallest. In addition, the measurement of body mass showed that the line players had the highest body mass and BMI values. In conclusion, this study presented anthropometric data that differentiated levels of success in male handball teams playing in the 2013 world championships. This information should serve as a reference for the average standing stature, body mass, and BMI of handball players for particular positions at the professional level.

  6. The Influence of Playing Experience and Position on Injury Risk in NCAA Division I College Football Players.

    Science.gov (United States)

    McCunn, Robert; Fullagar, Hugh H K; Williams, Sean; Halseth, Travis J; Sampson, John A; Murray, Andrew

    2017-11-01

    American football is widely played by college student-athletes throughout the United States; however, the associated injury risk is greater than in other team sports. Numerous factors likely contribute to this risk, yet research identifying these risk factors is limited. The present study sought to explore the relationship between playing experience and position on injury risk in NCAA Division I college football players. Seventy-six male college student-athletes in the football program of an American NCAA Division I university participated. Injuries were recorded over 2 consecutive seasons. Players were characterized based on college year (freshman, sophomore, junior, or senior) and playing position. The effect of playing experience and position on injury incidence rates was analyzed using a generalized linear mixed-effects model, with a Poisson distribution, log-linear link function, and offset for hours of training exposure or number of in-game plays (for training and game injuries, respectively). The overall rates of non-time-loss and time-loss game-related injuries were 2.1 (90% CI: 1.8-2.5) and 0.6 (90% CI: 0.4-0.8) per 1000 plays, respectively. The overall rates of non-time-loss and time-loss training-related injuries were 26.0 (90% CI: 22.6-29.9) and 7.1 (90% CI: 5.9-8.5) per 1000 h, respectively. During training, seniors and running backs displayed the greatest risk. During games, sophomores, juniors, and wide receivers were at greatest risk. Being aware of the elevated injury risk experienced by certain player groups may help coaches make considered decisions related to training design and player selection.

  7. Childhood football play and practice in relation to self-regulation and national team selection; a study of Norwegian elite youth players.

    Science.gov (United States)

    Erikstad, Martin K; Høigaard, Rune; Johansen, Bjørn Tore; Kandala, Ngianga-Bakwin; Haugen, Tommy

    2018-03-09

    Childhood sport participation is argued to be important to understand differences in self-regulation and performance level in adolescence. This study sought to investigate if football-specific activities in childhood (6-12 years of age) is related to self-regulatory skills and national under 14- and 15-team selection in Norwegian elite youth football. Data of practice histories and self-regulatory skills of 515 youth football players selected at Norwegian regional level were collected and further analysed using multilevel analyses. The results revealed that high self-regulated players were more likely to be selected for national initiatives, and increased their involvement in peer-led football practice and adult-led football practice during childhood, compared to players with lower levels of self-regulation. While national level players reported higher levels of peer-led football play in childhood, the interaction effect suggest that the regional level players increased their involvement in peer-led play during childhood compared to national level players. In conclusion, the findings indicate that childhood sport participation may contribute to later differences in self-regulation, and highlights the importance of childhood engagement in football-specific play and practice in the development of Norwegian youth football players.

  8. Physical and physiological characteristics in male team handball players by playing position - Does age matter?

    Science.gov (United States)

    Nikolaidis, P T; Ingebrigtsen, J; Póvoas, S C; Moss, S; Torres-Luque, G

    2015-04-01

    The purpose of this study was to examine the variation in physical and physiological characteristics according to playing position in adolescent and adult male team handball (TH) players. Adolescent (N.=57, aged 14.9±1.4 yr) and adult (N.=39, 26.6±5.7 yr) players were examined for anthropometric characteristics, somatotype and body composition, and performed the physical working capacity test, a force-velocity test, the Wingate anaerobic test (WAnT), sit-and-reach test, handgrip strength test, squat jump (SJ), countermovement vertical jump without (CMJ) and with arm-swing, and a 30-s Bosco test. Eccentric utilization ratio (EUR) was calculated as the ratio CMJ to SJ. In adult players, there were significant differences between wings and the other positions with regard to anthropometric and body composition parameters (body mass, -17.9% to -13.2%; height, -5.3% to -4.3%; and fat-free mass, -13.7% to -9.9%) and anaerobic power assessed by WAnT (peak power, -20.5% to -15.2%; and mean power, -20% to -14.8%); however, these characteristics did not differ significantly in adolescents, in which the only statistically significant difference was found between goalkeepers and the other positions in EUR (+8.1%). Therefore, the differences in physical and physiological characteristics between playing positions are age-dependent. As adult players in this study were taken from players competing in the top Greek league, findings could serve as a base for talent identification and development for future studies. Moreover, knowledge about positional differences might enhance the ability to make tailored position-specific training programs among adult and adolescent players in the future.

  9. Head injuries presenting to emergency departments in the United States from 1990 to 1999 for ice hockey, soccer, and football.

    Science.gov (United States)

    Delaney, J Scott

    2004-03-01

    To examine the number and rates of head injuries occurring in the community as a whole for the team sports of ice hockey, soccer, and football by analyzing data from patients presenting to US emergency departments (EDs) from 1990 to 1999. Retrospective analysis. Data compiled for the US Consumer Product Safety Commission using the National Electronic Injury Surveillance System were used to generate estimates for the total number of head injuries, concussions, internal head injuries, and skull fractures occurring on a national level from the years 1990 to 1999. These data were combined with yearly participation figures to generate rates of injuries presenting to the ED for each sport. There were an estimated 17,008 head injuries from ice hockey, 86,697 from soccer, and 204,802 from football that presented to US EDs from 1990 to 1999. The total number of concussions presenting to EDs in the United States over the same period was estimated to be 4820 from ice hockey, 21,715 from soccer, and 68,861 from football. While the rates of head injuries, concussions, and combined concussions/internal head injuries/skull fractures presenting to EDs per 10,000 players were not always statistically similar for all 3 sports in each year data were available, they were usually comparable. While the total numbers of head injuries, concussions, and combined concussions/skull fractures/internal head injuries presenting to EDs in the United States are different for ice hockey, soccer, and football for the years studied, the yearly rates for these injuries are comparable among all 3 sports.

  10. Less efficient oculomotor performance is associated with increased incidence of head impacts in high school ice hockey.

    Science.gov (United States)

    Kiefer, Adam W; DiCesare, Christopher; Nalepka, Patrick; Foss, Kim Barber; Thomas, Staci; Myer, Gregory D

    2018-01-01

    To evaluate associations between pre-season oculomotor performance on visual tracking tasks and in-season head impact incidence during high school boys ice hockey. Prospective observational study design. Fifteen healthy high school aged male hockey athletes (M=16.50±1.17years) performed two 30s blocks each of a prosaccade and self-paced saccade task, and two trials each of a slow, medium, and fast smooth pursuit task (90°s -1 ; 180°s -1 ; 360°s -1 ) during the pre-season. Regular season in-game collision data were collected via helmet-mounted accelerometers. Simple linear regressions were used to examine relations between oculomotor performance measures and collision incidence at various impact thresholds. The variability of prosaccade latency was positively related to total collisions for the 20g force cutoff (p=0.046, adjusted R 2 =0.28). The average self-paced saccade velocity (p=0.020, adjusted R 2 =0.37) and variability of smooth pursuit gaze velocity (p=0.012, adjusted R 2 =0.47) were also positively associated with total collisions for the 50g force cutoff. These results provide preliminary evidence that less efficient oculomotor performance on three different oculomotor tasks is associated with increased incidence of head impacts during a competitive ice hockey season. The variability of prosaccade latency, the average self-paced saccade velocity and the variability of gaze velocity during predictable smooth pursuit all related to increased head impacts. Future work is needed to further understand player initiated collisions, but this is an important first step toward understanding strategies to reduce incidence of injury risk in ice hockey, and potentially contact sports more generally. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  11. Comparative cervical profiles of adult and under-18 front-row rugby players: implications for playing policy

    Science.gov (United States)

    Hamilton, D F; Gatherer, D; Robson, J; Graham, N; Rennie, N; MacLean, J G B; Simpson, A H R W

    2014-01-01

    Objective To compare the cervical isometric strength, fatigue endurance and range of motion of adult and under-18 age-grade front-row rugby players to inform the development of a safe age group policy with particular reference to scrummaging. Design Cross-sectional cohort study. Setting ‘Field testing’ at Murrayfield stadium. Participants 30 high-performance under-18 players and 22 adult front-row rugby players. Outcome measures Isometric neck strength, height, weight and grip strength. Results Youth players demonstrated the same height and grip strength as the adult players; however, the adults were significantly heavier and demonstrated substantially greater isometric strength (prugby players demonstrate the same peripheral strength as their adult counterparts on grip testing, the adults demonstrate significantly greater cervical strength. If older youths and adults are to play together, such findings have to be noted in the development of age group policies with particular reference to the scrum. PMID:24797427

  12. Hockey Fans in Training: A Pilot Pragmatic Randomized Controlled Trial.

    Science.gov (United States)

    Petrella, Robert J; Gill, Dawn P; Zou, Guangyong; DE Cruz, Ashleigh; Riggin, Brendan; Bartol, Cassandra; Danylchuk, Karen; Hunt, Kate; Wyke, Sally; Gray, Cindy M; Bunn, Christopher; Zwarenstein, Merrick

    2017-12-01

    Hockey Fans in Training (Hockey FIT) is a gender-sensitized weight loss and healthy lifestyle program. We investigated 1) feasibility of recruiting and retaining overweight and obese men into a pilot pragmatic randomized controlled trial and 2) potential for Hockey FIT to lead to weight loss and improvements in other outcomes at 12 wk and 12 months. Male fans of two ice hockey teams (35-65 yr; body mass index ≥28 kg·m) located in Ontario (Canada) were randomized to intervention (Hockey FIT) or comparator (wait-list control). Hockey FIT includes a 12-wk active phase (weekly, coach-led group meetings including provision of dietary information, practice of behavior change techniques, and safe exercise sessions plus incremental pedometer walking) and a 40-wk minimally supported phase (smartphone app for sustaining physical activity, private online social network, standardized e-mails, booster session/reunion). Measurement at baseline and 12 wk (both groups) and 12 months (intervention group only) included clinical outcomes (e.g., weight) and self-reported physical activity, diet, and self-rated health. Eighty men were recruited in 4 wk; trial retention was >80% at 12 wk and >75% at 12 months. At 12 wk, the intervention group lost 3.6 kg (95% confidence interval, -5.26 to -1.90 kg) more than the comparator group (P < 0.001) and maintained this weight loss to 12 months. The intervention group also demonstrated greater improvements in other clinical measures, physical activity, diet, and self-rated health at 12 wk; most sustained to 12 months. Results suggest feasible recruitment/retention of overweight and obese men in the Hockey FIT program. Results provide evidence for the potential effectiveness of Hockey FIT for weight loss and improved health in at-risk men and, thus, evidence to proceed with a definitive trial.

  13. Anthropometry of World-Class Elite Handball Players According to the Playing Position: Reports From Men’s Handball World Championship 2013

    Science.gov (United States)

    Ghobadi, Hamid; Rajabi, Hamid; Farzad, Babak; Bayati, Mahdi; Jeffreys, Ian

    2013-01-01

    Identifying the anthropometric measures of successful and less successful handball players may be helpful in developing a talent identification and development model, allowing for the determination of key physical capacities required for elite performance. The purpose of the study was to describe the anthropometric characteristics, including age, standing stature, body mass and body mass index (BMI) in handball players who participated in the 2013 Men’s Handball World Championships. Secondly, the objective was to identify the possible differences in these parameters in terms of individual playing positions (goalkeeper, back, center back, wing, line player). Rosters with handball player’s age, standing stature, and body mass were obtained from the International Handball Federation website. The research material included 409 handball players (24 teams). National teams were organized by their ranks and sub-grouped using their continents and playing positions. The results of the analyses of variance demonstrated significant differences in age (F=2.30; p=0.044; Partial ŋ2=0.028), standing stature (F=14.02; p=0.0001; Partial ŋ2=0.148), and body mass (F=5.88; p=0.0001; Partial ŋ2=0.068) among the groups (G1–G6). Players in G1 had the highest standing stature and body mass, while players in G6 had the lowest age and body mass values. The backs and line players were the tallest. In addition, the measurement of body mass showed that the line players had the highest body mass and BMI values. In conclusion, this study presented anthropometric data that differentiated levels of success in male handball teams playing in the 2013 world championships. This information should serve as a reference for the average standing stature, body mass, and BMI of handball players for particular positions at the professional level. PMID:24511357

  14. Anthropometric and physical characteristics allow differentiation of young female volleyball players according to playing position and level of expertise

    Science.gov (United States)

    Milić, M; Grgantov, Z; Chamari, K; Bianco, A; Padulo, J

    2016-01-01

    The aim of our study was to determine the differences in some anthropometric and physical performance variables of young Croatian female volleyball players (aged 13 to 15) in relation to playing position (i.e., independent variable) and performance level within each position (i.e., independent variable). Players were categorized according to playing position (i.e., role) as middle blockers (n=28), opposite hitters (n=41), passer-hitters (n=54), setters (n=30), and liberos (n=28). Within each position, players were divided into a more successful group and a less successful group according to team ranking in the latest regional championship and player quality within the team. Height and body mass, somatotype by the Heath-Carter method, and four tests of lower body power, speed, agility and upper body power (i.e., dependent variables) were assessed. Players in different positions differed significantly in height and all three somatotype components, but no significant differences were found in body mass, body mass index or measured physical performance variables. Players of different performance level differed significantly in both anthropometric and physical performance variables. Generally, middle blockers were taller, more ectomorphic, less mesomorphic and endomorphic, whereas liberos were shorter, less ectomorphic, more mesomorphic and endomorphic than players in other positions. More successful players in all positions had a lower body mass index, were less mesomorphic and endomorphic, and more ectomorphic than less successful players. Furthermore, more successful players showed better lower body power, speed, agility and upper body power. The results of this study can potentially provide coaches with useful indications about the use of somatotype selection and physical performance assessment for talent identification and development. PMID:28416892

  15. The locomotor activity of soccer players based on playing positions during the 2010 World Cup.

    Science.gov (United States)

    Soroka, Andrzej

    2018-06-01

    The aim of this study was to define the locomotor activity of footballer players during the 2010 World Cup and to assess what differences existed among different playing positions. Research was conducted using research material collected from the Castrol Performance Index, a kinematic game analysis system that records player movements during a game by use of semi-automatic cameras. A total of 599 players who participated in the championships were analyzed. The results were evaluated using one-way analysis of variance (ANOVA) and a post-hoc test that calculated the Honestly Significant Difference (HSD) in order to determine which mean values significantly differed among the player positions. It was found that midfielders covered on average the largest distance during a match (10,777.6 m, Plocomotor activity at high and sprint intensities (2936.8 m and 108.4 m, respectively). Additionally, midfielders also spent the largest amount of time at performing at a high intensity (10.6%). Strikers also featured high levels of the above parameters; the total length of distance covered with high intensities was found to be on average 2586.7 m, the distance covered at sprint intensity was 105 m. The footballers, playing at the championship level feature excellent locomotor preparation. This fact is undoubtedly supported by the aerobic training of high intensity. Such training allows footballers to extend the distance they cover during the match, increase the intensity of locomotor activities and sprint speed distance.

  16. The acute effect of match play on hamstring strength and lower limb flexibility in elite youth football players

    DEFF Research Database (Denmark)

    Wollin, M; Thorborg, K; Pizzari, T

    2017-01-01

    . Competitive football match play has a significant acute and transient effect on isometric hamstring strength and associated pain levels during resisted knee flexion in male international youth players. Range of motion measures appear to remain relatively unaffected by match play. Isometric hamstring strength......The aim of this study was to investigate the effect of competitive football match play on hamstring strength and lower limb flexibility. Fifteen male international youth football players were included. Hamstring strength and associated pain ratings, ankle dorsiflexion, hip extension, knee extension...... and flexion range of motion were evaluated immediately post-match and at intervals of 24, 48, and 72 h post-match. Strength significantly reduced post-match (P

  17. Effect of manual therapy versus proprioceptive neuromuscular facilitation in dynamic balance, mobility and flexibility in field hockey players. A randomized controlled trial.

    Science.gov (United States)

    Espí-López, Gemma V; López-Martínez, Susana; Inglés, Marta; Serra-Añó, Pilar; Aguilar-Rodríguez, Marta

    2018-04-22

    To compare the effectiveness of a specific Manual Therapy (MT) protocol applied to field hockey players (FHP), versus a Proprioceptive Neuromuscular Facilitation (PNF) protocol, in the improvement of dynamic balance, active range of movement and lumbar flexibility one-week and four-weeks after the treatment. Randomized controlled trial. Participants were assigned to 2 groups: MT and PNF. 30 min' sessions were performed once a week for three weeks. Three evaluations were performed: basal, one-week and four-weeks post-treatment. University of Valencia (Spain). 22 in MT group and 20 in PNF group. Dynamic Balance, measured with Star Excursion Balance Test; Active Range of Motion (ROM), using a manual goniometer and Lumbar Flexibility, assessed with Fingertip-to-floor test. Both groups significantly improved in lateral and medial dynamic balance one-week post-treatment (p < 0.05); but the improvement in the MT group lasted until the fourth-week after treatment in both reaches (lateral and medial) (p < 0.05). MT group also obtained significant improvements in dorsal flexion of the ankle in the fourth-week post-treatment (p < 0.05) and in lumbar flexibility one-week post-treatment (p < 0.05). MT and PNF improve dynamic balance one-week post-treatment; however, the improvement obtained through MT is maintained four-weeks later. Only MT improves dorsal flexion of the ankle four-weeks post-treatment and lumbar flexibility one-week post-treatment. Copyright © 2018 Elsevier Ltd. All rights reserved.

  18. Sun exposure and sun protection behaviours among young adult sport competitors.

    Science.gov (United States)

    Lawler, Sheleigh; Spathonis, Kym; Eakin, Elizabeth; Gallois, Cindy; Leslie, Eva; Owen, Neville

    2007-06-01

    To explore the relationship between sun protection and physical activity in young adults (18-30 years) involved in four organised sports. Participants (n=237) in field hockey, soccer, tennis and surf sports completed a self-administered survey on demographic and sun-protective behaviours while playing sport. Differences in sun-protective behaviour were explored by sport and by gender. Sunburn during the previous sporting season was high (69%). There were differences between sports for sunburn, sunscreen use and reapplication of sunscreen. Lifesaving had the highest rates compared with the other three sports. Hats and sunglasses worn by participants varied significantly by sports. A greater proportion of soccer and hockey players indicated they were not allowed to wear a hat or sunglasses during competition. For all sports, competition was played mainly in the open with no shade provision for competitors while they were playing. There were some gender differences within each of the sports. Female soccer and tennis players were more likely to wear sunscreen compared with males. Female hockey players were more likely to wear a hat compared with males. Our findings highlight that there is still room for improvement in sun-protective behaviours among young adult sport competitors. There is a need for a systematic approach to sun protection in the sporting environments of young adults. Health promotion efforts to increase physical activity need to be paired with sun protection messages.

  19. Moral disengagement in the legitimation and realization of aggressive behavior in soccer and ice hockey.

    Science.gov (United States)

    Traclet, Alan; Moret, Orlan; Ohl, Fabien; Clémence, Alain

    2015-03-01

    The aim of the present study was to verify that the level of tolerance for aggression is higher in a collective context than in an individual context (polarization effect), and to test the association between moral disengagement, team and self-attitudes toward aggression, and tolerance and realization of aggressive acts in Swiss male soccer and ice hockey. In individual or collective answering conditions, 104 soccer and 98 ice hockey players viewed videotaped aggressive acts and completed a questionnaire, including measures of the perceived legitimacy of videotaped aggression, of the teammates, coach, and self attitudes toward transgressions (modified TNQ), of the moral disengagement in sport (modified MDSS-S), and of self-reported aggressive behavior. A multilevel analysis confirmed a strong polarization effect on the perception of instrumental aggression, the videotaped aggressive acts appearing more tolerated in the collective than in the individual answering condition. Using a structural equation modeling, we found that the moral disengagement, which mediates the effects of perceived coach and ego attitudes toward transgressions, correlates positively with the tolerance of hostile aggression within teams, and with the level of aggressive acts reported by the participants. Aggr. Behav. Aggr. Behav. 42:123-133, 2015. © 2014 Wiley Periodicals, Inc. © 2014 Wiley Periodicals, Inc.

  20. Presence of the relative age effect and its effect on playing time among under-20 players in the Norwegian premier league Tippeligaen – a four-year follow up

    Directory of Open Access Journals (Sweden)

    Stig Arve Sæther

    2016-03-01

    Full Text Available European top-level soccer clubs are continually looking for talented players. Few clubs, however, are willing to let youth players play at the highest senior level. Perhaps as a consequence, the search for talented players has resulted in an imbalance in the characteristics of these players, towards an overrepresentation of players born early in the selection year, an effect called the relative age effect (RAE. The RAE has been documented to be present among senior top-level players. Even so, few studies have investigated the effect among youth players at the senior level. The aim of this study is to examine RAE among U17-U20 players in the Norwegian premier league Tippeligaen in the 2009-2012 seasons. Participants were 315 male players born in 1990-1996. The results showed that 68% of the players were born in the two first quartiles of the year. The effect was even increasing in the four-year period. As we could expect based on the literature, the oldest players are given more playing time. However, the connection between playing time and RAE was inconsistent. Norwegian top-level soccer seems to be affected by the RAE when selecting their players. These players are not however guaranteed playing time because of the RAE.

  1. Comparison of the Physical and Technical Demands of Cricket Players During Training and Match-Play.

    Science.gov (United States)

    Vickery, Will; Duffield, Rob; Crowther, Rian; Beakley, David; Blanch, Peter; Dascombe, Ben J

    2018-03-01

    Vickery, W, Duffield, R, Crowther, R, Beakley, D, Blanch, P, and Dascombe, BJ. Comparison of the physical and technical demands of cricket players during training and match-play. J Strength Cond Res 32(3): 821-829, 2018-This study aimed to determine which training method (net-based sessions or center-wicket simulations) currently used in national level and U19 male players cricket provided a more physical and technical match-specific training response. The heart rate, rating of perceived exertion, and movement patterns of 42 male cricket players were measured across the various training and match formats. Video analysis was coded retrospectively to quantify technical loads based on the cricket skills performed. Magnitude-based inferences were based on the standardization of effect and presented with ±90% confidence intervals. Regardless of playing position, differences in physiological demands between training modes and match-play were unclear, with the exception of higher heart rates in fielders during traditional net sessions (mean heart rate: d = -2.7 [-4.7 to -0.7]; 75% of maximum heart rate: d = -1.7 [-3.2 to -0.2]). Typically, the movement demands of center-wicket simulations were similar or greater than match-play, which was most evident in the distance traveled at a high intensity within each playing position (batsmen: d = 6.4 [3.7-9.2]; medium-fast bowlers: d = 1.71 [0.1-3.3]; spin bowlers: d = 6.5 [0.01-13.0]; fielders: d = 0.8 [-0.2 to 1.7]). The technical demands of traditional net cricket training exceeded that of a typical match for each playing position. Specifically, fast bowlers delivered a greater number of balls during net-bowling compared with a match (d = -2.2 [-3.6 to 0.9]). In conclusion, center-wicket simulations more closely matched the physical demands of a One-Day match within batsmen and spin bowlers, whereas traditional cricket training often exceeded match-specific demands.

  2. Is hockey just a game? Contesting meanings of the ice hockey life projects through a career-threatening injury

    DEFF Research Database (Denmark)

    Ronkainen, Noora J.; Ryba, Tatiana V.

    2017-01-01

    This study is situated within an existential–narrative theoretical framework to examine the impact of career-threatening injury on professional ice hockey players’ well-being and career construction. Professional ice hockey culture is construed as a privileged space characterised by hegemonic...... masculinity, fierce competition as well as high-risk behaviours often resulting in sports injuries. In this paper, we analyse two players’ life stories with a particular focus on injury as a boundary situation involving social and temporal breakdown and re-evaluation of meaning of sporting life projects...

  3. Activity Profiles and Physiological Responses of Representative Tag Football Players in Relation to Playing Position and Physical Fitness

    Science.gov (United States)

    2015-01-01

    This study determined the physical fitness, match-activity profiles and physiological responses of representative tag football players and examined the relationship between physical fitness and the match-activity profile. Microtechnology devices and heart rate (HR) chest straps were used to determine the match-activity profiles of sixteen tag football players for five matches during the 2014 Australian National Championships. The relationships between lower body muscular power, straight line running speed and Yo-Yo intermittent recovery test level 2 (Yo-Yo IR2) and the match-activity profile were examined using Pearson’s correlation coefficients. Outside players had greater lower body muscular power (ES = 0.98) and straight line running speed (ES = 1.03–1.18) than inside players, and also covered greater very high-speed running (VHSR) distance/min (ES = 0.67) and reached higher peak running speeds (ES = 0.95) during matches. Inside and outside players performed a similar number of repeated high-intensity effort (RHIE) bouts and reported similar mean and maximum efforts per RHIE bout. However, there were differences between playing positions for mean and maximal RHIE effort durations (ES = 0.69–1.15) and mean RHIE bout recovery (ES = 0.56). Inside and outside players also reported small to moderate differences (ES = 0.43–0.80) for times spent in each HR zone. There were a number of moderate to very large correlations between physical fitness measures and match-activity profile variables. This study found lower body muscular power, straight line running speed and Yo-Yo IR2 to be related to the match-activities of representative tag football players, although differences between inside and outside players suggest that athlete testing and training practices should be modified for different playing positions. PMID:26642320

  4. Understanding Positive Play: An Exploration of Playing Experiences and Responsible Gambling Practices.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D

    2015-12-01

    This study is one of the first to explore in detail the behaviors, attitudes and motivations of players that show no signs of at-risk or problem gambling behavior (so-called 'positive players'). Via an online survey, 1484 positive players were compared with 209 problem players identified using the Lie/Bet screen. The study identified two distinct groups of positive players defined according to their motivations to play and their engagement with responsible gambling (RG) practices. Those positive players that played most frequently employed the most personal RG strategies. Reasons that positive players gave for gambling were focused on leisure (e.g., playing for fun, being entertained, and/or winning a prize). By contrast, problem gamblers were much more focused upon modifying mood states (e.g., excitement, relaxation, depression and playing when bored or upset). The present study also suggests that online gambling is not, by default, inherently riskier than gambling in more traditional ways, as online gambling was the most popular media by which positive players gambled. Furthermore, most positive players reported that it was easier to stick to their limits when playing the National Lottery online compared to traditional retail purchasing of tickets. Problem players were significantly more likely than positive players to gamble with family and friends, suggesting that, contrary to a popular RG message, social play may not be inherently safer than gambling alone. It is proposed that players (generally) may identify more with the term 'positive play' than the term 'RG' which is frequently interpreted as being aimed at people with gambling problems, rather than all players.

  5. A Volunteer program guidebook for sport managers organizing large scale ice hockey tournaments

    OpenAIRE

    Frison, Logan

    2010-01-01

    The guidebook is a tool to assist the tournament coordinator when recruting, training, and leading the best possible team of ice hockey volunteers to work at International Ice Hockey Federation (IIHF) tournaments and within the Sport Function - Ice Hockey events at Olympic Winter Games. The select volunteers are termed the ‘Ice Hockey Volunteers’ and consist of the six crews that make up the ‘Sport Team’ which work closely with the National Teams (athletes and team staff) and Officials (re...

  6. Complete avulsion of the adductor longus in a semi-professional football player: Rapid return to play with nonoperative treatment

    Directory of Open Access Journals (Sweden)

    Vince W Lands

    2016-01-01

    Full Text Available The adductor longus has become recognized as one of the more commonly injured muscles in the medial compartment. Acute complete rupture injuries occurring at the proximal aspect of the muscle are less common. Limited data exist regarding management of the injuries in athletes required for return to play and functioning. The current data favors operative management; however, nonoperative treatment may be a viable option. Nonoperative management of avulsion injuries of the proximal adductor longus tendon may prove equal results to surgical repair in return to play and functioning. A semi-professional football player sustained a left groin injury while participating in the play. Due to continued pain, swelling, and suspicion of injury, a magnetic resonance imaging was performed diagnosing a complete tear of proximal adductor longus tendon. Physical examination, strength, and range of motion were recorded until the patient was able to function normally without strength deficit, the range of motion loss, and the return of speed. The player was treated nonoperatively and was eventually allowed to return to play. The time of return to play was 6 weeks. Strength deficit was not appreciated or loss of motion and player was able to return to baseline function. Nonoperative management of complete avulsion injuries of the proximal adductor longus tendon result in faster return to play than operative management even if significant retraction is present.

  7. Match-play activity profile in professional soccer players during official games and the relationship between external and internal load.

    Science.gov (United States)

    Suarez-Arrones, L; Torreño, N; Requena, B; Sáez De Villarreal, E; Casamichana, D; Barbero-Alvarez, J C; Munguía-Izquierdo, D

    2015-12-01

    The aim was to quantify for the first time the physical and physiological profile of professional soccer players in official games using GPS and heart rate (HR) response. Thirty professional soccer players were investigated during a half in competitive club level matches (N.=348) using GPS devices. The relative total distance was 118.9±10.7 m∙min(-1) and player's Work-To-Rest Ratio was 2.1:1. Defenders covered the lowest total distance, while Second-Strikers (2(nd)S) and Wide-Midfielders (W-MD) traveled the greatest total distance. Defenders presented the lowest Work-To-Rest Ratio values. Playing position also impacted on all sprinting performance results, except in average sprint distance and time of sprint. The number of sprints and repeated-sprint sequences recorded by the W-MD and Strikers (S) were significantly greater than any other group. The average HR recorded was 87.1%HRmax and the relationship between the external and internal load value (Effindex) was 1.4 with significant differences in both between playing positions. W-MD recorded a significantly smaller average HR than any other group and Centre-Backs showed a significantly smaller Effindex value than any other group. Conversely, W-MD showed a significantly greater Effindex value than any other group, except the 2(nd)S. This study has verified a number of statistically significant differences between the different playing positions. Coaches should be focused on the specific physical and physiological requirements of the playing positions to optimize the training prescription in soccer. The relationships between external and internal load measures among position-specific indicates that players with less overall running performance during match-play were the worst in Effindex.

  8. Factors associated with playing football after anterior cruciate ligament reconstruction in female football players.

    Science.gov (United States)

    Fältström, A; Hägglund, M; Kvist, J

    2016-11-01

    This study investigated whether player-related factors (demographic, personality, or psychological factors) or the characteristics of the anterior cruciate ligament (ACL) injury were associated with the return to playing football in females after ACL reconstruction (ACLR). We also compared current knee function, knee related quality of life and readiness to return to sport between females who returned to football and those who had not returned. Females who sustained a primary ACL rupture while playing football and underwent ACLR 6-36 months ago were eligible. Of the 460 contacted, 274 (60%) completed a battery of questionnaires, and 182 were included a median of 18 months (IQR 13) after ACLR. Of these, 94 (52%) returned to football and were currently playing, and 88 (48%) had not returned. Multiple logistic regression analysis identified two factors associated with returning to football: short time between injury and ACLR (0-3 months, OR 5.6; 3-12 months OR 4.7 vs reference group > 12 months) and high motivation. Current players showed higher ratings for current knee function, knee-related quality of life, and psychological readiness to return to sport (P football after ACLR. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  9. You are who you play you are: Modeling Player Traits from Video Game Behavior

    OpenAIRE

    Tekofsky, Shoshannah

    2017-01-01

    You are who you play you are - especially when it comes to your age and your motivations. People say age is only a number, but it's a number we can guess pretty accurately from how someone plays video games. We find that younger people are favored by speed, while older people are favored by wisdom. There is even a sweet spot where it all comes together around 20 years of age. At least, as far as game performance goes among 13,000 players of a shooter game like Battlefield 3. When we look at g...

  10. Motivational Regulations and Goal Orientation in Division III Basketball Players: Gender and Playing Status Differences

    OpenAIRE

    Teri J. Hepler; Kelly S. Witte

    2016-01-01

    Objective: The purpose of this study was to examine differences in motivational regulations and goal orientation based on gender and playing status.  Method:  Two hundred and fourteen Division III basketball players (92 males, 112 females) completed the Sport Motivation Scale-28 and the Task and Ego Orientation in Sport.  Based on average playing time per game, participants were classified as starters (over 20 minutes, n = 80), substitutes (6-20 minutes, n = 65), and benchwarmers (5 minutes o...

  11. Laboratory- and field-based testing as predictors of skating performance in competitive-level female ice hockey

    Directory of Open Access Journals (Sweden)

    Henriksson T

    2016-08-01

    Full Text Available Tommy Henriksson,1,2 Jason D Vescovi,3 Anncristine Fjellman-Wiklund,4 Kajsa Gilenstam1 1Sport Medicine Unit, Department of Community Medicine and Rehabilitation, 2The National Graduate School of Gender Studies, Umeå University, Umeå, Sweden; 3Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, ON, Canada; 4Physiotherapy Unit, Department of Community Medicine and Rehabilitation, Umeå University, Umeå, Sweden Objectives: The purpose of this study was to examine whether field-based and/or laboratory-based assessments are valid tools for predicting key performance characteristics of skating in competitive-level female hockey players.Design: Cross-sectional study.Methods: Twenty-three female ice hockey players aged 15–25 years (body mass: 66.1±6.3 kg; height: 169.5±5.5 cm, with 10.6±3.2 years playing experience volunteered to participate in the study. The field-based assessments included 20 m sprint, squat jump, countermovement jump, 30-second repeated jump test, standing long jump, single-leg standing long jump, 20 m shuttle run test, isometric leg pull, one-repetition maximum bench press, and one-repetition maximum squats. The laboratory-based assessments included body composition (dual energy X-ray absorptiometry, maximal aerobic power, and isokinetic strength (Biodex. The on-ice tests included agility cornering s-turn, cone agility skate, transition agility skate, and modified repeat skate sprint. Data were analyzed using stepwise multivariate linear regression analysis. Linear regression analysis was used to establish the relationship between key performance characteristics of skating and the predictor variables.Results: Regression models (adj R2 for the on-ice variables ranged from 0.244 to 0.663 for the field-based assessments and from 0.136 to 0.420 for the laboratory-based assessments. Single-leg tests were the strongest predictors for key performance characteristics of skating. Single leg standing

  12. Leading from the Centre: A Comprehensive Examination of the Relationship between Central Playing Positions and Leadership in Sport

    Science.gov (United States)

    Haslam, S. Alexander; Mallett, Cliff J.; Steffens, Niklas K.; Peters, Kim; Boen, Filip

    2016-01-01

    Research aims The present article provides a comprehensive examination of the relationship between playing position and leadership in sport. More particularly, it explores links between leadership and a player’s interactional centrality—defined as the degree to which their playing position provides opportunities for interaction with other team members. This article examines this relationship across different leadership roles, team sex, and performance levels. Results Study 1 (N = 4443) shows that athlete leaders (and the task and motivational leader in particular) are more likely than other team members to occupy interactionally central positions in a team. Players with high interactional centrality were also perceived to be better leaders than those with low interactional centrality. Study 2 (N = 308) established this link for leadership in general, while Study 3 (N = 267) and Study 4 (N = 776) revealed that the same was true for task, motivational, and external leadership. This relationship is attenuated in sports where an interactionally central position confers limited interactional advantages. In other words, the observed patterns were strongest in sports that are played on a large field with relatively fixed positions (e.g., soccer), while being weaker in sports that are played on a smaller field where players switch positions dynamically (e.g., basketball, ice hockey). Beyond this, the pattern is broadly consistent across different sports, different sexes, and different levels of skill. Conclusions The observed patterns are consistent with the idea that positions that are interactionally central afford players greater opportunities to do leadership—either through communication or through action. Significantly too, they also provide a basis for them to be seen to do leadership by others on their team. Thus while it is often stated that “leadership is an action, not a position,” it is nevertheless the case that, when it comes to performing that

  13. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games

    DEFF Research Database (Denmark)

    Andersson, Helena Å.; Randers, Morten Bredsgaard; Heiner-Møller, Anja

    2010-01-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM...... no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus...

  14. Return-to-Play and Performance Outcomes of Professional Athletes in North America After Hip Arthroscopy From 1999 to 2016.

    Science.gov (United States)

    Schallmo, Michael S; Fitzpatrick, Thomas H; Yancey, Hunter B; Marquez-Lara, Alejandro; Luo, T David; Stubbs, Allston J

    2018-05-01

    The effect of hip arthroscopy on athletic performance compared with preinjury levels for professional athletes in different sports remains unknown. In addition, while return rates have been reported for professional baseball, football, and hockey players, return rates have not been reported for professional basketball players. Professional athletes in 4 major North American sports would be able to return to their sport and preoperative level of performance at a high rate after arthroscopic hip surgery. Descriptive epidemiology study. Major League Baseball (MLB), National Basketball Association (NBA), National Football League (NFL), and National Hockey League (NHL) athletes who underwent hip arthroscopy were identified through a previously reported protocol based on public sources. Successful return to play (RTP) was defined as returning for at least 1 professional regular season game after surgery. Performance scores were calculated by use of previously established scoring systems. Each player served as his own control, with the season prior to surgery defined as baseline. To make comparisons across sports, the authors adjusted for expected season and career length differences between sports and calculated percentage changes in performance. The authors identified 227 procedures performed on 180 professional athletes between 1999 and 2016. Successful RTP was achieved in 84.6% (192/227) of the procedures. Compared with all other athletes, NBA athletes returned at a similar rate (85.7%, P ≥ .999). NFL offensive linemen returned at a significantly lower rate than all other athletes (61.1%, P = .010). NHL athletes returned at a significantly higher rate than all other athletes (91.8%, P = .048) and demonstrated significantly decreased performance during postoperative season 1 compared with baseline (-35.1%, P = .002). Lead leg surgery for MLB athletes (batting stance for hitters, pitching stance for pitchers) resulted in a 12.7% reduction in hitter performance score

  15. The influence of game duration and playing position on intensity of exercise during match-play in elite water polo players.

    Science.gov (United States)

    Platanou, T; Geladas, N

    2006-11-01

    In this study, we assessed exercise intensity in 20 water polo games of different duration. The hypothesis that right wing players perform at a higher intensity than back and forward central players was also tested. Thirty water polo players, equally split between three field positions, participated in the study. Initially, their performance-related physiological capabilities were evaluated. Subsequently, during water polo games of short (4 x 7-min periods) or long duration (4 x 9-min periods), heart rate was monitored continuously and blood lactate concentration was measured at the end of each period. Activity patterns were also recorded using a video camera. Mean heart rate over the entire game was 156 +/- 18 beats x min(-1). Overall exercise intensity fluctuated around a value corresponding to the lactate threshold (4.03 +/- 0.96 mmol x l(-1), 86 +/- 5% of peak heart rate) and decreased (P game time (4.22 +/- 1.8 and 3.47 +/- 1.9 mmol x l(-1) in the second and fourth quarter, respectively). During the last 6 min, heart rate was higher (P games of short duration (156 +/- 3 beats x min(-1)) than in games of long duration (152 +/- 8 beats x min(-1)). Video analysis showed that the percentage of time spent in low-intensity activities (i.e. "out of game") was lower (23 vs. 26%), whereas that in high-intensity activities (i.e. "sprinting crawl") was higher (21 vs. 19%), in games of short compared with long duration. No difference was observed among players of various field positions in any of the variables examined. Thus during match-play, games of long duration produced significantly lower heart rate responses than games of short duration, and the physiological response exhibited by the players was not affected by field position. The water polo authorities should consider these results before changing game duration and coaches should prepare their athletes accordingly.

  16. Oliver Sacks: Our Correspondence About Twins/Twin Research: Vanishing Twins Syndrome; Discordant Sex in MZ Twins; Pregnancy Outcomes in IVF and ICSI Conceived Twins/Print and Media: Superfetated Twins; Twins Discordant for Smoking; Twins in Fashion; Yale University Twin Hockey Players; Conjoined Twin-Visiting Professor.

    Science.gov (United States)

    Segal, Nancy L

    2017-08-01

    The late neurologist and author, Oliver Sacks, published an insightful 1986 review of Marjorie Wallace's book, The Silent Twins, in the New York Times. Taking exception to his assertion about Sir Francis Galton, I wrote a letter to the Times' editor. The letter was unpublished, but it brought a wonderful response from Sacks himself that is reproduced and examined. Next, brief reviews of twin research concerning the vanishing twin syndrome (VTS), discordant sex in a monozygotic (MZ) twin pair, and multiple pregnancy outcomes from assisted reproductive technology (ART) are presented. This section is followed by popular coverage of superfetated twins, smoking-discordant co-twins, twins in fashion, Yale University twin hockey players, and a visiting professor who was a conjoined twin.

  17. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  18. Work Hard / Play Hard

    OpenAIRE

    Burrows, J.; Johnson, V.; Henckel, D.

    2016-01-01

    Work Hard / Play Hard was a participatory performance/workshop or CPD experience hosted by interdisciplinary arts atelier WeAreCodeX, in association with AntiUniversity.org. As a socially/economically engaged arts practice, Work Hard / Play Hard challenged employees/players to get playful, or go to work. 'The game changes you, you never change the game'. Employee PLAYER A 'The faster the better.' Employer PLAYER B

  19. An investigation of player to player character identification via personal pronouns

    DEFF Research Database (Denmark)

    Hichens, Michael; Drachen, Anders; Richards, Deborah

    2012-01-01

    The player character is an important feature of many games, where it is through the character that the player interacts with game world. There has been considerable interest in the relationship between the player and the player character. Much of this work has examined the identification of players......, third) as an indication of the relationship between player and character. Results indicate that the presence of story and information about the player character had no effect on identification with the plater character. However, characteristics of the players, particularly gender and general experience...... in playing video games, did have a statistically significant affect, indicating that different levels of identification are more dependent on the player than on the game. This indicates that players are not a homogeneous group with respect to player character identification and is an important consideration...

  20. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games.

    Science.gov (United States)

    Andersson, Helena A; Randers, Morten B; Heiner-Møller, Anja; Krustrup, Peter; Mohr, Magni

    2010-04-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM. The distances covered in high-intensity running (HIR) and sprinting were longer (p game types, the amount of HIR was reduced by 24-27% (p game. The midfielders covered longer (p game and in the most intense 5-minute period of the games, whereas no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus, our results are important to coaches to prepare players to meet the challenges of international soccer games and show that the ability to perform intense intermittent exercise should be trained regularly in elite female players.

  1. Cold power creates artificial ice for the ice hockey championship. Football arena is used as an ice stadium; Kaeltepower schafft Kunsteis fuer Eishockey-WM. Fussballarena wird zum Eisstadion

    Energy Technology Data Exchange (ETDEWEB)

    Hoffmann, Franz

    2010-11-15

    On 7th May 2010, the Veltins arena in Gelsenkirchen (Federal Republic of Germany) became the greatest ice hockey stadium of the world. There, the opening play of the world championship between the host Germany and the USA took place. Germany as a clear outsider won 2:1 against the US-Boys. However, before this historical victory extensive building operations had to be realized 'Auf Schalke' in order to convert the lawn into a complete ice hockey court.

  2. Development of a risk prediction model among professional hockey players with visible signs of concussion.

    Science.gov (United States)

    Bruce, Jared M; Echemendia, Ruben J; Meeuwisse, Willem; Hutchison, Michael G; Aubry, Mark; Comper, Paul

    2017-04-04

    Little research examines how to best identify concussed athletes. The purpose of the present study was to develop a preliminary risk decision model that uses visible signs (VS) and mechanisms of injury (MOI) to predict the likelihood of subsequent concussion diagnosis. Coders viewed and documented VS and associated MOI for all NHL games over the course of the 2013-2014 and 2014-2015 regular seasons. After coding was completed, player concussions were identified from the NHL injury surveillance system and it was determined whether players exhibiting VS were subsequently diagnosed with concussions by club medical staff as a result of the coded event. Among athletes exhibiting VS, suspected loss of consciousness, motor incoordination or balance problems, being in a fight, having an initial hit from another player's shoulder and having a secondary hit on the ice were all associated with increased risk of subsequent concussion diagnosis. In contrast, having an initial hit with a stick was associated with decreased risk of subsequent concussion diagnosis. A risk prediction model using a combination of the above VS and MOI was superior to approaches that relied on individual VS and associated MOI (sensitivity=81%, specificity=72%, positive predictive value=26%). Combined use of VS and MOI significantly improves a clinician's ability to identify players who need to be evaluated for possible concussion. A preliminary concussion prediction log has been developed from these data. Pending prospective validation, the use of these methods may improve early concussion detection and evaluation. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  3. Active Learning for Player Modeling

    DEFF Research Database (Denmark)

    Shaker, Noor; Abou-Zleikha, Mohamed; Shaker, Mohammad

    2015-01-01

    Learning models of player behavior has been the focus of several studies. This work is motivated by better understanding of player behavior, a knowledge that can ultimately be employed to provide player-adapted or personalized content. In this paper, we propose the use of active learning for player...... experience modeling. We use a dataset from hundreds of players playing Infinite Mario Bros. as a case study and we employ the random forest method to learn mod- els of player experience through the active learning approach. The results obtained suggest that only part of the dataset (up to half the size...... that the method can be used online during the content generation process where the mod- els can improve and better content can be presented as the game is being played....

  4. The Relative Age Effect in Spanish Female Soccer Players. Influence of the Competitive Level and a Playing Position.

    Science.gov (United States)

    Sedano, Silvia; Vaeyens, Roel; Redondo, Juan Carlos

    2015-06-27

    The purposes of the study were to examine relative age effects (RAEs) in Spanish female soccer and to identify the influence of a playing position. The sample comprised all female players (n=4035) of five different competitive levels in the 2010-2013 seasons: First, Second and Third divisions (n=936, n=1711 and n=870, respectively), and National and Regional (n=232 and n=286, respectively) teams were included. Differences between the observed and expected birth-date distributions were tested based on data from the general Spanish population, using the chi-square statistic followed up by calculating odds ratios and 95% confidence intervals. Results revealed that the birth-date distributions of almost all groups of football players showed an overrepresentation of players born in the first quartile. Only in the lowest level was age distribution not significantly different from that of the general population. Moreover, the RAE risk progressively increased with a higher level of involvement. It was also observed that at some playing positions the birth-date distributions were significantly biased. That was the case for goalkeepers and defenders. It could be concluded that in the current structure of Spanish female soccer there is a relative age effect, probably due to the early processes of talent identification.

  5. The Relative Age Effect in Spanish Female Soccer Players. Influence of the Competitive Level and a Playing Position

    Directory of Open Access Journals (Sweden)

    Sedano Silvia

    2015-06-01

    Full Text Available The purposes of the study were to examine relative age effects (RAEs in Spanish female soccer and to identify the influence of a playing position. The sample comprised all female players (n=4035 of five different competitive levels in the 2010-2013 seasons: First, Second and Third divisions (n=936, n=1711 and n=870, respectively, and National and Regional (n=232 and n=286, respectively teams were included. Differences between the observed and expected birth-date distributions were tested based on data from the general Spanish population, using the chi-square statistic followed up by calculating odds ratios and 95% confidence intervals. Results revealed that the birth-date distributions of almost all groups of football players showed an overrepresentation of players born in the first quartile. Only in the lowest level was age distribution not significantly different from that of the general population. Moreover, the RAE risk progressively increased with a higher level of involvement. It was also observed that at some playing positions the birth-date distributions were significantly biased. That was the case for goalkeepers and defenders. It could be concluded that in the current structure of Spanish female soccer there is a relative age effect, probably due to the early processes of talent identification.

  6. MRI assessment of calf injuries in Australian Football League players: findings that influence return to play

    International Nuclear Information System (INIS)

    Waterworth, George; Wein, Sara; Rotstein, Andrew H.; Gorelik, Alexandra

    2017-01-01

    Calf muscle strains have become increasingly prevalent in recent seasons of the Australian Football League (AFL) and represent a significant cause of time lost from competition. The purpose of this study was to examine the association between MRI features of calf muscle strains and games missed and to thereby identify parameters that are of prognostic value. A retrospective analysis of MRI scans of AFL players with calf strains referred to a musculoskeletal radiology clinic over a 5-year period (2008-2012) was performed. The muscle(s) and muscle component affected, the site and size of strain, and the presence of an intramuscular tendon tear or intermuscular fluid were recorded. These data were cross-referenced with whether a player missed at least one game. Imaging features of prognostic value were thus identified. Sixty-three athletes had MRI scans for calf muscle strains. Soleus strains were more common than strains of other muscles. Players with soleus strains were more likely to miss at least one game if they had multiple muscle involvement (p = 0.017), musculotendinous junction strains (p = 0.046), and deep strains (p = 0.036). In a combined analysis of gastrocnemius and soleus strains, intramuscular tendon tears were observed in a significantly greater proportion of players who missed games (p = 0.010). Amongst AFL players with calf injuries, there is an association between missing at least one game and multiple muscle involvement, musculotendinous junction strains, deep strain location, and intramuscular tendon tears. In this setting, MRI may therefore provide prognostic information to help guide return-to-play decisions. (orig.)

  7. MRI assessment of calf injuries in Australian Football League players: findings that influence return to play

    Energy Technology Data Exchange (ETDEWEB)

    Waterworth, George; Wein, Sara; Rotstein, Andrew H. [Victoria House Medical Imaging, Prahran, Victoria (Australia); Gorelik, Alexandra [Royal Melbourne Hospital, University of Melbourne, Melbourne Epicentre, Parkville (Australia)

    2017-03-15

    Calf muscle strains have become increasingly prevalent in recent seasons of the Australian Football League (AFL) and represent a significant cause of time lost from competition. The purpose of this study was to examine the association between MRI features of calf muscle strains and games missed and to thereby identify parameters that are of prognostic value. A retrospective analysis of MRI scans of AFL players with calf strains referred to a musculoskeletal radiology clinic over a 5-year period (2008-2012) was performed. The muscle(s) and muscle component affected, the site and size of strain, and the presence of an intramuscular tendon tear or intermuscular fluid were recorded. These data were cross-referenced with whether a player missed at least one game. Imaging features of prognostic value were thus identified. Sixty-three athletes had MRI scans for calf muscle strains. Soleus strains were more common than strains of other muscles. Players with soleus strains were more likely to miss at least one game if they had multiple muscle involvement (p = 0.017), musculotendinous junction strains (p = 0.046), and deep strains (p = 0.036). In a combined analysis of gastrocnemius and soleus strains, intramuscular tendon tears were observed in a significantly greater proportion of players who missed games (p = 0.010). Amongst AFL players with calf injuries, there is an association between missing at least one game and multiple muscle involvement, musculotendinous junction strains, deep strain location, and intramuscular tendon tears. In this setting, MRI may therefore provide prognostic information to help guide return-to-play decisions. (orig.)

  8. MRI assessment of calf injuries in Australian Football League players: findings that influence return to play.

    Science.gov (United States)

    Waterworth, George; Wein, Sara; Gorelik, Alexandra; Rotstein, Andrew H

    2017-03-01

    Calf muscle strains have become increasingly prevalent in recent seasons of the Australian Football League (AFL) and represent a significant cause of time lost from competition. The purpose of this study was to examine the association between MRI features of calf muscle strains and games missed and to thereby identify parameters that are of prognostic value. A retrospective analysis of MRI scans of AFL players with calf strains referred to a musculoskeletal radiology clinic over a 5-year period (2008-2012) was performed. The muscle(s) and muscle component affected, the site and size of strain, and the presence of an intramuscular tendon tear or intermuscular fluid were recorded. These data were cross-referenced with whether a player missed at least one game. Imaging features of prognostic value were thus identified. Sixty-three athletes had MRI scans for calf muscle strains. Soleus strains were more common than strains of other muscles. Players with soleus strains were more likely to miss at least one game if they had multiple muscle involvement (p = 0.017), musculotendinous junction strains (p = 0.046), and deep strains (p = 0.036). In a combined analysis of gastrocnemius and soleus strains, intramuscular tendon tears were observed in a significantly greater proportion of players who missed games (p = 0.010). Amongst AFL players with calf injuries, there is an association between missing at least one game and multiple muscle involvement, musculotendinous junction strains, deep strain location, and intramuscular tendon tears. In this setting, MRI may therefore provide prognostic information to help guide return-to-play decisions.

  9. Spatial distribution of surface EMG on trapezius and lumbar muscles of violin and cello players in single note playing.

    Science.gov (United States)

    Afsharipour, Babak; Petracca, Francesco; Gasparini, Mauro; Merletti, Roberto

    2016-12-01

    Musicians activate their muscles in different patterns, depending on their posture, the instrument being played, and their experience level. Bipolar surface electrodes have been used in the past to monitor such activity, but this method is highly sensitive to the location of the electrode pair. In this work, the spatial distribution of surface EMG (sEMG) of the right trapezius and right and left erector spinae muscles were studied in 16 violin players and 11 cello players. Musicians played their instrument one string at a time in sitting position with/without backrest support. A 64 sEMG electrode (16×4) grid, 10mm inter-electrode distance (IED), was placed over the middle and lower trapezius (MT and LT) of the bowing arm. Two 16×2 electrode grids (IED=10mm) were placed on the left and right erector spinae muscles. Subjects played each of the four strings of the instrument either in large (1bow/s) or detaché tip/tail (8bows/s) bowing in two sessions (two days). In each of two days, measurements were repeated after half an hour of exercise to see the effect of exercise on the muscle activity and signal stability. A "muscle activity index" (MAI) was defined as the spatial average of the segmented active region of the RMS map. Spatial maps were automatically segmented using the watershed algorithm and thresholding. Results showed that, for violin players, sliding the bow upward from the tip toward the tail results in a higher MAI for the trapezius muscle than a downward bow. On the contrary, in cello players, higher MAI is produced in the tail to tip movement. For both instruments, an increasing MAI in the trapezius was observed as the string position became increasingly lateral, from string 1 (most medial) toward string 4 (most lateral). Half an hour of performance did not cause significant differences between the signal quality and the MAI values measured before and after the exercise. The MAI of the left and right erector spinae was smaller in the case of

  10. Playing time between senior rugby players of different ethnic groups ...

    African Journals Online (AJOL)

    Following the formation of a single body to govern rugby in South. Africa in 1992, the ... Players from across the country were identified and invited to various ... different levels of rugby cannot be evaluated because the players representing ..... programmes for youth and young adults is the disparity in body size and fitness of ...

  11. High School Football Players Use Their Helmets to Tackle Other Players Despite Knowing the Risks.

    Science.gov (United States)

    Kuriyama, Andrew M; Nakatsuka, Austin S; Yamamoto, Loren G

    2017-03-01

    There is greater attention to head-related injuries and concussions in American football. The helmet's structural safety and the way that football players use their helmets are important in preventing head injuries. Current strategies include penalizing players for high-risk behavior such as leading with their helmet or hitting an opposing player above the shoulder. Passive strategies include helmet modification to better protect the head of the players or to change the playing style of the players. Hawai'i high school varsity football players were surveyed to determine how they use their helmets and how a new helmet design would affect their style of play. One hundred seventy-seven surveys were completed; 79% said that they used their helmet to hit an opposing player during a tackle and 46% said they made this contact intentionally. When asked about modifying helmets with a soft material on the outside, 48% said they thought putting a soft cover over a regular helmet would protect their head better. However, many participants said that putting a soft cover over their regular helmet was a bad idea for various reasons. Most young football players use their helmets to block or tackle despite being taught they would be penalized or potentially injured if they did so. By gaining a better understanding of why and how players use their helmets and how they would respond to new helmet designs, steps can be taken to reduce head injuries for all levels of play.

  12. Strength, power, speed, and agility of women basketball players according to playing position.

    Science.gov (United States)

    Delextrat, Anne; Cohen, Daniel

    2009-10-01

    The aim of the present study was to investigate the effect of playing position on strength, power, speed, and agility performances of women basketball players. Thirty subjects playing at national level participated in this study. They were divided into 3 groups according to playing position: guards (positions 1 and 2), forwards (positions 3 and 4), and centers (position 5). Each subject performed 8 tests presented in a random order: The 30-second Wingate Anaerobic test (WAnT), isokinetic testing of the knee extensors, 2 types of jump tests, a 20-m sprint, the agility T-test, a suicide run, and a basketball chest pass. Statistical differences between playing positions were assessed using a 1-way analysis of variance (ANOVA) and Scheffe post hoc analyses. Results showed that guards performed significantly better than centers for the relative peak and mean power achieved during the WAnT (+13% and +16.9%, respectively), relative peak torque of knee extensors (+19.5%), single-leg jump (+21.8), suicide run (+7.5%), and agility T-test (+6.4%, p training must be undertaken according to playing position. The ability to perform the suicide run, the single-leg jump, and the different movements involved in the agility T-test must be developed in guards. In contrast, speed over short distances and strength development of lower body and upper body should be performed by all playing positions.

  13. Analisys and energy saving measures of kastvallen ice hockey rink arena

    OpenAIRE

    Igual Bueno, Mario; Bielsa Azcona, José Enrique

    2011-01-01

    Nowadays efficiency measures are more and more important because the price of the energy is increasing every year. Moreover, saving energy it is also important for decrease the environmental impact. Kastvallen is a hockey arena built in 1997 that cools the hockey rink with electric compressors. The changing rooms are heating by using district heating. Actually the total invoice of electricity is above the 800000 SEK. Meanwhile the district heating invoice reaches the 60000SE...

  14. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Chamarro, Andrés; Carbonell, Xavier; Vallerand, Robert J

    2014-05-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.

  15. Competitive action video game players display rightward error bias during on-line video game play.

    Science.gov (United States)

    Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria

    2017-09-12

    Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.

  16. Comparison of the effect of semi-rigid ankle bracing on performance ...

    African Journals Online (AJOL)

    Objective. To determine the comparative proprioceptive performance of injured v. non-injured adolescent female hockey players wearing an ankle brace. Methods. Data were collected from 100 high school players who belonged to the Highway Secondary School Hockey League, KwaZulu- Natal, via voluntary parental ...

  17. Mechanical alterations during interval-training treadmill runs in high-level male team-sport players.

    Science.gov (United States)

    Girard, Olivier; Brocherie, Franck; Morin, Jean-Benoit; Millet, Grégoire P

    2017-01-01

    To examine mechanical alterations during interval-training treadmill runs in high-level team-sport players. Within-participants repeated measures. Twenty high-level male field-hockey players performed six 30-s runs at 5.53±0.19ms -1 corresponding to 115% of their velocity associated with maximal oxygen uptake (vVO 2max ) with 30-s passive recovery on an instrumented treadmill. Continuous measurement of running kinetics/kinematics and spring-mass characteristics were performed and values were subsequently averaged over 20s (8th-28ths) for comparison. Contact time (+1.1±4.3%; p=0.044), aerial time (+4.1±5.3%; p=0.001), step length (+2.4±2.2%; pteam-sport players modified their mechanical behaviour towards lower vertical stiffness while preserving a constant leg stiffness. Maintenance of running velocity induced longer step lengths and decreased step frequencies that were also accompanied by increased impact loading rates. These mechanical alterations occurred early during the set. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  18. Bebop on the Hockey pitch: Cross-disciplinary creativity and skills transfer

    Directory of Open Access Journals (Sweden)

    Clive Maxwell Harrison

    2016-02-01

    Full Text Available This paper generalises task-specific (but dissimilar skills, from the jazz concert stage and from the hockey field, into the domain of creativity research. What is sought are clues to what skills or creativities are transferable across dissimilar domains. It is argued that certain domain-general skills are transferable across domains, but a domain-general or ‘c’ creative capacity, is not. Rather than transferring some over-arching capacity to be universally creative, this research highlights factors likely to facilitate successful cross-disciplinary creative expression and posits a correlation between the capacities for discriminant pattern-recognition, task-specific expertise, and sensory data-collection, and the transferability of creativity. Of particular significance is the capacity for informed, selective pattern-breaking based on the ‘depth’ or ‘insider’ perspective of the domain expert; such ‘expert variation and selective retention’ (EVSR provides creative choices and responses that are likely to be perceived by the field as creative: valuable, novel and surprising. The author is a renowned Australian studio bassist, jazz musician, and music educator who also plays field hockey for Australia at Masters level. His recently completed PhD thesis, based on a performance and composition career spanning 46 years, takes the form of an analytical autoethnography drawn from personal field notes, diaries and interviews as well as published record albums.

  19. Common acute and chronic musculoskeletal injuries among female ...

    African Journals Online (AJOL)

    Objective. To document the prevalence and nature of musculoskeletal injuries among female adolescent hockey players over a 12-month period (1 November 2011 - 31 October 2012). Methods. Data were collected from 148 high school players who belonged to the KwaZulu-Natal Hockey League via voluntary, ...

  20. Social Problems in Canadian Ice Hockey: An Exploration Through Film

    Directory of Open Access Journals (Sweden)

    Fogel Curtis A.

    2014-12-01

    Full Text Available While celebrated as a highly popular sport in Canada, there are many social problems existing within and around Canadian ice hockey. These problems are often overlooked and rarely depicted in academic and journalistic research on sport. These social problems include, but are not limited to: extreme violence resulting in injuries and death, hazing rituals, multiple types of sexual violence, drug abuse, financial corruption, as well as various forms of prejudice and discrimination. Prompted by pop-cultural depictions in films, this paper further identifies and explores social problems in Canadian ice hockey revealing the realism embedded within various seemingly fictional films.

  1. Accuracy of professional sports drafts in predicting career potential.

    Science.gov (United States)

    Koz, D; Fraser-Thomas, J; Baker, J

    2012-08-01

    The forecasting of talented players is a crucial aspect of building a successful sports franchise and professional sports invest significant resources in making player choices in sport drafts. The current study examined the relationship between career performance (i.e. games played) and draft round for the National Football League, National Hockey League, National Basketball League, and Major League Baseball for players drafted from 1980 to 1989 (n = 4874) against the assumption of a linear relationship between performance and draft round (i.e. that players with the most potential will be selected before players of lower potential). A two-step analysis revealed significant differences in games played across draft rounds (step 1) and a significant negative relationship between draft round and games played (step 2); however, the amount of variance accounted for was relatively low (less than 17%). Results highlight the challenges of accurately evaluating amateur talent. © 2011 John Wiley & Sons A/S.

  2. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    Directory of Open Access Journals (Sweden)

    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  3. Gaze characteristics of elite and near-elite athletes in ice hockey defensive tactics.

    Science.gov (United States)

    Martell, Stephen G; Vickers, Joan N

    2004-04-01

    Traditional visual search experiments, where the researcher pre-selects video-based scenes for the participant to respond to, shows that elite players make more efficient decisions than non-elites, but disagree on how they temporally regulate their gaze. Using the vision-in-action [J.N. Vickers, J. Exp. Psychol.: Human Percept. Perform. 22 (1996) 342] approach, we tested whether the significant gaze that differentiates elite and non-elite athletes occurred either: early in the task and was of more rapid duration [A.M. Williams et al., Res. Quart. Exer. Sport 65 (1994) 127; A.M. Williams and K. Davids, Res. Quart. Exer. Sport 69 (1998) 111], or late in the task and was of longer duration [W. Helsen, J.M. Pauwels, A cognitive approach to visual search in sport, in: D. Brogan, K. Carr (Eds.), Visual Search, vol. II, Taylor and Francis, London, 1992], or whether a more complex gaze control strategy was used that consisted of both early and rapid fixations followed by a late fixation of long duration prior to the final execution. We tested this using a live defensive zone task in ice hockey. Results indicated that athletes temporally regulated their gaze using two different gaze control strategies. First, fixation/tracking (F/T) gaze early in the trial were significantly shorter than the final F/T and confirmed that the elite group fixated the tactical locations more rapidly than the non-elite on successful plays. And secondly, the final F/T prior to critical movement initiation (i.e. F/T-1) was significantly longer for both groups, averaging 30% of the final part of the phase and occurred as the athletes isolated a single object or location to end the play. The results imply that expertise in defensive tactics is defined by a cascade of F/T, which began with the athletes fixating or tracking specific locations for short durations at the beginning of the play, and concluded with a final gaze of long duration to a relatively stable target at the end. The results are

  4. Changes in sleep quantity and efficiency in professional rugby union players during home based training and match-play.

    Science.gov (United States)

    Eagles, A; Mclellan, C; Hing, W; Carloss, N; Lovell, D

    2014-11-04

    Adequate sleep is paramount to athlete recovery and performance, however little is know about the typical sleep patterns of professional rugby union players during home based training and match-play in the competitive season. The aim of the present study was to monitor changes in sleep quantity and efficiency of elite male rugby union players over a twelve night period, which included training and two competitive matches. A total of ten elite male rugby union players from a selected team, participated in the study. Athletes sleep quantity and efficiency was monitored over a twelve night period using the Bodymedia sensewear units (BSU). There was a significant difference in sleep quantity (pwake over the twelve night period. Sleep efficiency is defined as a percentage score calculated by incorporating movement and physiological measures over the sleep duration as determined by the BSU. Also there was no significant difference between sleep parameters on the game nights. The findings show players have significantly (p<0.05) reduced sleep following a home game, which is of concern considering the established negative influence of sleep deprivation on cognitive and physical performance. This data may assist coaching, medical and performance staff to develop and implement team and individualised sleep monitoring regimes to optimise training and on-field performance.

  5. Mechanisms of team-sport-related brain injuries in children 5 to 19 years old: opportunities for prevention.

    Directory of Open Access Journals (Sweden)

    Michael D Cusimano

    Full Text Available There is a gap in knowledge about the mechanisms of sports-related brain injuries. The objective of this study was to determine the mechanisms of brain injuries among children and youth participating in team sports.We conducted a retrospective case series of brain injuries suffered by children participating in team sports. The Canadian Hospitals Injury Reporting and Prevention Program (CHIRPP database was searched for brain injury cases among 5-19 year-olds playing ice hockey, soccer, American football (football, basketball, baseball, or rugby between 1990 and 2009. Mechanisms of injury were classified as "struck by player," "struck by object," "struck by sport implement," "struck surface," and "other." A descriptive analysis was performed.There were 12,799 brain injuries related to six team sports (16.2% of all brain injuries registered in CHIRPP. Males represented 81% of injuries and the mean age was 13.2 years. Ice hockey accounted for the greatest number of brain injuries (44.3%, followed by soccer (19.0% and football (12.9%. In ice hockey, rugby, and basketball, striking another player was the most common injury mechanism. Football, basketball, and soccer also demonstrated high proportions of injuries due to contact with an object (e.g., post among younger players. In baseball, a common mechanism in the 5-9 year-old group was being hit with a bat as a result of standing too close to the batter (26.1% males, 28.3% females.Many sports-related brain injury mechanisms are preventable. The results suggest that further efforts aimed at universal rule changes, safer playing environments, and the education of coaches, players, and parents should be targeted in maximizing prevention of sport-related brain injury using a multifaceted approach.

  6. Player behavioural modelling for video games

    NARCIS (Netherlands)

    van Lankveld, G.; Spronck, P.H.M.; Bakkes, S.C.J.

    2012-01-01

    Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In

  7. Understanding the resistance to creating safer ice hockey: essential points for injury prevention.

    Science.gov (United States)

    Todd, Ryan A; Soklaridis, Sophie; Treen, Alice K; Bhalerao, Shree U; Cusimano, Michael D

    2017-11-27

    Despite the known negative health outcomes of concussions in minor level boys' hockey, there has been significant resistance to creating a safer game with less body checking. To better understand cultural barriers that prevent making the sport safer for youth and adolescents, semistructured interviews, with 20 ice hockey stakeholders, were conducted and analysed using thematic analysis. Through this analysis, two primary concepts arose from respondents. The first concept is that body checking, despite the harm it can cause, should be done in a respectful sportsmanlike fashion. The second concept is the contradiction that the game of ice hockey is both dynamic and unchangeable. Using structural functionalist theory, we propose an argument that the unfortunate perpetuation of violence and body checking in youth ice hockey serves to maintain the social order of the game and its culture. Any strategies aimed at modifying and promoting healthy behaviour in the game should take these concepts into account. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  8. Imitating human playing styles in Super Mario Bros

    OpenAIRE

    Ortega, Juan; Shaker, Noor; Togelius, Julian; Yannakakis, Georgios N.

    2013-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or...

  9. Anthropometric and physical performance characteristics of professional handball players: influence of playing position.

    Science.gov (United States)

    Schwesig, René; Hermassi, Souhail; Fieseler, Georg; Irlenbusch, Lars; Noack, Frank; Delank, Karl-Stefan; Shephard, Roy J; Chelly, Mohamed-Souhaiel

    2017-11-01

    The aims of the study were to examine the anthropometric and physical performance characteristics of professional handball players classified by playing position. Twenty-one competitors (age: 25.2±5.1 years) were categorized as backs, pivots, wings or goalkeepers. Measures included anthropometrics (body height and mass), scores on the Yo-Yo Intermittent Recovery Test (total distance covered, TD), repeated-sprint ability (6 repetitions of 2x15-m shuttle sprints with recording of best time for a single trial, RSAbest) and performance on a complex handball test (HBKT) of throw slap (TS) and throw jump (TJ) with and without precision. The anthropometric data revealed a significantly lower body height for wings and pivots than for goalkeepers. Wings, pivots and goalkeepers were significantly shorter than backs, but had a similar BMI. The TD was greater for the wings (2.400 m) than for backs (1.832 m) and pivots (2.067m). Wings also achieved a better RSAbest (5.41 s) than backs (5.68 s) or pivots (5.82 s). Body height was significantly related to throw slap (TS) and jump (JT) (r=0.53, Phandball players by modifying both intermittent aerobic and anaerobic endurance components of training sessions.

  10. Skating crossovers on a motorized flywheel: a preliminary experimental design to test effect on speed and on crossovers.

    Science.gov (United States)

    Smith, Aynsley M; Krause, David A; Stuart, Michael J; Montelpare, William J; Sorenson, Matthew C; Link, Andrew A; Gaz, Daniel V; Twardowski, Casey P; Larson, Dirk R; Stuart, Michael B

    2013-12-01

    Ice hockey requires frequent skater crossovers to execute turns. Our investigation aimed to determine the effectiveness of training crossovers on a motorized, polyethylene high-resistance flywheel. We hypothesized that high school hockey players training on the flywheel would perform as well as their peers training on ice. Participants were 23 male high-school hockey players (age 15-19 years). The study used an experimental prospective design to compare players who trained for 9 sessions on the 22-foot flywheel with players who trained for 9 sessions on a similarly sized on-ice circle. Both groups were compared with control subjects who were randomly selected from the same participant pool as those training on ice. All players were tested before and after their 3-week training regimens, and control subjects were asked to not practice crossovers between testing. Group 1 trained in a hockey training facility housing the flywheel, and group 2 trained in the ice hockey arena where testing occurred. Primary outcome measures tested in both directions were: (a) speed (time in seconds) required to skate crossovers for 3 laps of a marked face-off circle, (b) cadence of skating crossovers on the similarly sized circles, and (c) a repeat interval speed test, which measures anaerobic power. No significant changes were found between groups in on-ice testing before and after training. Among the group 1 players, 7 of 8 believed they benefited from flywheel training. Group 2 players, who trained on ice, did not improve performance significantly over group 1 players. Despite the fact that no significant on-ice changes in performance were observed in objective measures, players who trained on the flywheel subjectively reported that the flywheel is an effective cost-effective alternative to training on ice. This is a relevant finding when placed in context with limited availability of on-ice training.

  11. Play, Create, Share? Console Gaming, Player Production and Agency

    Directory of Open Access Journals (Sweden)

    Olli Sotamaa

    2010-07-01

    Full Text Available Digital games have been frequently used to illustrate the new organisational frameworks that are based on persuading users to carry out tasks and assignments not traditionally associated with them. However coined, ‘user-innovation’ (von Hippel, 2005, ‘crowdsourcing’ (Howe, 2008 or ‘pro-am revolution’ (Leadbeater and Miller, 2004, contemporary examples of this phenomena always include digital games. A closer look at the recent open innovation manifestos reveals that the oft-cited examples come almost entirely from PC games while console games remain mostly non-existent in these texts. It is clear that PC and console games differ both in use and in the cultures they create (Taylor, 2007. Equally, the technological and economic backgrounds of the market sectors have their differences (Kerr, 2006.The concept of LittleBigPlanet, a console game inherently dependent on player production, challenges the neat binary of some much cited arguments about tethered appliances. The first set of research questions rises from this observation. What are the technical and economic constraints and affordances the console as a platform uses to position the productive activities of players? How do these differ from the forms of player production typical of PC gaming (see Sotamaa, 2007a; and Sotamaa, 2007b?

  12. Frontal lobe function in chess players.

    Science.gov (United States)

    Nejati, Majid; Nejati, Vahid

    2012-01-01

    Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST) data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players don't have any preference in any stage of Stroop test. Chess players don't have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  13. Protective equipment use among female rugby players.

    Science.gov (United States)

    Comstock, R Dawn; Fields, Sarah K; Knox, Christy L

    2005-07-01

    Our objective was to assess the prevalence of protective equipment use and the motivation for using protective equipment among a sample of US female rugby players. We surveyed a convenience sample of 234 current US female rugby players from 14 teams participating in a US women's rugby tournament, obtaining self-reported demographic, rugby exposure, and protective equipment use information. Mouthguards were the most commonly used piece of protective equipment: 90.8% of players reported having always worn a mouthguard while playing or practicing rugby within their most recent 3 months of play. Fewer than 15% of players reported having always worn other types of protective equipment. Equipment use varied by playing position. Whereas over 80% of players in all other positions always wore a mouthguard, 66.7% of scrum halves reported always wearing one. Both backs and forwards reported wearing shoulder pads, but only forwards reported always wearing padded headgear. Mouthguards, padded headgear, and shoulder pads were worn "to prevent injury," whereas ankle braces, neoprene sleeves, and athletic tape on joints were worn "to protect a current/recent injury." This is the first study of female rugby players to assess the prevalence of protective equipment use by playing position and the motivation for using protective equipment. With the exception of mouthguards, US female rugby players infrequently use protective equipment. Protective equipment use varies by playing position. Some types of protective equipment appear to be used as primary prevention mechanisms, whereas others are used as secondary or tertiary prevention mechanisms.

  14. "Let's Pick Him!" : Ratings of Skill Level on the Basis of In-Game Playing Behaviour in Bantam League Junior Ice Hockey

    NARCIS (Netherlands)

    Tromp, E. J. Yvonne; Pepping, Gert-Jan; Lyons, Jim; Elferink-Gemser, Marije T.; Visscher, Chris

    2013-01-01

    Rating a player's skill level is an essential task for coaches to select the players with greatest potential to reach the top and to further be able to adjust the training program to the skill level of the player in order to most optimally facilitate the player's learning and performance. However,

  15. Exploring Gaps in Concussion Knowledge and Knowledge Translation Among Coaches of Youth Female Hockey.

    Science.gov (United States)

    Guo, David; Verweel, Lee; Reed, Nick

    2017-10-27

    To better understand the level of concussion knowledge of youth female hockey coaches and to identify preferred methods of knowledge translation for this population. Cross-sectional survey. Participants independently completed written surveys before in-person concussion information sessions or online surveys through link provided in emails. Convenience sampling yielded 130 coaches of youth female hockey from Canada. Knowledge level on concussion, resources from which coaches obtained information on concussion, opinions on the current level of concussion knowledge, and knowledge translation. Coaches demonstrated adequate knowledge on concussion, achieving 84% correct on true-false questions and 92% correct on symptom identification accuracy. However, coaches showed limited awareness of concussion specific to mechanisms for injury (identification) and postconcussion symptoms. Internet resources were rated as the most used resources for concussion yet were not rated very helpful. Nonetheless, coaches indicated online courses and web sites as the most preferred method for concussion knowledge translation. Youth female hockey coaches have overall adequate knowledge of concussion; however, gaps in knowledge do exist. Future efforts to raise the concussion knowledge among coaches of female youth hockey should include information specific to the mechanism of injury, along with sign and symptom identification, with particular attention paid to emotional symptoms. Given the reported preferences and the widespread availability of the Internet, further exploration and research validation of online courses and web sites tailored to the youth female hockey community is encouraged.

  16. Consumer behavior of electronic games' players: a study on the intentions to play and to pay

    Directory of Open Access Journals (Sweden)

    Lucas Lopes Ferreira de Souza

    Full Text Available Abstract The electronic games market is one of the most profitable in the leisure segment, having surpassed the film industry. In terms of profitability, it is ranked as eleventh in the world and first in Latin America. Despite its relevance, there is little information about the reasons that lead consumers to play. This paper examined which attributes of the games influence consumers to play and pay for them. The methodology was a field research survey conducted with 600 electronic games' players, and structural equation modeling was used to test the model. The results indicate that the constructs challenge, diversion, fun, fantasy and social interaction influence the intention to play and pay for games, while the construct competition has a negative effect on the intention to play. No significant causalities were found, regarding the constructs time flexibility and arousal, on the intention to play. Furthermore, we also observed that motivations that had the highest impact were fun, challenge and fantasy, attributes that should be considered by game developers and industry.

  17. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players.

    Science.gov (United States)

    Yang, Grace S; Huesmann, L Rowell; Bushman, Brad J

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science). © 2014 Wiley Periodicals, Inc.

  18. Frontal Lobe Function in Chess Players

    Directory of Open Access Journals (Sweden)

    Vahid Nejati

    2012-05-01

    Full Text Available Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players dont have any preference in any stage of Stroop test. Chess players dont have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  19. Towards Player-Driven Procedural Content Generation

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players’ perception of the same game differ according to a number of factors including: players’ personality, playing styles, expertise and culture background....... While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation......-driven content generation....

  20. Strength asymmetry of the shoulders in elite volleyball players.

    Science.gov (United States)

    Hadzic, Vedran; Sattler, Tine; Veselko, Matjaž; Markovic, Goran; Dervisevic, Edvin

    2014-01-01

    Volleyball players are reported to have shoulder strength imbalances. Previous authors have primarily investigated small samples of male players at a single skill level, without considering playing position, and with inconsistent findings. To evaluate shoulder strength asymmetry and a history of shoulder injury in a large sample of professional volleyball players of both sexes across different playing positions and skill levels. Descriptive laboratory study. A sample of 183 volleyball players (99 men, 84 women). We assessed shoulder internal-rotator and external-rotator concentric strength at 60°/s using an isokinetic dynamometer and dominant-nondominant differences in shoulder strength and strength ratios using repeated-measures analyses of variance. Peak torque was normalized for body mass and external-rotation/internal-rotation concentric strength. Internal-rotation strength was asymmetric in favor of the dominant side in both sexes, regardless of previous shoulder injury status. Male volleyball players had a lower shoulder strength ratio on the dominant side, regardless of previous shoulder injury status. However, this finding was valid only when hand dominance was taken into account. Female volleyball players playing at a higher level (ie, first versus second division) were 3.43 times more likely to have an abnormal strength ratio. Playing position was not associated with an abnormal shoulder strength ratio or strength asymmetry. In male volleyball players, the external-rotation/internal-rotation strength ratio of the dominant shoulder was lower, regardless of playing position, skill level, or a previous shoulder injury. In female players, the ratio was less only in those at a higher skill level. Although speculative, these findings generally suggest that female volleyball players could have a lower risk of developing shoulder-related problems than male volleyball players. Isokinetic shoulder testing may reveal important information about the possible risk

  1. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players

    NARCIS (Netherlands)

    Yang, G.S.; Huesmann, L.R.; Bushman, B.J.

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is

  2. Investigating the Nutritional and Recovery Habits of Tennis Players

    Directory of Open Access Journals (Sweden)

    James A. Fleming

    2018-04-01

    Full Text Available In this study, the nutritional and recovery habits of tennis players pre-, during, and post-match-play were investigated. Seventy tennis players completed a bespoke nutrition and recovery habits questionnaire, with questions related to the following areas: match preparation, intra-match nutritional habits, situation dependent variables, and post-match nutrition and recovery. On match day-1, the consumption of balanced meals consisting of carbohydrate (CHO, fat and protein, with some micronutrient considerations were reported by 51% of players. On match-days, CHOs were prioritised prior to match-play with CHO dominant meals consumed by the majority of players. During matches, all players adopted a nutritional strategy, with water (94%, banana(s (86% and sports drinks (50% commonly used. Carbohydrate rich nutritional aids, including sports drinks (80% and energy gels (26% were utilised more readily during long matches (>2 h. The day after match-play, 39% of players reported the consumption of “nothing specific”. Multiple post-match recovery strategies were adopted by 80% of players, with foam rolling (77%, ice baths (40%, protein shake intake (37% and hot baths (26% most used. Findings indicate highly variable eating and recovery habits in tennis players pre-, during and post-match-play, with scope for improved practices.

  3. Investigating the Nutritional and Recovery Habits of Tennis Players.

    Science.gov (United States)

    Fleming, James A; Naughton, Robert J; Harper, Liam D

    2018-04-03

    In this study, the nutritional and recovery habits of tennis players pre-, during, and post-match-play were investigated. Seventy tennis players completed a bespoke nutrition and recovery habits questionnaire, with questions related to the following areas: match preparation, intra-match nutritional habits, situation dependent variables, and post-match nutrition and recovery. On match day-1, the consumption of balanced meals consisting of carbohydrate (CHO), fat and protein, with some micronutrient considerations were reported by 51% of players. On match-days, CHOs were prioritised prior to match-play with CHO dominant meals consumed by the majority of players. During matches, all players adopted a nutritional strategy, with water (94%), banana(s) (86%) and sports drinks (50%) commonly used. Carbohydrate rich nutritional aids, including sports drinks (80%) and energy gels (26%) were utilised more readily during long matches (>2 h). The day after match-play, 39% of players reported the consumption of "nothing specific". Multiple post-match recovery strategies were adopted by 80% of players, with foam rolling (77%), ice baths (40%), protein shake intake (37%) and hot baths (26%) most used. Findings indicate highly variable eating and recovery habits in tennis players pre-, during and post-match-play, with scope for improved practices.

  4. Rules of engagement : influence of co-player presence on player involvement in digital games

    NARCIS (Netherlands)

    Gajadhar, B.J.; Kort, de Y.A.W.; IJsselsteijn, W.A.

    2009-01-01

    This article presents an empirical study of social setting as a determinant of player involvement in competitive play. We conceptualize player experience as comprising of components of involvement and enjoyment. Involvement relates to the attentional pull of games encompassing feelings of immersion,

  5. Development of offensive individual game skills and offensive game combinations in ice hockey

    OpenAIRE

    Janek, Michael

    2015-01-01

    Title: Development of offensive individual game skills and offensive game combinations in ice hockey Goals: The main aim of this thesis is to gather theoretical information about development and improvement of offensive individual game skills and offensive game combinations in ice hockey and suggest essential and key exercises of this issue. Methods: The thesis was primarily written with the use of searching method based on information from available expert literature, electronic sources and ...

  6. Ice hockey arena: national pride or normal business?

    Czech Academy of Sciences Publication Activity Database

    Münich, Daniel; Humphreys, B. R.

    2002-01-01

    Roč. 7, č. 6 (2002), s. 11 ISSN 1211-3514 Institutional research plan: CEZ:AV0Z7085904 Keywords : ice hockey arena * costs and benefits Subject RIV: AH - Economics http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=6129219&site=ehost-live

  7. Adapting playware to multiple players

    DEFF Research Database (Denmark)

    Þorsteinsson, Arnar Tumi; Lund, Henrik Hautop; Mastorakis, Nikos

    2011-01-01

    With the creation of playware as intelligent hardware and software that creates play, it is possible to adapt the play tool to the individual user, and even to multiple users playing at the same time with the play tool. In this paper, we show how it is possible to implement adaptivity in modular...... to such differences, and argues that adaptivity is needed to make games fit to the individual users in both single-player games and multi-player games. As a case study, we implemented such adaptivity on modular interactive tiles for the single-user game ColorTimer, and for the multiple-user games PingPong, in which...

  8. Australian Football League concussion guidelines: what do community players think?

    Science.gov (United States)

    White, Peta E; Donaldson, Alex; Sullivan, S John; Newton, Joshua

    2016-01-01

    Background Preventing concussion in sport is a global challenge. To assess community-level adult male Australian Football players’ views on following the Australian Football League's (AFL) concussion guidelines. Methods 3 focus groups, each comprising 6 players from 1 regional league, were conducted until saturation of issues raised. Discussions followed a semistructured script and were audio-recorded and transcribed verbatim. Thematic analysis was conducted by 2 coders independently. Results Identified advantages of the guidelines included highlighting the seriousness of concussion; changing the culture around playing with concussion and shifting return-to-play decision responsibility from players to others. Disadvantages included players being removed from play unnecessarily; removal of players’ rights to decide if they are fit to play and players changing their behaviours to avoid being removed from play. Identified facilitators to guideline use included local league enforcement; broad information dissemination and impartial medically trained staff to assess concussion. Identified barriers to guideline use included players’ desire to play at all costs; external pressure that encouraged players to return to play prematurely; and inconvenience and cost. Conclusions Players generally understand that the AFL concussion guidelines protect their long-term welfare. However, their desire to play at all costs and help their team win is a common barrier to reporting concussion and adhering to guidelines. Leagues should take a lead role by mandating and enforcing the use of the guidelines and educating coaches, game day medical providers and players. The return-to-play component of the guidelines is complex and needs further consideration in the context of community sport. PMID:28890801

  9. Decomposition of Multi-player Games

    Science.gov (United States)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

  10. Estudio etnográfico del portero de hockey sobre patines: una vida entre paradojas

    Directory of Open Access Journals (Sweden)

    Guillem Trabal Tañá

    2016-12-01

    Full Text Available Este estudio es la primera investigación en las ciencias de la actividad física y el deporte que ha analizado desde una perspectiva etnográfica el portero de hockey sobre patines. El objetivo principal es conocer cuáles son las valoraciones y los juicios que la comunidad del hockey sobre patines ha otorgado a esta figura y poder comprender cuál es la lógica externa existente a su alrededor. La metodología utilizada en este estudio ha sido la observación, la observación participante y 8 entrevistas en profundidad a porteros, jugadores y entrenadores de la máxima categoría del hockey sobre patines nacional. Los principales resultados muestran que: a el portero es considerado el jugador más determinante del equipo; b los juicios que se hacen de las actuaciones del portero tienen en cuenta variables cuantitativas: los goles encajados y el resultado final de un partido y/o competición; c dentro de la comunidad del hockey sobre patines se ha enquistado una definición de la identidad del portero que lo asocia a la locura, la soledad, la extravagancia y la rareza; d los porteros comparten una forma particular de comprender este deporte que fundamenta su asociación y su cooperación, y e la existencia del portero dentro del hockey sobre patines está llena de paradojas que se contraponen a la alta importancia atribuida a esta figura.

  11. Impact locations and concussion outcomes in high school football player-to-player collisions.

    Science.gov (United States)

    Kerr, Zachary Y; Collins, Christy L; Mihalik, Jason P; Marshall, Stephen W; Guskiewicz, Kevin M; Comstock, R Dawn

    2014-09-01

    Little research has examined concussion outcomes in terms of impact location (ie, the area on the head in which the impact occurred). This study describes the epidemiology of concussions resulting from player-to-player collision in high school football by impact location. National High School Sports-Related Injury Surveillance Study data (2008/2009-2012/2013) were analyzed to calculate rates and describe circumstances of football concussion (eg, symptomology, symptom resolution time, return to play) resulting from player-to-player collisions by impact location (ie, front-, back-, side-, and top-of-the-head). Most concussions resulting from player-to-player collisions occurred from front-of-the-head (44.7%) and side-of-the-head (22.3%) impacts. Number of symptoms reported, prevalence of reported symptoms, symptom resolution time, and length of time to return to play were not associated with impact location. However, a larger proportion of football players sustaining concussions from top-of-the-head impacts experienced loss of consciousness (8.0%) than those sustaining concussions from impacts to other areas of the head (3.5%) (injury proportion ratio 2.3; 95% confidence interval 1.2-4.2; P = .008). Players had their head down at the time of impact in a higher proportion of concussions caused by top-of-the-head impacts (86.4%) than concussions from impacts to other areas of the head (24.0%) (injury proportion ratio 3.6; 95% confidence interval 3.2-4.0; P impact location. Recommended strategies for reducing the proportion of top-of-the-head impacts include improved education regarding tackling with proper "head-up" technique. Copyright © 2014 by the American Academy of Pediatrics.

  12. Lesbian erotics at women's hockey: fans, flashing, and the Booby Orrs.

    Science.gov (United States)

    Davidson, Judy

    2009-01-01

    This article analyzes a public breast flashing event that occurred during the women's ice hockey tournament at the OutGames/Western Cup Lesbigay athletic event in 2007. Employing a postfoundational perspective, I first contextualize the ice hockey subculture of the team called the Booby Orrs, outlining some of our history, norms, and context. I then tell the particular story that leads to our fans flashing their breasts as we finally scored some goals. I end with my analysis of this event: how a public nude display of sexualized women's breasts in a lesbian-coded public space prompted a resistant sporting moment, at least contingently.

  13. Motivational Regulations and Goal Orientation in Division III Basketball Players: Gender and Playing Status Differences

    Directory of Open Access Journals (Sweden)

    Teri J. Hepler

    2016-04-01

    Full Text Available Objective: The purpose of this study was to examine differences in motivational regulations and goal orientation based on gender and playing status.  Method:  Two hundred and fourteen Division III basketball players (92 males, 112 females completed the Sport Motivation Scale-28 and the Task and Ego Orientation in Sport.  Based on average playing time per game, participants were classified as starters (over 20 minutes, n = 80, substitutes (6-20 minutes, n = 65, and benchwarmers (5 minutes or less, n = 63.  Results: Results indicated that males scored higher than females on external regulation, substitutes scored higher than starters on all 3 dimensions of extrinsic motivation, and benchwarmers expressed the most amotivation.  Task orientation was positively related to all types of intrinsic and extrinsic motivation. Conclusion: While coaches should strive to enhance the intrinsic motivation in all of their athletes, special emphasis should be placed on promoting intrinsic motivation of male athletes and substitutes.   Keywords:  motives, playing time, sex differences

  14. Table-Top Role Playing Game and Creativity

    Science.gov (United States)

    Chung, Tsui-shan

    2013-01-01

    The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…

  15. Does Game Playing Experience Have an Impact on the Player-PNPC Relationship?

    Science.gov (United States)

    Daviault, Christine

    2012-01-01

    There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…

  16. Executive Functioning in Highly Talented Soccer Players

    Science.gov (United States)

    Verburgh, Lot; Scherder, Erik J. A.; van Lange, Paul A.M.; Oosterlaan, Jaap

    2014-01-01

    Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9), and forty-two age-matched amateur soccer players (mean age 11.8) in the age range 8 to 16 years performed a Stop Signal task (motor inhibition), the Attention Network Test (alerting, orienting, and executive attention) and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT) on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur) as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer. PMID:24632735

  17. Executive functioning in highly talented soccer players.

    Directory of Open Access Journals (Sweden)

    Lot Verburgh

    Full Text Available Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9, and forty-two age-matched amateur soccer players (mean age 11.8 in the age range 8 to 16 years performed a Stop Signal task (motor inhibition, the Attention Network Test (alerting, orienting, and executive attention and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer.

  18. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  19. A biomechanical comparison in the lower limb and lumbar spine between a hit and drag flick in field hockey.

    Science.gov (United States)

    Ng, Leo; Rosalie, Simon M; Sherry, Dorianne; Loh, Wei Bing; Sjurseth, Andreas M; Iyengar, Shrikant; Wild, Catherine Y

    2018-03-01

    Research has revealed that field hockey drag flickers have greater odds of hip and lumbar injuries compared to non-drag flickers (DF). This study aimed to compare the biomechanics of a field hockey hit and a specialised field hockey drag flick. Eighteen male and seven female specialised hockey DF performed a hit and a drag flick in a motion analysis laboratory with an 18-camera three-dimensional motion analysis system and a calibrated multichannel force platform to examine differences in lower limb and lumbar kinematics and kinetics. Results revealed that drag flicks were performed with more of a forward lunge on the left lower limb resulting in significantly greater left ankle dorsiflexion, knee, hip and lumbar flexion (Pshit. Drag flicks were also performed with significantly greater lateral flexion (P hit. Differences in kinematics lead to greater shear, compression and tensile forces in multiple left lower limb and lumbar joints in the drag flick compared to the hit (P hit may have ramifications with respect to injury in field hockey drag flickers.

  20. Neck injuries presenting to emergency departments in the United States from 1990 to 1999 for ice hockey, soccer, and American football.

    Science.gov (United States)

    Delaney, J S; Al-Kashmiri, A

    2005-04-01

    To examine the number and rate of neck injuries in the community as a whole for ice hockey, soccer, and American football by analysing data from patients presenting to emergency departments in the United States from 1990 to 1999. Data compiled for the US Consumer Product Safety Commission were used to generate estimates for the total number of neck injuries and the more specific diagnoses of neck fractures, dislocations, contusions, sprains, strains, and lacerations occurring nationally from 1990 to 1999. These data were combined with yearly participation figures to generate rates of injury presenting to emergency departments for each sport. There were an estimated 5038 neck injuries from ice hockey, 19,341 from soccer, and 114 706 from American football. These could be broken down as follows: 4964 contusions, sprains, or strains from ice hockey, 17,927 from soccer, and 104 483 from football; 105 neck fractures or dislocations from ice hockey, 214 from soccer, and 1588 from football; 199 neck lacerations for ice hockey, 0 for soccer, and 621 for football. The rates for total neck injuries and combined neck contusions, sprains, or strains were higher for football than for ice hockey or soccer in all years for which data were available. The rate of neck injury in the United States was higher in football than in ice hockey or soccer in the time period studied.

  1. The hockey-stick method to estimate evening dim light melatonin onset (DLMO) in humans.

    Science.gov (United States)

    Danilenko, Konstantin V; Verevkin, Evgeniy G; Antyufeev, Viktor S; Wirz-Justice, Anna; Cajochen, Christian

    2014-04-01

    The onset of melatonin secretion in the evening is the most reliable and most widely used index of circadian timing in humans. Saliva (or plasma) is usually sampled every 0.5-1 hours under dim-light conditions in the evening 5-6 hours before usual bedtime to assess the dim-light melatonin onset (DLMO). For many years, attempts have been made to find a reliable objective determination of melatonin onset time either by fixed or dynamic threshold approaches. The here-developed hockey-stick algorithm, used as an interactive computer-based approach, fits the evening melatonin profile by a piecewise linear-parabolic function represented as a straight line switching to the branch of a parabola. The switch point is considered to reliably estimate melatonin rise time. We applied the hockey-stick method to 109 half-hourly melatonin profiles to assess the DLMOs and compared these estimates to visual ratings from three experts in the field. The DLMOs of 103 profiles were considered to be clearly quantifiable. The hockey-stick DLMO estimates were on average 4 minutes earlier than the experts' estimates, with a range of -27 to +13 minutes; in 47% of the cases the difference fell within ±5 minutes, in 98% within -20 to +13 minutes. The raters' and hockey-stick estimates showed poor accordance with DLMOs defined by threshold methods. Thus, the hockey-stick algorithm is a reliable objective method to estimate melatonin rise time, which does not depend on a threshold value and is free from errors arising from differences in subjective circadian phase estimates. The method is available as a computerized program that can be easily used in research settings and clinical practice either for salivary or plasma melatonin values.

  2. Rugby headgear and concussion prevention: misconceptions could increase aggressive play.

    Science.gov (United States)

    Menger, Richard; Menger, Austin; Nanda, Anil

    2016-04-01

    OBJECTIVE Multiple studies have illustrated that rugby headgear offers no statistically significant protection against concussions. However, there remains concern that many players believe rugby headgear in fact does prevent concussions. Further investigation was undertaken to illustrate that misconceptions about concussion prevention and rugby headgear may lead to an increase in aggressive play. METHODS Data were constructed by Internet survey solicitation among United States collegiate rugby players across 19 teams. Initial information given was related to club, age, experience, use of headgear, playing time, whether the rugger played football or wrestling in high school, and whether the player believed headgear prevented concussion. Data were then constructed as to whether wearing headgear would increase aggressive playing style secondary to a false sense of protection. RESULTS A total of 122 players responded. All players were male. The average player was 19.5 years old and had 2.7 years of experience. Twenty-three of 122 players (18.9%) wore protective headgear; 55.4% of players listed forward as their primary position. Overall, 45.8% (55/120) of players played 70-80 minutes per game, 44.6% (54/121) played football or wrestled in high school, 38.1% (45/118) believed headgear prevented concussions, and 42.2% (51/121) stated that if they were using headgear they would be more aggressive with their play in terms of running or tackling. Regression analysis illustrated that those who believed headgear prevented concussions were or would be more likely to engage in aggressive play (p = 0.001). CONCLUSIONS Nearly 40% of collegiate rugby players surveyed believed headgear helped to prevent concussions despite no scientific evidence that it does. This misconception about rugby headgear could increase aggressive play. Those who believed headgear prevented concussion were, on average, 4 times more likely to play with increased aggressive form than those who believed

  3. Effect of Concussion on Performance of National Football League Players.

    Science.gov (United States)

    Reams, Nicole; Hayward, Rodney A; Kutcher, Jeffrey S; Burke, James F

    2017-09-01

    Lingering neurologic injury after concussion may expose athletes to increased risk if return to play is premature. The authors explored whether on-field performance after concussion is a marker of lingering neurologic injury. Retrospective cohort study on 1882 skill-position players who played in the National Football League (NFL) during 2007-2010. Players with concussion based on the weekly injury report were compared with players with other head and neck injuries (controls) on measures of on-field performance using Football Outsiders' calculation of defense-adjusted yards above replacement (DYAR), a measure of a player's contribution controlling for game context. Changes in performance, relative to a player's baseline level of performance, were estimated before and after injury using fixed-effects models. The study included 140 concussed players and 57 controls. Players with concussion performed no better or worse than their baseline on return to play. However, a decline in DYAR relative to their prior performance was noted 2 wk and 1 wk before appearing on the injury report. Concussed players performed slightly better than controls in situations where they returned to play the same week as appearing on the injury report. On return, concussed NFL players performed at their baseline level of performance, suggesting that players have recovered from concussion. Decline in performance noted 2 wk and 1 wk before appearing on the injury report may suggest that concussion diagnosis was delayed or that concussion can be a multihit phenomenon. Athletic performance may be a novel tool for assessing concussion injury and recovery.

  4. Performance outcomes after repair of complete achilles tendon ruptures in national basketball association players.

    Science.gov (United States)

    Amin, Nirav H; Old, Andrew B; Tabb, Loni P; Garg, Rohit; Toossi, Nader; Cerynik, Douglas L

    2013-08-01

    A complete rupture of the Achilles tendon is a devastating injury. Variables affecting return to competition and performance changes for National Basketball Association (NBA) players are not readily evident. Players in the NBA who ruptured their Achilles tendons and who underwent surgical repair would have more experience in the league, and the performance of those who were able to return to competition would be decreased when compared with their performance before injury and with their control-matched peers. Cohort study; Level of evidence, 3. Data for 18 basketball players with Achilles tendon repair over a 23-year period (1988-2011) were obtained from injury reports, press releases, and player profiles. Variables included age, body mass index (BMI), player position, and number of years playing in the league. Individual season statistics were obtained, and the NBA player efficiency rating (PER) was calculated for 2 seasons before and after injury. Controls were matched by playing position, number of seasons played, and performance statistics. Univariate and multivariate analyses were performed to assess the effect of each factor. At the time of injury, the average age was 29.7 years, average BMI was 25.6, and average playing experience was 7.6 years. Seven players never returned to play an NBA game, whereas 11 players returned to play 1 season, with 8 of those players returning for ≥2 seasons. Players who returned missed an average of 55.9 games. The PER was reduced by 4.57 (P = .003) in the first season and by 4.38 (P = .010) in the second season. When compared with controls, players demonstrated a significant decline in the PER the first season (P = .038) and second season (P = .081) after their return. The NBA players who returned to play after repair of complete Achilles tendon ruptures showed a significant decrease in playing time and performance. Thirty-nine percent of players never returned to play.

  5. Is there a relationship between the playing position of soccer players and their food and macronutrient intake?

    Science.gov (United States)

    Iglesias-Gutiérrez, Eduardo; García, Angela; García-Zapico, Pedro; Pérez-Landaluce, Javier; Patterson, Angeles M; García-Rovés, Pablo Miguel

    2012-04-01

    Many authors have proposed the necessity of the design and implementation of dietary and nutrition education programs for soccer players, although little information is available about the determinants of food selection and nutrient intake. The aim of this study was to evaluate the nutritional intake and eating patterns of soccer players according to their playing position in the team. Eighty-seven young male soccer players (aged 16-21 years) were recruited from the junior teams of a Spanish First Division Soccer League Club and divided into 6 positional categories (goalkeepers, full-backs, centre-backs, midfielders, wingers, and forwards). Body composition (height, weight, and body fat), performance in soccer-specific tests (jumping, sprinting, and intermittent endurance), and dietary intake (weighed food intake method) were assessed. A spontaneous higher carbohydrate intake was observed for full-backs, midfielders, and wingers (g·kg(-1) body mass: 4.9 ± 1.0, 4.9 ± 1.3, 4.9 ± 0.8; % of energy intake: 47 ± 5, 46 ± 6, 46 ± 4), compared with goalkeepers and centre-backs (g·kg(-1) of body mass: 3.9 ± 1.0, 4.3 ± 1.1; % of energy intake: 44 ± 3, 42 ± 4). These differences were related to food selection patterns, and a higher contribution to daily energy intake of cereals, derivatives, and potatoes was observed between full-backs compared with goalkeepers and centre-backs (33% vs. 27% and 25%). The magnitude of these differences is limited considering the whole diet, and an inadequate nutrient intake were observed in most individuals of every group. The design and implementation of nutrition intervention programs, taking into consideration positional differences in nutritional intake, would be useful for these players.

  6. Violent video game players and non-players differ on facial emotion recognition.

    Science.gov (United States)

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.

  7. Decrements in knee extensor and flexor strength are associated with performance fatigue during simulated basketball game-play in adolescent, male players.

    Science.gov (United States)

    Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Delextrat, Anne; Spiteri, Tania; Dalbo, Vincent J; Stanton, Robert; Kean, Crystal O

    2018-04-01

    This study quantified lower-limb strength decrements and assessed the relationships between strength decrements and performance fatigue during simulated basketball. Ten adolescent, male basketball players completed a circuit-based, basketball simulation. Sprint and jump performance were assessed during each circuit, with knee flexion and extension peak concentric torques measured at baseline, half-time, and full-time. Decrement scores were calculated for all measures. Mean knee flexor strength decrement was significantly (P jump fatigue during the entire game. Lower-limb strength decrements may exert an important influence on performance fatigue during basketball activity in adolescent, male players. Consequently, training plans should aim to mitigate lower-limb fatigue to optimise sprint and jump performance during game-play.

  8. Physical and metabolic demands of training and match-play in the elite football player.

    Science.gov (United States)

    Bangsbo, Jens; Mohr, Magni; Krustrup, Peter

    2006-07-01

    In soccer, the players perform intermittent work. Despite the players performing low-intensity activities for more than 70% of the game, heart rate and body temperature measurements suggest that the average oxygen uptake for elite soccer players is around 70% of maximum (VO(2max). This may be partly explained by the 150 - 250 brief intense actions a top-class player performs during a game, which also indicates that the rates of creatine phosphate (CP) utilization and glycolysis are frequently high during a game. Muscle glycogen is probably the most important substrate for energy production, and fatigue towards the end of a game may be related to depletion of glycogen in some muscle fibres. Blood free-fatty acids (FFAs) increase progressively during a game, partly compensating for the progressive lowering of muscle glycogen. Fatigue also occurs temporarily during matches, but it is still unclear what causes the reduced ability to perform maximally. There are major individual differences in the physical demands of players during a game related to physical capacity and tactical role in the team. These differences should be taken into account when planning the training and nutritional strategies of top-class players, who require a significant energy intake during a week.

  9. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  10. Risk Factors for Injuries in Professional Football Players.

    Science.gov (United States)

    Haxhiu, Bekim; Murtezani, Ardiana; Zahiti, Bedri; Shalaj, Ismet; Sllamniku, Sabit

    2015-01-01

    The aim of this study was to identify risk factors related to the occurrence of injuries in football players. The study included 216 football players from 12 teams in the elite football league. Football-related injury data were collected prospectively during the 2012/2013 competitive season. At baseline the following information was collected for the players: anthropometric measurements (weight, height, BMI, subcutaneous skinfolds), playing experience, injury history, physical fitness performance test (agility run), peak oxygen uptake. The incidence, type and severity of injuries and training and game exposure times were prospectively documented for each player. Most of the players (n = 155, 71.7%) sustained the injures during the study period. The overall injury incidence during the regular season was 6.3 injuries per 1000 athlete-exposures (95% confidence interval, 4.31-9.67). Multivariate logistic regression analysis showed that playing experience (odds ratio [OR] = 0.44; 95% CI = 0.32-0.61, p football for more than 1 month, with knee injuries (25.42%) being the most severe type. The risk factors that increase injury rates in football players were previous injury, higher age and years of playing. Future research should include adequate rehabilitation program to reduce the risk of injuries.

  11. Functions of pointing by humans, and dogs’ responses, during dog-human play between familiar and unfamiliar players.

    Directory of Open Access Journals (Sweden)

    Robert W. Mitchell

    2018-05-01

    Full Text Available Although much research focuses on human index finger pointing to hidden items for dogs in experimental settings, there is little research about human pointing in naturalistic interactions. We examined human pointing to dogs during 62 dog-human play interactions, spanning 4.8 hours of videotape, to determine the functions of human pointing and dogs’ responses to that pointing. Participants were 26 humans and 27 dogs. Humans played with their own dog(s and, almost always, an unfamiliar dog. Seventeen people (16 players and one passerby pointed for 20 dogs a total of 101 times (once with a foot during 26 interactions. Most (49.5% points were toward an object (almost always a ball, to direct attention or action toward the object; 36.6% were to the ground in front of the (almost always familiar pointer, directing the dog to come, and/or drop a ball the dog held, here; 10.9% directed the dog toward the designated player and/or play area; and 3.0% directed the dog to move away from a ball the dog had dropped. Humans almost always pointed such that the dog could see the point (92.1%, and pointed more with their own than with an unfamiliar dog. Dogs responded appropriately (i.e., did what the pointer requested for only 24.7% of the visible points, more often for points to the ground than for points to objects. The proportion of dogs’ appropriate responses to visible points was similar for both familiar (30% and unfamiliar (18% humans. Six dogs who responded appropriately to some points resisted responding appropriately to others. Future research should examine non-object directed uses of pointing with dogs and their responses in naturalistic and experimental settings, and experimentally assess diverse explanations, including resistance, when dogs and other animals fail standard pointing tasks.

  12. Physical qualities and activity profiles of sub-elite and recreational Australian football players.

    Science.gov (United States)

    Stein, Josh G; Gabbett, Tim J; Townshend, Andrew D; Dawson, Brian T

    2015-11-01

    To investigate the relationship between physical qualities and match activity profiles of recreational Australian football players. Prospective cohort study. Forty players from three recreational Australian football teams (Division One, Two and Three) underwent a battery of fitness tests (vertical jump, 10 and 40 m sprint, 6 m × 30 m repeated sprint test, Yo-Yo intermittent recovery level Two and 2-km time trial). The activity profiles of competitive match-play were quantified using 10-Hz Global Positioning System units. Division One players possessed greater maximum velocity, Yo-Yo level Two and 2-km time trial performances than Division Two and Three players. In addition, Division One players covered greater relative distance, and relative distances at moderate- and high-intensities during match-play than Division Two and Three players. Division Two players had better 2-km time trial performances than Division Three players. Positive associations (P football players competing at a higher level exhibit greater physical qualities and match-play activity profiles than lesser-skilled recreational players. Acceleration and maximum velocity, 2-km time trial and Yo-Yo level Two performances discriminate between players of different playing levels, and are related to physical match performance in recreational Australian football. The development of these qualities is likely to contribute to improved match performance in recreational Australian football players. Copyright © 2014 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. Auditory memory function in expert chess players.

    Science.gov (United States)

    Fattahi, Fariba; Geshani, Ahmad; Jafari, Zahra; Jalaie, Shohreh; Salman Mahini, Mona

    2015-01-01

    Chess is a game that involves many aspects of high level cognition such as memory, attention, focus and problem solving. Long term practice of chess can improve cognition performances and behavioral skills. Auditory memory, as a kind of memory, can be influenced by strengthening processes following long term chess playing like other behavioral skills because of common processing pathways in the brain. The purpose of this study was to evaluate the auditory memory function of expert chess players using the Persian version of dichotic auditory-verbal memory test. The Persian version of dichotic auditory-verbal memory test was performed for 30 expert chess players aged 20-35 years and 30 non chess players who were matched by different conditions; the participants in both groups were randomly selected. The performance of the two groups was compared by independent samples t-test using SPSS version 21. The mean score of dichotic auditory-verbal memory test between the two groups, expert chess players and non-chess players, revealed a significant difference (p≤ 0.001). The difference between the ears scores for expert chess players (p= 0.023) and non-chess players (p= 0.013) was significant. Gender had no effect on the test results. Auditory memory function in expert chess players was significantly better compared to non-chess players. It seems that increased auditory memory function is related to strengthening cognitive performances due to playing chess for a long time.

  14. A survey of mental skills training among South African field hockey ...

    African Journals Online (AJOL)

    African Journal for Physical Activity and Health Sciences ... observed for concentration, achievement motivation and activation control. ... The participants in the study perceived MST as an important tool to enhance performance in field hockey.

  15. A Survey on Common Injuries in Recreational Badminton Players

    Directory of Open Access Journals (Sweden)

    A Muttalib

    2009-11-01

    Full Text Available The aim of this descriptive study is to determine the incidence of injuries among recreational badminton players. We evaluated 86 recreational badminton players in the city of Malacca; 35 were excluded for fitting the exclusion criteria. The average recreational badminton player was 36.13 years old and had been playing badminton for the past 17.84 years at a frequency of 2.11 times per week. 39.21% of the recreational badminton players complained of recent injuries in relation to playing badminton. Our data showed that the most common injury sustained by recreational badminton players was pain and stiffness at the shoulder joint. None of the injuries sustained by the players in our data were serious enough to warrant any form of surgical intervention. We conclude that badminton is a sport of relatively low risk and that the majority of related injuries were chronic overuse injuries.

  16. Modelling Virtual Camera Behaviour Through Player Gaze

    DEFF Research Database (Denmark)

    Picardi, Andrea; Burelli, Paolo; Yannakakis, Georgios N.

    2012-01-01

    industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out......In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game...... on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can...

  17. MODEL PENGEMBANGAN PERMAINAN FUN HOCKEY PADA SISWA KELAS XI SMA NEGERI 1 BAWANG KECAMATAN BAWANG KABUPATEN BATANG TAHUN 2014.

    Directory of Open Access Journals (Sweden)

    Wahyu Putri Vembriana Dewi

    2015-07-01

    Full Text Available The purpose of this study was to produce a model of the development of the game Fun Hockey in the XI student class of SMAN 1 Bawang, Bawang Subdistrict, Batang. The method used is the development of Borg & Gall, namely: (1 to analyze the products that will be developed that are obtained from the information collection, including field observations and study of literature, (2 develop a form of initial product model game Fun Hockey, (3 expert validation test which uses a physical education expert (hockey skills and learning experts physical education in high school, as well as small scale test, using questionnaires and consultations later in the analysis, (4 the first product revision, revision of the product based on the results of expert evaluation and testing of small-scale (12 students, (5 field trials (28 students, (6 the revision of the final product is done based on the results of field trials, (7 the outcome Fun Hockey game for students of XI class generated through the revision of field trials. From the data on the differences can concluded that the Fun Hockey Game model development can be implemented as an alternative model for students learning physical education XI class SMAN 1 Bawang, Bawang Subdistrict, Batang.

  18. The Anthropometric Characteristics of Futsal Players Compared with Professional Soccer Players

    Directory of Open Access Journals (Sweden)

    Burdukiewicz Anna

    2014-08-01

    Full Text Available Purpose. The aim of the study was to compare the morphological characteristics of experienced futsal players with professional soccer players. Methods. The research sample included 22 university futsal players and 22 professional soccer players. Parameters including body height and mass, skinfold thicknesses of the trunk and extremities, lower limb length, trunk width, humerus and femur bone breadths, and the circumferences of the chest, hips, thighs, and calves were used to calculate various somatic indices. Somatotyping was performed using the Heath–carter method. Differences in the characteristics between the futsal and soccer players were analyzed using Student’s t test. Intragroup analysis was also performed on futsal players depending on player position and compared with the arithmetic means and standard deviations of all variables of the entire sample. Results. compared with their soccer-playing peers, the futsal players were shorter, weighed less, had shorter lower limbs, narrower hips, and smaller hip circumference and bone breadth values. In contrast, higher levels of body fat and endomorphy were noted in this group. The proportion of mesomorphs and ectomorphs were similar in both groups. Futsal goalkeepers were differentiated by greater subcutaneous adiposity and body mass. Defenders had the slimmest body shape, with relatively narrower shoulders and hips, smaller bone breadths, and lower levels of adiposity. The body build of wingers was slightly larger. Pivoters were characterized by greater body height and larger values for the characteristics measuring the lateral trunk dimensions. Conclusions. The observed morphological differences between futsal and soccer players were mainly in body height and height-associated characteristics. This indicates that no specialized approach in futsal recruitment is currently used. This points to the need to develop a specialized approach in the player recruitment stage, as the tactical and

  19. Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method

    OpenAIRE

    Sato, Naoyuki; Ikeda, Kokolo; Wada, Takayuki

    2015-01-01

    In many video games such as role playing games(RPGs) or sports games, computer players act not only as the opponents of the human player but also as team-mates. But computer players as team-mates often behave in a way that human players do not expect, and such mismatches cause bigger dissatisfaction than in the case of computer players as opponents. One of the reasons for such mismatches is that there are several types of sub-goals or play-styles in these games and the Ai players act without ...

  20. The consultation of rugby players in co-developing a player health study: feasibility and consequences of sports participants as research partners.

    Science.gov (United States)

    Davies, Madeleine A M; Balai, Edward; Adams, Jo; Carter, John-Henry; Judge, Andrew; Newton, Julia L; Arden, Nigel K

    2017-01-01

    Many funding bodies within the United Kingdom and globally have encouraged public involvement in research. The Department of Health has also called public involvement a sign of good research. Despite the wide acceptance of public involvement improving many aspects of research, from its design to its communication, involvement has varied levels of implementation across different fields of research. Sports people have rarely been involved in research, partly as this research tends not to be funded by mainstream funding bodies. This may lead to a lower research quality, not founded in player ('service user') experiences. When creating a study of former rugby player health, we were very keen to involve rugby players, understand their thoughts on player health, and their playing experiences. This article explains how rugby players were involved in several ways, but mainly in group discussions during the design stage. These groups helped to inform our study's aims and questionnaire, ensure the questionnaire would capture player experiences and answer questions relevant to players, that they would like to understand after their participation in rugby. We found that these groups were easy to arrange, and that in only one session with each group, we were given many ideas of how to improve the questionnaire and study. We believe that other studies in sports should involve sports people, and that this is a useful activity that will change data collection forms and processes, improving the research, helping researchers, and making studies more suitable for players who take part in them. Background Patient and public involvement ('involvement') in the UK has increased in accordance with funding requirements, patient-centered health policy initiatives and reporting of the positive impact of involvement for those involved, research and researchers. However, involvement has not been implemented equally across all disease areas and populations. The aim of this process was to

  1. The physical profile of adult male basketball players: Differences between competitive levels and playing positions.

    Science.gov (United States)

    Ferioli, Davide; Rampinini, Ermanno; Bosio, Andrea; La Torre, Antonio; Azzolini, Matteo; Coutts, Aaron J

    2018-04-26

    This study examined the physical differences in adult male basketball players of different competitive level and playing position using a large cohort. In the middle of the regular season, 129 players from four different Divisions completed a Yo-YoIR1 and, after 3-to-8 days, they performed a 6-min continuous running test (Mognoni's test), a counter-movement jump (CMJ) test and a 5-min High-intensity Intermittent running test (HIT). Magnitude-based inferences revealed that differences in HIT were very likely moderate between Division I and II and likely small between Division II and III. The differences in absolute peak power and force produced during CMJs between Division I and II and between Division II and III were possibly small. Differences in Yo-YoIR1 and Mognoni's test were very likely-to-almost certain moderate/large between Division III and VI. We observed possibly-to-likely small differences in HIT and Mognoni's test between guards and forwards and almost certainly moderate differences in absolute peak power and force during CMJs between guards and centres. The ability to sustain high-intensity intermittent efforts (i.e. HIT) and strength/power characteristics can differentiate between competitive level, while strength/power characteristics discriminate guards from forwards/centres. These findings inform practitioners on the development of identification programs and training activities in basketball.

  2. Cricket club looking for new players

    CERN Multimedia

    Cricket Club

    2016-01-01

    The CERN Cricket Club, having lost several key players, has had a very difficult season so far and is desperately in need of new players. Having qualified for the Cricket Switzerland semi-finals for the last two years (unfortunately losing both), this year we are bottom of the Western Pool, having played the last two league matches with only 10 players. If you are interested in playing cricket please join us at net practice, which takes place on the Prevessin site each Thursday evening from 18:00 to around 20:00 (weather permitting) or send me an e-mail (see below). Please have a look at the Cricket Club web site for more information: http://cern.ch/Club-Cricket/ Chris Onions, President of the CERN Cricket Club   (christopher.onions@gmail.com)

  3. Structure constrained by metadata in networks of chess players.

    Science.gov (United States)

    Almeira, Nahuel; Schaigorodsky, Ana L; Perotti, Juan I; Billoni, Orlando V

    2017-11-09

    Chess is an emblematic sport that stands out because of its age, popularity and complexity. It has served to study human behavior from the perspective of a wide number of disciplines, from cognitive skills such as memory and learning, to aspects like innovation and decision-making. Given that an extensive documentation of chess games played throughout history is available, it is possible to perform detailed and statistically significant studies about this sport. Here we use one of the most extensive chess databases in the world to construct two networks of chess players. One of the networks includes games that were played over-the-board and the other contains games played on the Internet. We study the main topological characteristics of the networks, such as degree distribution and correlations, transitivity and community structure. We complement the structural analysis by incorporating players' level of play as node metadata. Although both networks are topologically different, we show that in both cases players gather in communities according to their expertise and that an emergent rich-club structure, composed by the top-rated players, is also present.

  4. Heart rate and activity profile for young female soccer players

    OpenAIRE

    Barbero Álvarez, José Carlos; Gómez López, Maite; Barbero Álvarez, Verónica; Granda Vera, Juan; Castagna, Carlo

    2008-01-01

    The physical and physiological demands of high-level male soccer have been studied extensively, while few studies have investigated the demands placed on females during match-play, however, there is no information available about the heart rate and activity profile of young female soccer players during match play. Therefore, the aim of this study was to examine cardiovascular (heart-rates HR) and physical demands of young female soccer players during a match. Players were observed during a fr...

  5. Imitating human playing styles in Super Mario Bros

    DEFF Research Database (Denmark)

    Ortega, Juan; Shaker, Noor; Togelius, Julian

    2012-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play...... trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or indirect (based on maximising a similarity measure). We find that a method based on neuroevolution performs best both...... in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators. A version of the classic platform game “Super Mario Bros” is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space....

  6. Campo de hockey Mariñamansa. Orense (España

    Directory of Open Access Journals (Sweden)

    García Tolosana, Carlos

    2000-06-01

    Full Text Available This article concerns the construction of a Hockey Court made of artificial green and the building where is located the changing room. The arrangement of the surrounding land and the forecast of the necessary room lo allow the construction of a complementary building where the gymnasium will be located, as well as the Federation headquarters, classrooms, a center lo control drugs and some warehouses, are also foreseen.La actuación de que se trata se concreta en la construcción de un Campo de Hockey de Hierba Artificial y del edificio de vestuarios que lo apoya y complementa. También se contempla la ordenación del entorno próximo y la previsión de espacio para permitir la construcción de un edificio complementario en el que ubicar un gimnasio, los locales de la federación, aulas, un centro de control de dopaje y una dotación de almacenes.

  7. Skate blade neck lacerations: a survey and case follow-up.

    Science.gov (United States)

    Stuart, Michael J; Link, Andrew A; Smith, Aynsley M; Krause, David A; Sorenson, Matthew C; Larson, Dirk R

    2009-11-01

    To learn about neck lacerations caused by skate blades in hockey. A retrospective Web-based survey and follow-up of registered USA Hockey players. Three hundred twenty-eight thousand eight hundred twenty-one of 457 038 registered USA Hockey players with a current e-mail address were contacted and invited to participate in the survey. Of 26 589 players (5.8% of all USA registered players) who responded to the survey, 247 were excluded due to incomplete data. Of 26 342 surveys analyzed, 23 199 respondents were men (88%), 3015 women (11.4%), and 128 (0.5%) did not designate gender. An original survey instrument was developed, formatted, and linked to a Mayo Clinic Web site. Neck lacerations from a skate blade, including mechanism, severity, treatment required, and the type of neck protector worn. Of the 26 342 respondents, 11 935 (45.4%) currently wear neck protection and 485 (1.8%) have sustained a neck laceration. When the laceration occurred, 132 of the players (27%) were wearing neck protection. Interviews with 33 injured players established that lacerations were superficial: 20 (61%) required bandaging only, 11 were sutured, and 2 were glued. Based on this survey, the currently available neck laceration protectors do not eliminate the risk of a neck laceration from a skate blade.

  8. Gender-specific activity demands experienced during semiprofessional basketball game play.

    Science.gov (United States)

    Scanlan, Aaron T; Dascombe, Ben J; Kidcaff, Andrew P; Peucker, Jessica L; Dalbo, Vincent J

    2015-07-01

    To compare game activity demands between female and male semiprofessional basketball players. Female (n=12) and male (n=12) semiprofessional basketball players were monitored across 3 competitive games. Time-motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position and all players. Female players performed at greater running work-rates than male players (45.7±1.4 vs. 42.1±1.7 m/min, P=.05), while male players performed more dribbling than female players (2.5±0.3 vs. 3.0±0.2 s/min; 8.4±0.3 vs. 9.7±0.7 m/min, P=.05). Positional analyses revealed that female BC players performed more low-intensity shuffling (P=.04) and jumping (P=.05), as well as longer (P=.04) jogging durations, than male BC players. Female FC players executed more upper-body activity (P=.03) and larger work:rest ratios (Pbasketball. Furthermore, position-specific variations between female and male basketball players should be considered. These data may prove useful in the development of gender-specific conditioning plans relative to playing position in basketball.

  9. A Hockey Night in Canada: An Imagined Conversation between Theorists

    Science.gov (United States)

    Fogel, Curtis

    2010-01-01

    In this paper, various methodological issues surrounding the sociological study of sport are explored. Through an imagined dialogue between two graduate students at a hockey game, this work brings together three divergent approaches to social enquiry: Positivist Grounded Theory, Constructivist Grounded Theory, and Actor-Network Theory. This paper…

  10. Time distortion for expert and novice online game players.

    Science.gov (United States)

    Rau, Pei-Luen Patrick; Peng, Shu-Yun; Yang, Chin-Chow

    2006-08-01

    Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.

  11. Decreased shoulder function and pain common in recreational badminton players.

    Science.gov (United States)

    Fahlström, M; Söderman, K

    2007-06-01

    The aim of this study was to describe the prevalence and consequences of painful conditions in the shoulder region in recreational badminton players. A questionnaire study was performed on 99 players, of whom 57 were also assessed with Constant score. Previous or present pain in the dominant shoulder was reported by 52% of the players. Sixteen percent of the players had on-going shoulder pain associated with badminton play. A majority of these players reported that their training habits were affected by the pain. Total Constant score was lower in the painful shoulders. Furthermore, range of active pain-free shoulder abduction was decreased. However, isometric shoulder strength test showed no differences when compared with pain-free shoulders. Even though the pain caused functional problems, the players were still playing with on-going symptoms. The diagnoses were mostly unknown, although history and clinical tests indicate problems resembling subacromial impingement.

  12. Self-determined motivation in rehabilitating professional rugby union players

    OpenAIRE

    Carson, F.; Polman, Remco C.J.

    2017-01-01

    Background The aim of the present study was to explore the views of professional rugby union players during the early rehabilitation, late rehabilitation and return to play stages, following anterior cruciate ligament (ACL) injury. Methods A qualitative dominant, mixed methodological approach was utilized with five players who had suffered an ACL injury requiring reconstructive surgery. A longitudinal approach, concurrent with each player?s rehabilitation, consisting of twice monthly intervie...

  13. (Not Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay

    Directory of Open Access Journals (Sweden)

    James Newman

    2011-10-01

    Full Text Available The subject of digital game preservation is one that has moved up the research agenda in recent years with a number of international projects, such as KEEP and Preserving Virtual Worlds, highlighting and seeking to address the impact of media decay, hardware and software obsolescence through different strategies including code emulation, for instance. Similarly, and reflecting a popular interest in the histories of digital games, exhibitions such as Game On (Barbican, UK and GameCity (Nottingham, UK experiment with ways of presenting games to a general audience. This article focuses on the UK’s National Videogame Archive (NVA which, since its foundation in 2008, has developed approaches that both dovetail with and critique existing strategies to game preservation, exhibition and display.The article begins by noting the NVA’s interest in preserving not only the code or text of the game, but also the experience of using it – that is, the preservation of gameplay as well as games. This approach is born of a conceptualisation of digital games as what Moulthrop (2004 has called “configurative performances” that are made through the interaction of code, systems, rules and, essentially, the actions of players at play. The analysis develops by problematising technical solutions to game preservation by exploring the way seemingly minute differences in code execution greatly impact on this user experience.Given these issues, the article demonstrates how the NVA returns to first principles and questions the taken-for-granted assumption that the playable game is the most effective tool for interpretation. It also encourages a consideration of the uses of non-interactive audiovisual and (paratextual materials in game preservation activity. In particular, the focus falls upon player-produced walkthrough texts, which are presented as archetypical archival documents of gameplay. The article concludes by provocatively positing that these non

  14. Fault Predictive Control of Compact Disk Players

    DEFF Research Database (Denmark)

    Odgaard, Peter Fogh; Wickerhauser, Mladen Victor

    2006-01-01

    Optical disc players such as CD-players have problems playing certain discs with surface faults like scratches and fingerprints. The problem is to be found in the servo controller which positions the optical pick-up, such that the laser beam is focused on the information track. A scheme handling...

  15. Match Performance and Physiological Capacity of Female Elite Team Handball Players

    DEFF Research Database (Denmark)

    Michalsik, L B; Madsen, K; Aagaard, Per

    2014-01-01

    The present study evaluated the physical demands imposed on female elite team handball players in relation to playing position. Female elite team handball field players were examined during match-play over a 5-year period using video based computerized locomotion analysis of tournament matches...

  16. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  17. Hockey, iPads, and Projectile Motion in a Physics Classroom

    Science.gov (United States)

    Hechter, Richard P.

    2013-01-01

    With the increased availability of modern technology and handheld probeware for classrooms, the iPad and the Video Physics application developed by Vernier are used to capture and analyze the motion of an ice hockey puck within secondary-level physics education. Students collect, analyze, and generate digital modes of representation of physics…

  18. An embouchure aid for saxophone player

    Directory of Open Access Journals (Sweden)

    Ho-Jin Moon

    2012-02-01

    Full Text Available This study aims to introduce the method that can relieve vibrating forces to oral environment by making an embouchure aid. Thin plastic crown forms were fabricated to prevent tooth abrasion and irritation to lip mucosa for the saxophone player. After application to the player, the most comfort form was chosen and delivered to 3 professional saxophone players. After 5 mon, the players responded to the survey. This embouchure aid did not disturb playing and gave comfort to lower lip. In general, the players preferred thin soft type and thought it caused little effect on sound. Far too little attention has been paid to the problems encountered by single-reed wind instrumentalist who suffer from tooth abrasion and irritation to lip mucosa. The embouchure aid not only prevent tooth damage but also diminish the discomfort of tight embouchure.

  19. Maximal power training induced different improvement in throwing velocity and muscle strength according to playing positions in elite male handball players.

    Science.gov (United States)

    Cherif, M; Chtourou, H; Souissi, N; Aouidet, A; Chamari, K

    2016-12-01

    This study was designed to assess the effect of strength and power training on throwing velocity and muscle strength in handball players according to their playing positions. Twenty-two male handball players were assigned to either an experimental group (n=11) or a control group (n=11) (age: 22.1 ± 3.0 years). They were asked to complete (i) the ball throwing velocity test and (ii) the one-repetition maximum (1-RM) tests for the half-back squat, the pull-over, the bench press, the developed neck, and the print exercises before and after 12 weeks of maximal power training. The training was designed to improve strength and power with an intensity of 85-95% of the 1RM. In addition to their usual routine handball training sessions, participants performed two sessions per week. During each session, they performed 3-5 sets of 3-8 repetitions with 3 min of rest in between. Then, they performed specific shots (i.e., 12 to 40). Ball-throwing velocity (p<0.001) was higher after the training period in rear line players (RL). The training programme resulted in an improvement of 1RM bench press (p<0.001), 1RM developed neck (p<0.001) and 1RM print (p<0.001) in both front line (FL) and RL. The control group showed a significant improvement only in ball-throwing velocity (p<0.01) and 1RM bench press (p<0.01) in RL. A significantly greater improvement was found in ball-throwing velocity (p<0.001), 1RM bench press (p<0.001), and 1RM half-back squat exercises in players of the central axis (CA) compared to the lateral axis (LA) (p<0.01). The power training programme induced significantly greater increases in ball-throwing velocity and muscle strength in FL than RL and in CA than LA axis players.

  20. Performance following a first professional concussion among National Basketball Association players.

    Science.gov (United States)

    Yengo-Kahn, Aaron M; Zuckerman, Scott L; Stotts, Jeff; Zalneraitis, Brian H; Gardner, Ryan M; Kerr, Zachary Y; Solomon, Gary S

    2016-09-01

    Basketball is a physical game played on a hardwood floor among high-jumping athletes at risk for injury. It is currently unknown how sport-related concussion (SRC) affects player performance after injury among professional basketball players. The objective of this study was to explore the impact of SRC on basketball performance among National Basketball Association (NBA) players. A retrospective, archival cohort study was performed that compared NBA player performance following concussion to pre-concussive performance. A comprehensive NBA injury database, compiled from publically available sources, was queried for NBA players who suffered concussion from 2005-06 to 2014-15 (10 seasons). Intra-and inter-player analyses were performed against a matched control group of players who missed playing time for personal reasons. Following application of inclusion/exclusion criteria and a matching process, 51 concussed players and 51 control players were included in analysis. There were no statistically significant decrements in baseline to post-concussion performance metrics in intra-player or player vs. controls after 5 return games. Our findings suggest that at the NBA level, an athlete's performance in the initial 5 games following injury does not suffer from the after-effects of concussive injury. These results may be useful in counseling professional athletes following a concussion.

  1. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    Science.gov (United States)

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  2. Motivations for Play in Computer Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    , but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  3. A Method for Using Player Tracking Data in Basketball to Learn Player Skills and Predict Team Performance.

    Science.gov (United States)

    Skinner, Brian; Guy, Stephen J

    2015-01-01

    Player tracking data represents a revolutionary new data source for basketball analysis, in which essentially every aspect of a player's performance is tracked and can be analyzed numerically. We suggest a way by which this data set, when coupled with a network-style model of the offense that relates players' skills to the team's success at running different plays, can be used to automatically learn players' skills and predict the performance of untested 5-man lineups in a way that accounts for the interaction between players' respective skill sets. After developing a general analysis procedure, we present as an example a specific implementation of our method using a simplified network model. While player tracking data is not yet available in the public domain, we evaluate our model using simulated data and show that player skills can be accurately inferred by a simple statistical inference scheme. Finally, we use the model to analyze games from the 2011 playoff series between the Memphis Grizzlies and the Oklahoma City Thunder and we show that, even with a very limited data set, the model can consistently describe a player's interactions with a given lineup based only on his performance with a different lineup.

  4. Fuerza lumbar en jugadores de hockey hierba

    OpenAIRE

    Til Pérez, Lluís; Barceló Peiró, Oriol; Pomés Díes, Teresa; Martínez Navas, Roberto; Galilea Ballarini, Pedro; Bellver Vives, Montserrat

    2007-01-01

    Introducción: El dolor lumbar tiene una alta prevalencia entre los deportistas, se ha relacionado con déficits en la fuerza extensora lumbar, y el hecho de padecerlo representa un obstáculo importante para la práctica de deportes de alta intensidad. Método: Se ha medido la fuerza lumbar en 2 grupos de practicantes de hockey hierba mediante máquina MedX® y un test de resistencia isométrico lumbar. Resultados: Entre ambos grupos los resultados han sido muy homogéneos....

  5. A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case......Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...

  6. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer...

  7. Technical player profiles related to the physical fitness of young female volleyball players predict team performance.

    Science.gov (United States)

    Dávila-Romero, C; Hernández-Mocholí, M A; García-Hermoso, A

    2015-03-01

    This study is divided into three sequential stages: identification of fitness and game performance profiles (individual player performance), an assessment of the relationship between these profiles, and an assessment of the relationship between individual player profiles and team performance during play (in championship performance). The overall study sample comprised 525 (19 teams) female volleyball players aged 12-16 years and a subsample (N.=43) used to examine study aims one and two was selected from overall sample. Anthropometric, fitness and individual player performance (actual game) data were collected in the subsample. These data were analyzed through clustering methods, ANOVA and independence chi-square test. Then, we investigated whether the proportion of players with the highest individual player performance profile might predict a team's results in the championship. Cluster analysis identified three volleyball fitness profiles (high, medium, and low) and two individual player performance profiles (high and low). The results showed a relationship between both types of profile (fitness and individual player performance). Then, linear regression revealed a moderate relationship between the number of players with a high volleyball fitness profile and a team's results in the championship (R2=0.23). The current study findings may enable coaches and trainers to manage training programs more efficiently in order to obtain tailor-made training, identify volleyball-specific physical fitness training requirements and reach better results during competitions.

  8. Non-invasive Player Experience Estimation from Body Motion and Game Context

    DEFF Research Database (Denmark)

    Burelli, Paolo; Triantafyllidis, George; Patras, Ioannis

    2014-01-01

    In this paper, we investigate on the relationship between player experience and body movements in a non-physical 3D computer game. During an experiment, the participants played a series of short game sessions and rated their experience while their body movements were tracked using a depth camera....... The data collected was analysed and a neural network was trained to find the mapping between player body movements, player in- game behaviour and player experience. The results reveal that some aspects of player experience, such as anxiety or challenge, can be detected with high accuracy (up to 81......%). Moreover, taking into account the playing context, the accuracy can be raised up to 86%. Following such a multi-modal approach, it is possible to estimate the player experience in a non-invasive fashion during the game and, based on this information, the game content could be adapted accordingly....

  9. Impact of Increased Football Field Width on Player High-Speed Collision Rate.

    Science.gov (United States)

    Joseph, Jacob R; Khalsa, Siri S; Smith, Brandon W; Park, Paul

    2017-07-01

    High-acceleration head impact is a known risk for mild traumatic brain injury (mTBI) based on studies using helmet accelerometry. In football, offensive and defensive players are at higher risk of mTBI due to increased speed of play. Other collision sport studies suggest that increased playing surface size may contribute to reductions in high-speed collisions. We hypothesized that wider football fields lead to a decreased rate of high-speed collisions. Computer football game simulation was developed using MATLAB. Four wide receivers were matched against 7 defensive players. Each offensive player was randomized to one of 5 typical routes on each play. The ball was thrown 3 seconds into play; ball flight time was 2 seconds. Defensive players were delayed 0.5 second before reacting to ball release. A high-speed collision was defined as the receiver converging with a defensive player within 0.5 second of catching the ball. The simulation counted high-speed collisions for 1 team/season (65 plays/game for 16 games/season = 1040 plays/season) averaged during 10 seasons, and was validated against existing data using standard field width (53.3 yards). Field width was increased in 1-yard intervals up to 58.3 yards. Using standard field width, 188 ± 4 high-speed collisions were seen per team per season (18% of plays). When field width increased by 3 yards, high-speed collision rate decreased to 135 ± 3 per team per season (28% decrease; P football field width can lead to substantial decline in high-speed collisions, with potential for reducing instances of mTBI in football players. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Multiple player tracking in sports video: a dual-mode two-way bayesian inference approach with progressive observation modeling.

    Science.gov (United States)

    Xing, Junliang; Ai, Haizhou; Liu, Liwei; Lao, Shihong

    2011-06-01

    Multiple object tracking (MOT) is a very challenging task yet of fundamental importance for many practical applications. In this paper, we focus on the problem of tracking multiple players in sports video which is even more difficult due to the abrupt movements of players and their complex interactions. To handle the difficulties in this problem, we present a new MOT algorithm which contributes both in the observation modeling level and in the tracking strategy level. For the observation modeling, we develop a progressive observation modeling process that is able to provide strong tracking observations and greatly facilitate the tracking task. For the tracking strategy, we propose a dual-mode two-way Bayesian inference approach which dynamically switches between an offline general model and an online dedicated model to deal with single isolated object tracking and multiple occluded object tracking integrally by forward filtering and backward smoothing. Extensive experiments on different kinds of sports videos, including football, basketball, as well as hockey, demonstrate the effectiveness and efficiency of the proposed method.

  11. Time-motion analysis and physiological responses of small-sided team handball games in youth male players: Influence of player number

    Directory of Open Access Journals (Sweden)

    Jan Bělka

    2016-12-01

    Full Text Available Background: Effective training depends on knowledge of a sport's requirements. Small-sided games (SSG are a spontaneous form of specific training, where exercise intensity can be manipulated mainly by modifying external factors. In SSG the players develop technical and tactical skills in the similar situations, such as during a match and can also develop their physical skills. Objective: The purpose of this study was to examine the distance covered and physiological response of altering the number of youth male players during small-sided team handball games with modified rules. Methods: The subjects consisted of 12 male youth team handball players (age 16.6 ± 0.5 years playing the first league for youth male players in the Czech Republic. The study was conducted during six weeks (one training session per week. Only three SSG were played in each training session. The SSG were played, first with five players on each side (5 vs. 5, then four (4 vs. 4, then three (3 vs. 3. Each game was four minutes long, followed by three minutes of passive rest. Results: The players covered the greatest distance (520.6 ± 61.4 m in the SSG 3 vs. 3. There was a difference in the distance covered between players in the 3 vs. 3 SSG and the other SSG (4 vs. 4 and 5 vs. 5 (p = .041 and p = .043, respectively. In individual speed zones a difference occurred only in the first and third speed zone and always among the 3 vs. 3 and 5 vs. 5 SSG (p = .034 and p = .044, respectively. The highest average intensity (87.9 ± 4.8% HRmax was in 3 vs. 3 SSG. Loading of the players in 5 vs. 5 was lower compared to 4 vs. 4 (p = .035 and 3 vs. 3 (p < .001. There was a difference in zone load intensity (> 90% HRmax between 3 vs. 3 and 5 vs. 5 SSG (p = .041. Conclusions: These results indicate that changing the number of players during SSG with modified rules in youth team handball may be used to manipulate the physiological response

  12. Arthroscopic rotator cuff repair in elite rugby players

    OpenAIRE

    Tambe, Amol; Badge, Ravi; Funk, Lennard

    2009-01-01

    Background: Rugby is an increasingly popular collision sport. A wide spectrum of injuries can be sustained during training and match play. Rotator cuff injury is uncommon in contact sports and there is little published literature on the treatment of rotator cuff tears in rugby players. Aims: We therefore reviewed the results and functional outcomes of arthroscopic rotator cuff repair in elite rugby players. Materials and Methods: Eleven professional rugby players underwent arthroscopic ...

  13. Metodika pro rozvoj techniky bruslení na bruslařském trenažeru

    OpenAIRE

    Soukup, Jan

    2016-01-01

    Title: Methodology for development of skating technique on a skatemill Goals: The objective of the present study is to compile available methodology knowledge re-garding the improvement of skating technique using a skatemill, and to analyse the pro-gress of skating technique in selected ice-hockey players during a comprehensive train-ing programme, where a skating simulator is used. Keywords: Ice Hockey, skatemill, kinematic analysis, hockey skills, motoric skills, ska-ting, modern aids. Powe...

  14. In situ examination of decision-making skills and gaze behaviour of basketball players

    NARCIS (Netherlands)

    van Maarseveen, Mariëtte J.J.; Savelsbergh, Geert J.P.; Oudejans, Raôul R.D.

    2018-01-01

    In this study we examined in situ decision-making skills and gaze behaviour of skilled female basketball players. Players participated as ball carriers in a specific 3 vs 3 pick-and-roll basketball play. Playing both on the right and left side of the court and facing three types of defensive play,

  15. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    OpenAIRE

    Adam Duell

    2014-01-01

    Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014).  Utilising the key components of team interaction in the context of di...

  16. Technical match characteristics and influence of body anthropometry on playing performance in male elite team handball.

    Science.gov (United States)

    Michalsik, Lars Bojsen; Madsen, Klavs; Aagaard, Per

    2015-02-01

    Modern team handball match-play imposes substantial physical and technical demands on elite players. However, only limited knowledge seems to exist about the specific working requirements in elite team handball. Thus, the purpose of this study was to examine the physical demands imposed on male elite team handball players in relation to playing position and body anthropometry. Based on continuous video recording of individual players during elite team handball match-play (62 tournament games, ∼4 players per game), computerized technical match analysis was performed in male elite team handball players along with anthropometric measurements over a 6 season time span. Technical match activities were distributed in 6 major types of playing actions (shots, breakthroughs, fast breaks, tackles, technical errors, and defense errors) and further divided into various subcategories (e.g., hard or light tackles, type of shot, claspings, screenings, and blockings). Players showed 36.9 ± 13.1 (group mean ± SD) high-intense technical playing actions per match with a mean total effective playing time of 53.85 ± 5.87 minutes. In offense, each player performed 6.0 ± 5.2 fast breaks, received 34.5 ± 21.3 tackles in total, and performed in defense 3.7 ± 3.5 blockings, 3.9 ± 3.0 claspings, and 5.8 ± 3.6 hard tackles. Wing players (84.5 ± 5.8 kg, 184.9 ± 5.7 cm) were less heavy and smaller (p handball match-play is characterized by a high number of short-term, high-intense intermittent technical playing actions. Indications of technical fatigue were observed. Physical demands differed between playing positions with wing players performing more fast breaks and less physical confrontations with opponent players than backcourt players and pivots. Body anthropometry seemed to have an important influence on playing performance because it is highly related to playing positions. The present observations suggest that male elite team handball players should implement more position

  17. Online Game Elements, Players and the Bond Between Them

    OpenAIRE

    Schweizer, Sandra

    2017-01-01

    The results are guidelines for game developers to improve their game design. Through using the guidelines of the paper, developers know how to implement appealing online game elements which appeal to the player and draw them in. The result of the thesis are socializing, achievements and immersion are motivated the player to play online games, as well as the way online games stimulate the player's brain.

  18. Daily Fantasy Sports Players: Gambling, Addiction, and Mental Health Problems.

    Science.gov (United States)

    Nower, Lia; Caler, Kyle R; Pickering, Dylan; Blaszczynski, Alex

    2018-01-19

    Studies point to a relationship between fantasy sports/daily fantasy sports (DFS) play and gambling behavior. However, little is known about the nature of those relationships, particularly regarding the development of gambling problems. This study investigates the nature, frequency, and preferences of gambling behavior as well as problem gambling severity and comorbid conditions among DFS players. Data were collected from an epidemiologic survey of 3634 New Jersey residents on gambling and leisure activities. Participants were contacted by phone (land-line and cell) and online to obtain a representative, cross-sectional sample of non-institutionalized adults, aged 18 years or older. Excluding non-gamblers, the remaining 2146 participants, included in these analyses, indicated they had either played DFS (n = 299) or had gambled but not played DFS (1847) in the past year. Univariate comparisons and multiple logistic regression analyses were performed to identify the most significant characteristics and predictors of DFS players. Overall, a higher number of gambling activities, high frequency gambling, male gender, and reports of suicidal thoughts in the past year were most predictive of DFS players. Being Hispanic (vs. Caucasian) and/or single (vs. married or living with a partner) also doubled the odds of DFS play. Findings suggest that DFS players are characterized by high gambling frequency and problem severity and comorbid problems, notably suicidal ideation. Future research should examine the motivations and possible etiological sub-types of DFS players and the nature and course of DFS play, particularly in relation to gambling behavior and the development of gambling and other problems.

  19. Describing Strategies Used by Elite, Intermediate, and Novice Ice Hockey Referees

    Science.gov (United States)

    Hancock, David J.; Ste-Marie, Diane M.

    2014-01-01

    Much is known about sport officials' decisions (e.g., anticipation, visual search, and prior experience). Comprehension of the entire decision process, however, requires an ecologically valid examination. To address this, we implemented a 2-part study using an expertise paradigm with ice hockey referees. Purpose: Study 1 explored the…

  20. A Method for Using Player Tracking Data in Basketball to Learn Player Skills and Predict Team Performance.

    Directory of Open Access Journals (Sweden)

    Brian Skinner

    Full Text Available Player tracking data represents a revolutionary new data source for basketball analysis, in which essentially every aspect of a player's performance is tracked and can be analyzed numerically. We suggest a way by which this data set, when coupled with a network-style model of the offense that relates players' skills to the team's success at running different plays, can be used to automatically learn players' skills and predict the performance of untested 5-man lineups in a way that accounts for the interaction between players' respective skill sets. After developing a general analysis procedure, we present as an example a specific implementation of our method using a simplified network model. While player tracking data is not yet available in the public domain, we evaluate our model using simulated data and show that player skills can be accurately inferred by a simple statistical inference scheme. Finally, we use the model to analyze games from the 2011 playoff series between the Memphis Grizzlies and the Oklahoma City Thunder and we show that, even with a very limited data set, the model can consistently describe a player's interactions with a given lineup based only on his performance with a different lineup.

  1. Analysis of the Motor Activities of Professional Polish Soccer Players

    Directory of Open Access Journals (Sweden)

    Andrzejewski Marcin

    2016-12-01

    Full Text Available Introduction. The aims of the present study were to determine the activity profiles of a large sample of Polish Premier League soccer players during elite-standard soccer matches depending on their position on the pitch and the intensity range of physical activity. Material and methods. The study sample comprised 1,178 players in 5 outfield positions: external defenders (ED, n = 289, central defenders (CD, n = 307, central midfield players (CM, n = 327, external midfield players (EM, n = 152, and forwards (F, n = 103. Altogether, 81 Polish League games held during four domestic seasons (2010-2011, 2011-2012, 2012-2013, and 2013-2014 were used in the analysis. A semi-automatic computerised player tracking system (Amisco Pro®, version 1.0.2, Nice, France was applied to create the match activity profiles of the teams. Results. The results of statistical analysis revealed that the average total distance covered by all the players (n = 1,178 was 11,313 ± 852 m. With respect to the players’ position on the pitch, the central midfielders travelled the longest average distance (11,894 ± 765 m during the game. The longest distance was covered in the V1 intensity range (62%, followed by V2 (15%, V3 (10%, V4 (8%, V5 (3%, and V6 (2%. Conclusions. The objective of this study was to verify the differences among playing positions and to quantify the demands placed on elite Polish soccer players in each individual position during match play. While analysing elite-level match play in terms of the overall distance covered in different categories of intensity, we found a number of statistically significant differences between different playing positions. The data presented in this study can be regarded as norms for elite soccer players, serve for present and future comparison, and represent the scientific basis for developing position-specific conditioning/training protocols in soccer.

  2. Video-analysis of player's kinematics in running out of boundaries in association football fields

    OpenAIRE

    Lanzotti, A.; Costabile, G.; Annino, G.; Amodeo, G.; Odenwald, S.

    2016-01-01

    The risk of injury following a player's impact with objects in sport facilities is a growing problem, as shown by serious accidents that happen when players have head impacts with obstacles and barriers installed around the play area. At present, no experimental data are available about the kinematics of football (soccer) players during a running-out of playing areas scenario. Experimental tests on a sample of 14 skilled football players, aged between 17 and 19 years, were conducted to invest...

  3. Playing MMORPGs: connections between addiction and identifying with a character.

    Science.gov (United States)

    Smahel, David; Blinka, Lukas; Ledabyl, Ondrej

    2008-12-01

    Addiction to online role-playing games is one of the most discussed aspects of recent cyberpsychology, mainly for its potentially negative impact on the social lives of young people. In our study, we focus on some aspects of youth and adolescent addiction to MMORPGs. We investigated connections between players and their game characters and examined if, and in what ways, player relationship to their character affected potential addiction. Players attitude to their characters seems to play a specific role, since players who tend to be addicted view their characters as being superior and more often wish to be like their characters in their real lives. Our research also confirmed that younger players are generally more prone to addiction.

  4. The Connection Between Introversion/Extraversion and Social Capital Outcomes of Playing World of Warcraft.

    Science.gov (United States)

    Reer, Felix; Krämer, Nicole C

    2017-02-01

    Some studies indicated that playing online games yields a "rich-get-richer effect" and is especially socially beneficial for extraverted players, while other authors argue that online gaming could have compensational effects for introverted players. The current survey study (N = 409) investigates the connection between introversion/extraversion and social capital outcomes of playing the popular role-playing game World of Warcraft and shows that the rich-get-richer and the compensation perspective are not mutually exclusive. Path analysis revealed that extraverted players communicated and self-disclosed more extensively, more often engaged in team play, and, hence, had better chances to build up social capital than introverts. However, at least some of the introverted players used the game for social compensation. These players chose a more social playing style, which increased their chances to acquire social capital. The results demonstrate that the group of introverted players is more heterogeneous than previously thought and that the links between personality aspects and social outcomes of playing are quite complex and rather indirect than direct.

  5. Secure Multi-Player Protocols

    DEFF Research Database (Denmark)

    Fehr, Serge

    While classically cryptography is concerned with the problem of private communication among two entities, say players, in modern cryptography multi-player protocols play an important role. And among these, it is probably fair to say that secret sharing, and its stronger version verifiable secret...... sharing (VSS), as well as multi-party computation (MPC) belong to the most appealing and/or useful ones. The former two are basic tools to achieve better robustness of cryptographic schemes against malfunction or misuse by “decentralizing” the security from one single to a whole group of individuals...... (captured by the term threshold cryptography). The latter allows—at least in principle—to execute any collaboration among a group of players in a secure way that guarantees the correctness of the outcome but simultaneously respects the privacy of the participants. In this work, we study three aspects...

  6. Video game players show more precise multisensory temporal processing abilities.

    Science.gov (United States)

    Donohue, Sarah E; Woldorff, Marty G; Mitroff, Stephen R

    2010-05-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. In the present study, we examined whether video game players' benefits generalize beyond vision to multisensory processing by presenting auditory and visual stimuli within a short temporal window to video game players and non-video game players. Participants performed two discrimination tasks, both of which revealed benefits for video game players: In a simultaneity judgment task, video game players were better able to distinguish whether simple visual and auditory stimuli occurred at the same moment or slightly offset in time, and in a temporal-order judgment task, they revealed an enhanced ability to determine the temporal sequence of multisensory stimuli. These results suggest that people with extensive experience playing video games display benefits that extend beyond the visual modality to also impact multisensory processing.

  7. [Muscular trunk stability in professional and amateur volleyball players].

    Science.gov (United States)

    Miltner, O; Siebert, C; Tschaepe, R; Maus, U; Kieffer, O

    2010-03-01

    The aim of this study was to analyse the efficiency of muscular activity in the trunk stabilisation of professional volleyball players compared to a group of amateur hobby players. The results were compared amongst the groups as well as with a reference group consisting of asymptomatic individuals. The question to be answered was whether or not professional volleyball players possess a characteristic strength profile in their trunk musculature and if differences exist with regard to the individuals' competitive playing level. In this comparative study 12 professional volleyball players (German Bundesliga) and 18 non-professional volleyball players were analysed with regard to their isometric strength profile in all three planes. The reference group was provided by the Proxomed company, which had previously analysed healthy untrained individuals (n = 1045) of various age groups. A sports-specific profile for the musculature of volleyball players revealed a significant reduction in the flexion and rotation strength as well as a well-developed lateral flexion strength (highly significant when compared to the reference group). With reference to the level played, better strength values in flexion and lateral flexion were found among the professional athletes. Professional volleyball players present with a characteristic trunk musculature strength profile. A detailed analysis of the muscle strength of the spine as part of a sports medicine work-up could prove helpful in preventing injuries and overuse problems in professional and hobby volleyball players.

  8. Correlating cumulative sub-concussive head impacts in football with player performance - biomed 2009.

    Science.gov (United States)

    Rowson, Steven; Goforth, Mike W; Dietter, Dave; Brolinson, P Gunnar; Duma, Stefanan M

    2009-01-01

    The objective of this study was to investigate the effect of cumulative sub-concussive head impacts on football player performance. The helmets of three Virginia Tech football players were instrumented with a six accelerometer sensor capable of measuring head acceleration. Helmets were instrumented for every game during the 2006 and 2007 football seasons. Each time the head was impacted during a game, the sensor recorded the impact and wirelessly transmitted the data to a sideline computer. Furthermore, the coaching staff at Virginia Tech reviewed post-game film and evaluated each player's performance based on strict criteria. Players were awarded positive points for good plays and negative points for bad plays. Their performance scores were then normalized to a per play basis. Correlations of player performance with cumulative peak linear acceleration and cumulative head injury criterion (HIC) were evaluated. No consistent head acceleration-based measure showed a strong correlation with significance. In addition, relationship trends varied on a position basis. There are many factors other than head impacts that can affect a player's performance and more research is needed to further quantify such effects.

  9. A dynamical system perspective to understanding badminton singles game play.

    Science.gov (United States)

    Chow, Jia Yi; Seifert, Ludovic; Hérault, Romain; Chia, Shannon Jing Yi; Lee, Miriam Chang Yi

    2014-02-01

    By altering the task constraints of cooperative and competitive game contexts in badminton, insights can be obtained from a dynamical systems perspective to investigate the underlying processes that results in either a gradual shift or transition of playing patterns. Positional data of three pairs of skilled female badminton players (average age 20.5±1.38years) were captured and analyzed. Local correlation coefficient, which provides information on the relationship of players' displacement data, between each pair of players was computed for angle and distance from base position. Speed scalar product was in turn established from speed vectors of the players. The results revealed two patterns of playing behaviors (i.e., in-phase and anti-phase patterns) for movement displacement. Anti-phase relation was the dominant coupling pattern for speed scalar relationships among the pairs of players. Speed scalar product, as a collective variable, was different between cooperative and competitive plays with a greater variability in amplitude seen in competitive plays leading to a winning point. The findings from this study provide evidence for increasing stroke variability to perturb existing stable patterns of play and highlights the potential for speed scalar product to be a collective variable to distinguish different patterns of play (e.g., cooperative and competitive). Copyright © 2013 Elsevier B.V. All rights reserved.

  10. Examining Play Counts and Measurements of Injury Incidence in Youth Football.

    Science.gov (United States)

    Kerr, Zachary Y; Yeargin, Susan W; Djoko, Aristarque; Dalton, Sara L; Baker, Melissa M; Dompier, Thomas P

    2017-10-01

      Whereas researchers have provided estimates for the number of head impacts sustained within a youth football season, less is known about the number of plays across which such impact exposure occurs.   To estimate the number of plays in which youth football players participated during the 2013 season and to estimate injury incidence through play-based injury rates.   Descriptive epidemiology study.   Youth football.   Youth football players (N = 2098; age range, 5-15 years) from 105 teams in 12 recreational leagues across 6 states.   We calculated the average number of athlete-plays per season and per game using independent-samples t tests to compare age groups (5-10 years old versus 11-15 years old) and squad sizes (football players participated in 333.9 ± 178.5 plays per season and 43.9 ± 24.0 plays per game. Age groups (5- to 10-year-olds versus 11- to 15-year-olds) did not differ in the average number of plays per season (335.8 versus 332.3, respectively; t 2086.4 = 0.45, P = .65) or per game (44.1 versus 43.7, respectively; t 2092.3 = 0.38, P = .71). However, players from smaller teams participated in more plays per season (373.7 versus 308.0; t 1611.4 = 8.15, P football squad sizes may help reduce head-impact exposure for individual players. The AE-based injury rates yielded effect estimates similar to those of play-based injury rates.

  11. The Long-Term Game: An Analysis of the Life Expectancy of National Football League Players

    Directory of Open Access Journals (Sweden)

    Ruud Koning

    2014-03-01

    Full Text Available The National Football League (NFL has recently received significant negative media attention surrounding the safety of its players, revolving largely around the long term health risks of playing the sport. Recent premature deaths and instances of suicide associated with chronic traumatic encephalopathy and other football related injuries have brought the sport under increased scrutiny. By comparing mortality rates of the general population to mortality rates of players using publically available data from the 1970 and 1994 NFL seasons, we test whether participation in football is significantly harmful to the longevity of the players. We conclude that, in total, players in the NFL have lower mortality rates than the general population. However, there is evidence that line players have higher mortality rates than other players and that those who played more games have higher mortality rates than those who played fewer games.

  12. How to play Reverse Hex

    DEFF Research Database (Denmark)

    Toft, Bjarne; Hayward, Ryan B.; Henderson, Philip

    2012-01-01

    We present new results on how to play Reverse Hex, also known as Rex, or Misère Hex, on n × n boards. We give new proofs – and strengthened versions – of Lagarias and Sleator’s theorem (for n × n boards, each player can prolong the game until the board is full, so the first/second player can alwa...

  13. Strangers and Friends: Collaborative Play in World of Warcraft

    Science.gov (United States)

    Nardi, Bonnie; Harris, Justin

    We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.

  14. Procedural Personas for Player Decision Modeling and Procedural Content Generation

    DEFF Research Database (Denmark)

    Holmgård, Christoffer

    2016-01-01

    ." These methods for constructing procedural personas are then integrated with existing procedural content generation systems, acting as critics that shape the output of these systems, optimizing generated content for different personas and by extension, different kinds of players and their decision making styles......How can player models and artificially intelligent (AI) agents be useful in early-stage iterative game and simulation design? One answer may be as ways of generating synthetic play-test data, before a game or level has ever seen a player, or when the sampled amount of play test data is very low....... This thesis explores methods for creating low-complexity, easily interpretable, generative AI agents for use in game and simulation design. Based on insights from decision theory and behavioral economics, the thesis investigates how player decision making styles may be defined, operationalised, and measured...

  15. The Effect Playing Online GamesOn The Players

    OpenAIRE

    Christopher Akami J.S

    2014-01-01

    Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.

  16. Vitamin D profile in National Football League players.

    Science.gov (United States)

    Maroon, Joseph C; Mathyssek, Christina M; Bost, Jeffrey W; Amos, Austin; Winkelman, Robert; Yates, Anthony P; Duca, Mark A; Norwig, John A

    2015-05-01

    By maintaining phosphate and calcium homeostasis, vitamin D is critical for bone health and possibly physical performance. Hence, vitamin D is important to athletes. Few studies have investigated vitamin D levels in relation to fractures and performance in athletes, and no published study has included a multiracial sample of professional American football players. To assess vitamin D levels, including the prevalence of vitamin D deficiency/insufficiency, in professional American football players and to evaluate the association of vitamin D levels with race, fracture history, and the ability to obtain a contract position, which may be a marker for athletic performance. Cohort study; Level of evidence, 3. Serum vitamin D levels of 80 professional football players from a single team in the National Football League were obtained during the 2011 off-season (mean age, 26.5±3.7 years; black, n=67 [84%]). These levels were used to compare injury reports from the 2011-2012 and 2012-2013 seasons. Statistical analyses were performed to test if vitamin D levels were related to race, fracture history, and the ability to obtain a contract position. Mean vitamin D level was 27.4±11.7 ng/mL, with significantly lower levels for black players (25.6±11.3 ng/mL) versus white players (37.4±8.6 ng/mL; F 1,78=13.00, P=.001). All athletes who were vitamin D deficient were black. When controlling for number of professional years played, vitamin D levels were significantly lower in players with at least 1 bone fracture when compared with no fractures. Players who were released during the preseason because of either injury or poor performance had significantly lower vitamin D levels than did players who played in the regular season. Black professional football players have a higher rate of vitamin D deficiency than do white players. Furthermore, professional football players with higher vitamin D levels were more likely to obtain a contract position in the National Football League

  17. Relationship between achievement goal orientations and the perceived purposes of playing rugby union for professional and amateur players.

    Science.gov (United States)

    Treasure, D C; Carpenter, P J; Power, K T

    2000-08-01

    The recent professionalization of rugby union makes it an excellent achievement context in which to examine the relationship between achievement goal orientations and the perceived purposes of sport as a function of competitive standard. During the 1996-97 season, 73 professional and 106 amateur rugby players in England completed a series of questionnaires assessing their achievement goal orientations, beliefs about the purposes of rugby and demographic information. The results of a canonical correlation analysis revealed a conceptually coherent relationship between achievement goal orientations and purposes of rugby. Specifically, a high ego/moderate task orientation was positively related to fitness, aggression and financial remuneration as significant purposes of rugby. Professional players scored higher on those purposes of rugby related to aggression, financial remuneration and fitness, but lower on sportspersonship than amateur players. Professional players also reported higher task and ego goal orientations than amateur players. The findings are discussed in terms of the differences in lifestyle and motivation of professional and amateur rugby union players.

  18. A Topic Model Approach to Representing and Classifying Football Plays

    KAUST Repository

    Varadarajan, Jagannadan

    2013-09-09

    We address the problem of modeling and classifying American Football offense teams’ plays in video, a challenging example of group activity analysis. Automatic play classification will allow coaches to infer patterns and tendencies of opponents more ef- ficiently, resulting in better strategy planning in a game. We define a football play as a unique combination of player trajectories. To this end, we develop a framework that uses player trajectories as inputs to MedLDA, a supervised topic model. The joint maximiza- tion of both likelihood and inter-class margins of MedLDA in learning the topics allows us to learn semantically meaningful play type templates, as well as, classify different play types with 70% average accuracy. Furthermore, this method is extended to analyze individual player roles in classifying each play type. We validate our method on a large dataset comprising 271 play clips from real-world football games, which will be made publicly available for future comparisons.

  19. Self-determined motivation in rehabilitating professional rugby union players.

    Science.gov (United States)

    Carson, Fraser; Polman, Remco C J

    2017-01-01

    The aim of the present study was to explore the views of professional rugby union players during the early rehabilitation, late rehabilitation and return to play stages, following anterior cruciate ligament (ACL) injury. A qualitative dominant, mixed methodological approach was utilized with five players who had suffered an ACL injury requiring reconstructive surgery. A longitudinal approach, concurrent with each player's rehabilitation, consisting of twice monthly interviews, a self-report diary and three established questionnaires (MOS-Social Support Survey, Sherbourne & Stewart, 1991; Sport Climate Questionnaire, Deci & Ryan, n.d.; Injury Rehabilitation Questionnaire, Deci & Ryan, n.d.) were completed. Theoretical thematic analysis was conducted on three distinct phases (Early Limited Participation phase, 10 higher order themes; Late Limited Rehabilitation phase, 11 higher order themes; and Return to Play phase, 9 higher order themes) and coded relating to autonomy, competence and relatedness. The findings suggest that increased autonomy and control assist emotional and behavioral responses during rehabilitation and return to play, while development of competence increases self-confidence.

  20. The Effect Playing Online GamesOn The Players

    Directory of Open Access Journals (Sweden)

    Christopher Akami J.S

    2014-11-01

    Full Text Available Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.

  1. Study Regarding the Play of the wing player at the World Handball Championship – Serbia 2013

    Directory of Open Access Journals (Sweden)

    Ionică CĂRĂBAŞ

    2013-12-01

    Full Text Available The ascension to the top of the world hierachy in hanball implies a minutiously preparation, considering all the factors of the sporting training, of the players who compose the team. If, not long ago, a team having a 9 m line and a valuable goalkeeper could lean the victory balance in its favour, nowadays, a team can not win a high level competition without having very valuable players on the other posts too. Considering the aspects presented, the study proposes to demonstrate the importance of the players` contribution who evolve on the wing post, in the modern handball game.

  2. In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game

    Science.gov (United States)

    Hollister, Jonathan M.

    2016-01-01

    This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…

  3. Match analysis of elite adolescent team handball players.

    Science.gov (United States)

    Chelly, Mohamed Souhaiel; Hermassi, Souhail; Aouadi, Ridha; Khalifa, Riadh; Van den Tillaar, Roland; Chamari, Karim; Shephard, Roy J

    2011-09-01

    The purposes of this study were to examine the activity profile of elite adolescent players during regular team handball games and to compare the physical and motor performance of players between the first and second halves of a match. Activity patterns (video analysis) and heart-rate (HR) responses (telemetry) were monitored in top national-division adolescent players (18 men, aged 15.1 ± 0.6 years) throughout 6 regulation games (25-minute halves with a 10-minute interval). The total distance covered averaged 1,777 ± 264 m per game (7.4% less in the second than in the first half, p > 0.05). Players ran 170 ± 24 m at high intensity and 86 ± 12 m at maximal speed, with 32 ± 6 bouts of running (duration 2.3 ± 0.3 seconds) at speeds > 18 km·h(-1); they stood still for 16% of the playing time. The mean HR during play was 172 ± 2 b·min(-1) (82 ± 3% of maximal HR). Blood lactate concentrations at the end of the first and second halves were 9.7 ± 1.1 and 8.3 ± 0.9 mmol·L(-1), respectively (difference p game by modifying playing tactics and maximizing both aerobic and anaerobic fitness during training sessions.

  4. Epidemiology of neurodegeneration in American-style professional football players.

    Science.gov (United States)

    Lehman, Everett J

    2013-01-01

    The purpose of this article is to review the history of head injuries in relation to American-style football play, summarize recent research that has linked football head injuries to neurodegeneration, and provide a discussion of the next steps for refining the examination of neurodegeneration in football players. For most of the history of football, the focus of media reports and scientific studies on football-related head injuries was on the acute or short-term effects of serious, traumatic head injuries. Beginning about 10 years ago, a growing concern developed among neurologists and researchers about the long-term effects that playing professional football has on the neurologic health of the players. Autopsy-based studies identified a pathologically distinct neurodegenerative disorder, chronic traumatic encephalopathy, among athletes who were known to have experienced concussive and subconcussive blows to the head during their playing careers. Football players have been well represented in these autopsy findings. A mortality study of a large cohort of retired professional football players found a significantly increased risk of death from neurodegeneration. Further analysis found that non-line players were at higher risk than line players, possibly because of an increased risk of concussion. Although the results of the studies reviewed do not establish a cause effect relationship between football-related head injury and neurodegenerative disorders, a growing body of research supports the hypothesis that professional football players are at an increased risk of neurodegeneration. Significant progress has been made in the last few years on detecting and defining the pathology of neurodegenerative diseases. However, less progress has been made on other factors related to the progression of those diseases in football players. This review identifies three areas for further research: (a) quantification of exposure - a consensus is needed on the use of clinically

  5. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    Kuss, D.J.; Louws, J.; Wiers, R.W.

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of

  6. Online gaming addiction: Does the frequent playing affect player's lifestyle?

    OpenAIRE

    Riegrová, Kateřina

    2013-01-01

    This thesis deals with online computer games and their influence on the lifestyle of players. The work is divided into 2 parts ─ theoretical and research. The theoretical part describes the basic information about the history of computer games and the Internet, the distribution of computer games, addictive behavior on the Internet and computer games as well as problems that can cause excessive use of computers. In the research part, I tried to find answers to research questions. The aim of th...

  7. Player Modeling for Intelligent Difficulty Adjustment

    Science.gov (United States)

    Missura, Olana; Gärtner, Thomas

    In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces of gameplay. An important ingredient of video games is to challenge players by providing them with tasks of appropriate and increasing difficulty. How this difficulty should be chosen and increase over time strongly depends on the ability, experience, perception and learning curve of each individual player. It is a subjective parameter that is very difficult to set. Wrong choices can easily lead to players stopping to play the game as they get bored (if underburdened) or frustrated (if overburdened). An ideal game should be able to adjust its difficulty dynamically governed by the player’s performance. Modern video games utilise a game-testing process to investigate among other factors the perceived difficulty for a multitude of players. In this paper, we investigate how machine learning techniques can be used for automatic difficulty adjustment. Our experiments confirm the potential of machine learning in this application.

  8. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  9. Exposure to Elevated Carbon Monoxide Levels at an Indoor Ice Arena--Wisconsin, 2014.

    Science.gov (United States)

    Creswell, Paul D; Meiman, Jon G; Nehls-Lowe, Henry; Vogt, Christy; Wozniak, Ryan J; Werner, Mark A; Anderson, Henry

    2015-11-20

    On December 13, 2014, the emergency management system in Lake Delton, Wisconsin, was notified when a male hockey player aged 20 years lost consciousness after participation in an indoor hockey tournament that included approximately 50 hockey players and 100 other attendees. Elevated levels of carbon monoxide (CO) (range = 45 ppm-165 ppm) were detected by the fire department inside the arena. The emergency management system encouraged all players and attendees to seek medical evaluation for possible CO poisoning. The Wisconsin Department of Health Services (WDHS) conducted an epidemiologic investigation to determine what caused the exposure and to recommend preventive strategies. Investigators abstracted medical records from area emergency departments (EDs) for patients who sought care for CO exposure during December 13-14, 2014, conducted a follow-up survey of ED patients approximately 2 months after the event, and conducted informant interviews. Ninety-two persons sought ED evaluation for possible CO exposure, all of whom were tested for CO poisoning. Seventy-four (80%) patients had blood carboxyhemoglobin (COHb) levels consistent with CO poisoning; 32 (43%) CO poisoning cases were among hockey players. On December 15, the CO emissions from the propane-fueled ice resurfacer were demonstrated to be 4.8% of total emissions when actively resurfacing and 2.3% when idling, both above the optimal range of 0.5%-1.0%. Incomplete fuel combustion by the ice resurfacer was the most likely source of elevated CO. CO poisonings in ice arenas can be prevented through regular maintenance of ice resurfacers, installation of CO detectors, and provision of adequate ventilation.

  10. Cryptographically Blinded Games: Leveraging Players' Limitations for Equilibria and Profit

    DEFF Research Database (Denmark)

    Hubacek, Pavel; Park, Sunoo

    2014-01-01

    In this work we apply methods from cryptography to enable mutually distrusting players to implement broad classes of mediated equilibria of strategic games without trusted mediation. Our implementation uses a pre-play 'cheap talk' phase, consisting of non- binding communication between players...

  11. The effects of an increased calorie breakfast consumed prior to simulated match-play in Academy soccer players.

    Science.gov (United States)

    Briggs, Marc A; Harper, Liam D; McNamee, Ged; Cockburn, Emma; Rumbold, Penny L S; Stevenson, Emma J; Russell, Mark

    2017-08-01

    Dietary analysis of Academy soccer players highlights that total energy and carbohydrate intakes are less than optimal, especially, on match-days. As UK Academy matches predominantly kick-off at ∼11:00 h, breakfast is likely the last pre-exercise meal and thus may provide an intervention opportunity on match-day. Accordingly, the physiological and performance effects of an increased calorie breakfast consumed ∼135-min before soccer-specific exercise was investigated. English Premier League Academy soccer players (n = 7) repeated a 90-min soccer match simulation on two occasions after consumption of habitual (B hab ; ∼1100 kJ) or increased (B inc ; ∼2100 kJ) energy breakfasts standardised for macronutrient contributions (∼60% carbohydrates, ∼15% proteins and ∼25% fats). Countermovement jump height, sprint velocities (15-m and 30-m), 30-m repeated sprint maintenance, gut fullness, abdominal discomfort and soccer dribbling performances were measured. Blood samples were taken at rest, pre-exercise, half-time and every 15-min during exercise. Although dribbling precision (P = .522; 29.9 ± 5.5 cm) and success (P = .505; 94 ± 8%) were unchanged throughout all time-points, mean dribbling speed was faster (4.3 ± 5.7%) in B inc relative to B hab (P = .023; 2.84 vs 2.75 m s -1 ). Greater feelings of gut fullness (67 ± 17%, P = .001) were observed in B inc without changes in abdominal discomfort (P = .595). All other physical performance measures and blood lactate and glucose concentrations were comparable between trials (all P > .05). Findings demonstrate that Academy soccer players were able to increase pre-match energy intake without experiencing abdominal discomfort; thus, likely contributing to the amelioration of energy deficits on match-days. Furthermore, whilst B inc produced limited benefits to physical performance, increased dribbling speed was identified, which may be of benefit to match-play.

  12. Protective equipment and the prevention of concussion - what is the evidence?

    Science.gov (United States)

    Navarro, Rodolfo R

    2011-01-01

    The complex nature of the evaluation and management of concussion lends to controversy, and the immediate and long-term implications still are being investigated. Various types of protective equipment have been used as a means to prevent concussions, and protective equipment is being used more frequently in different sports. Recent investigations have suggested that a protective, but not preventive, effect may be afforded by mouthguard use in rugby players, headgear use in soccer players, and customized mandibular orthotic use in football players. The use of faceshields has not shown a proven benefit in preventing the incidence of sport-related concussion in ice hockey or field hockey participants. Further studies are needed to clarify the role of protective equipment in the prevention of sport-related concussion.

  13. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  14. Greater circadian disadvantage during evening games for the National Basketball Association (NBA), National Hockey League (NHL) and National Football League (NFL) teams travelling westward.

    Science.gov (United States)

    Roy, Jonathan; Forest, Geneviève

    2018-02-01

    We investigated the effects of a circadian disadvantage (i.e. playing in a different time zone) on the winning percentages in three major sport leagues in North America: the National Basketball Association, the National Hockey League and the National Football League. We reviewed 5 years of regular season games in the National Basketball Association, National Hockey League and National Football League, and noted the winning percentage of the visiting team depending on the direction of travel (west, east, and same time zone) and game time (day and evening games). T-tests and analysis of variance were performed to evaluate the effects of the circadian disadvantage, its direction, the number of time zones travelled, and the game time on winning percentages in each major league. The results showed an association between the winning percentages and the number of time zones traveled for the away evening games, with a clear disadvantage for the teams travelling westward. There was a significant difference in the teams' winning percentages depending on the travelling direction in the National Basketball Association (F 2,5908  = 16.12, P < 0.0001) and the National Hockey League (F 2,5639  = 4.48, P = 0.011), and a trend was found in the National Football League (F 2,1279  = 2.86, P = 0.058). The effect of the circadian disadvantage transcends the type of sport and needs to be addressed for greater equity among the western and eastern teams in professional sports. These results also highlight the importance of circadian rhythms in sport performance and athletic competitions. © 2017 European Sleep Research Society.

  15. Cardiovascular changes in video-game players. Cause for concern?

    Science.gov (United States)

    Gwinup, G; Haw, T; Elias, A

    1983-12-01

    Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.

  16. Prevalence of and attitudes about concussion in Irish schools' rugby union players.

    Science.gov (United States)

    Delahunty, Sinéad E; Delahunt, Eamonn; Condon, Brian; Toomey, David; Blake, Catherine

    2015-01-01

    Youth rugby players represent 45.2% (N = 69,472) of the Irish rugby union playing population. The risk and consequences of concussion injury are of particular concern in these young athletes, but limited epidemiological data exists. This study investigated annual and lifetime prevalence of concussion in an Irish schoolboy rugby union cohort. An anonymous cross-sectional survey of youth rugby players was conducted. Diagnosed concussion was defined as an incident where diagnosis was confirmed by a health professional or coach. Demographics, prevalence, and attitudes to concussion were collated. Data were analyzed with descriptive statistics, chi-square test, t-tests, Mann-Whitney tests, and logistic regression. Overall, 304 youth (aged 12-18 years) responded. Lifetime prevalence of diagnosed concussion was 19.4%, with annual (2010) prevalence 6.6%. Approximately 25.4% of players with diagnosed concussions returned to play without medical advice. Internal motivation (11.8%) was the predominant factor in feeling pressure to play while concussed. A desire for further concussion education was expressed by 89.5% of participants. Reform is required to prevent and manage concussion injuries among youth players in the rugby union, including mandatory education specific to concussion and implementation of return-to-play protocols. These findings have relevance for governing bodies, coaches, clinicians, schools, parents, and rugby union players. © 2014, American School Health Association.

  17. Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players.

    Science.gov (United States)

    Billieux, Joël; Chanal, Julien; Khazaal, Yasser; Rochat, Lucien; Gay, Philippe; Zullino, Daniele; Van der Linden, Martial

    2011-01-01

    Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test. Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35). This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life. Copyright © 2011 S. Karger AG, Basel.

  18. Epidemiology and Impact on Performance of Lower Extremity Stress Injuries in Professional Basketball Players.

    Science.gov (United States)

    Khan, Moin; Madden, Kim; Burrus, M Tyrrell; Rogowski, Joseph P; Stotts, Jeff; Samani, Marisa J; Sikka, Robby; Bedi, Asheesh

    Professional basketball players in the National Basketball Association (NBA) subject their lower extremities to significant repetitive loading during both regular-season and off-season training. Little is known about the incidence of lower extremity bony stress injuries and their impact on return to play and performance in these athletes. Stress injuries of the lower extremity will have significant impact on performance. Case series. Level 4. All bony stress injuries from 2005 to 2015 were identified from the NBA. Number of games missed due to injury and performance statistics were collected from 2 years prior to injury to 2 years after the injury. A linear regression analysis was performed to determine the impact of injury for players who returned to sport. A total of 76 lower extremity bony stress injuries involving 75 NBA players (mean age, 25.4 ± 4.1 years) were identified. Fifty-five percent (42/76) involved the foot, and most injuries occurred during the regular season (82.9%, 63/76), with half occurring within the first 6 weeks. Among players who sustained a fifth metatarsal stress fracture, 42.9% were unable to return to professional play. Players who sustained stress injuries had reduced play performance, specifically related to number of games played ( P = 0.014) and number of steals per game ( P = 0.004). Players who had surgery had significantly better performance at 2 years than those who were managed nonoperatively, independent of the type of injury (β = 4.561; 95% CI, 1.255-7.868). Lower extremity bony stress injuries may significantly affect both short- and long-term player performance and career length. Stress injuries result in decreased player performance, and surgical intervention results in improved performance metrics compared with those treated using conservative methods. Stress injuries result in decreased player performance, and surgical intervention results in improved performance metrics.

  19. Locomotion Characteristics and Match-Induced Impairments in Physical Performance in Male Elite Team Handball Players

    DEFF Research Database (Denmark)

    Michalsik, L B; Aagaard, Per; Madsen, K

    2013-01-01

    The purpose of this study was to determine the physical demands and match-induced impairments in physical performance in male elite Team Handball (TH) players in relation to playing position. Male elite TH field players were closely observed during 6 competitive seasons. Each player (wing players...

  20. Early Sport Specialization: Effectiveness and Risk of Injury in Professional Baseball Players.

    Science.gov (United States)

    Wilhelm, Andrew; Choi, Changryol; Deitch, John

    2017-09-01

    The rate of early sport specialization in professional baseball players is unknown. To report the incidence and age of sport specialization in current professional baseball players and the impact of early specialization on the frequency of serious injuries sustained during the players' careers. We also queried participants about when serious injuries occurred, the players' current position on the field, and their opinions regarding the need for young athletes to specialize early to play at the professional level. Descriptive epidemiological study. A total of 102 current professional baseball players anonymously completed a 7-question written survey. Early sport specialization was defined as "single-sport participation prior to high school." Injury was defined as "a serious injury or surgery that required the player to refrain from sports (baseball) for an entire year." Chi-square tests were used to investigate the risk of injury in those who specialized early in baseball versus those who did not. Independent-sample t tests were used to compare injury rates based on current player position. Fifty (48%) baseball players specialized early. The mean age at initiation of sport specialization was 8.91 years (SD, 3.7 years). Those who specialized early reported more serious injuries (mean, 0.54; SD, 0.838) during their professional baseball career than those who did not (mean, 0.23; SD, 0.425) ( P = .044). Finally, 63.4% of the queried players believed that early sport specialization was not required to play professional baseball. Our study demonstrated a statistically significant higher rate of serious injury during a baseball player's professional career in those players who specialized early. Most current professional baseball players surveyed believed that sport specialization was not required prior to high school to master the skills needed to play at the professional level. Our findings demonstrate an increased incidence of serious injuries in professional baseball

  1. Brain damage in former association football players

    International Nuclear Information System (INIS)

    Sortland, O.; Tysvaer, A.T.

    1989-01-01

    Thirty-three former football players from the National Football Team of Norway were examined by cerebral computer tomography (CT). The CT studies, evaluated for brain atrophy, visually and by linear measurements compared two different normal materials. One third of the players were found to have central cerebral atrophy. It is concluded that the atrophy probably was caused by repeated small head injuries during the football play, mainly in connection with heading the ball. (orig.)

  2. Are squash players protecting their eyes?

    Science.gov (United States)

    Eime, R M; Finch, C F; Sherman, C A; Garnham, A P

    2002-09-01

    To determine factors associated with adult squash players' protective eyewear behaviours. A survey of 303 players (aged >or =18 years) was conducted at three squash venues in Melbourne, Australia over a three week period in June 2000 to obtain information about protective eyewear use. Of 303 participants the response rate was 98.1%; 66.1% were males, with a mean age of 40.5 years. The majority (68.4%) had played squash for 10 years or more. Although 18.8% of players reported using protective eyewear, only 8.9% reported wearing approved eyewear. Both age group (peye injuries (50.0%) and knowledge of eye injury risk (33.9%). A commonly reported barrier was restriction of vision (34.2%). These findings demonstrate a low prevalence of voluntary use of appropriate protective eyewear. Future prevention strategies incorporating education campaigns should focus on increasing players' knowledge of risks. The barriers to use and misconceptions about which types of eyewear is most protective need to be addressed as a priority.

  3. Prevalence and variance of shoulder injuries in elite collegiate football players.

    Science.gov (United States)

    Kaplan, Lee D; Flanigan, David C; Norwig, John; Jost, Patrick; Bradley, James

    2005-08-01

    Shoulder injuries are the fourth most common musculoskeletal injury encountered in American football players. There is little information in the literature on the role of playing position in the type of shoulder injuries seen. There is a high prevalence of shoulder injuries in elite collegiate American football players, with type of injury varying by playing position. Cohort study (prevalence); Level of evidence, 3. A total of 336 elite collegiate American football players were invited to the National Football League Combine for physical testing and medical evaluation. Current and historical data were evaluated for the purpose of this study, and all players underwent radiographic examinations, including plain radiographs and/or magnetic resonance imaging when necessary. All shoulder pathological conditions and shoulder surgical procedures were recorded. Players were categorized by position for the analysis of position-specific trends. Of the players, 50% had a history of shoulder injuries, with a total of 226 shoulder injuries (1.3 injuries per player injured); 56 players (34%) had a total of 73 surgeries. The most common injuries were acromioclavicular separation (41%), anterior instability (20%), rotator cuff injury (12%), clavicle fracture (4%), and posterior instability (4%). The most common surgeries performed were anterior instability reconstruction (48%), Mumford/Weaver-Dunn surgery (15%), posterior instability surgery (10%), and rotator cuff surgery (10%). Shoulder injuries were more common in quarterbacks and defensive backs. Surgery was more common in linebackers or linemen. A history of anterior instability was more common in defensive players, with surgery required 76% of the time. Linemen had more rotator cuff injuries and posterior instability than players in other positions. Shoulder injuries are common injuries in elite collegiate football players, with one-third undergoing surgical procedures. There are definitive trends in the types of injuries

  4. Acute injuries in soccer, ice hockey, volleyball, basketball, judo, and karate: analysis of national registry data.

    Science.gov (United States)

    Kujala, U M; Taimela, S; Antti-Poika, I; Orava, S; Tuominen, R; Myllynen, P

    1995-12-02

    To determine the acute injury profile in each of six sports and compare the injury rates between the sports. Analysis of national sports injury insurance registry data. Finland during 1987-91. 621,691 person years of exposure among participants in soccer, ice hockey, volleyball, basketball, judo, or karate. Acute sports injuries requiring medical treatment and reported to the insurance company on structured forms by the patients and their doctors. 54,186 sports injuries were recorded. Injury rates were low in athletes aged under 15, while 20-24 year olds had the highest rates. Differences in injury rates between the sports were minor in this adult age group. Overall injury rates were higher in sports entailing more frequent and powerful body contact. Each sport had a specific injury profile. Fractures and dental injuries were most common in ice hockey and karate and least frequent in volleyball. Knee injuries were the most common cause of permanent disability. Based on the defined injury profiles in the different sports it is recommended that sports specific preventive measures should be employed to decrease the number of violent contacts between athletes, including improved game rules supported by careful refereeing. To prevent dental injuries the wearing of mouth guards should be encouraged, especially in ice hockey, karate, and basketball.

  5. From MMORPG to a Classroom Multiplayer Presential Role Playing Game

    Science.gov (United States)

    Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco

    2010-01-01

    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…

  6. Exploring Game Performance in the National Basketball Association Using Player Tracking Data

    Science.gov (United States)

    Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling i del Alcázar, Xavi; Balciunas, Mindaugas

    2015-01-01

    Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams. PMID:26171606

  7. Exploring Game Performance in the National Basketball Association Using Player Tracking Data.

    Science.gov (United States)

    Sampaio, Jaime; McGarry, Tim; Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling I Del Alcázar, Xavi; Balciunas, Mindaugas

    2015-01-01

    Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.

  8. Exploring Game Performance in the National Basketball Association Using Player Tracking Data.

    Directory of Open Access Journals (Sweden)

    Jaime Sampaio

    Full Text Available Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA, and (ii describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230. The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.

  9. The Rules of the Game—The Rules of the Player

    DEFF Research Database (Denmark)

    Thorhauge, Anne Mette

    2013-01-01

    of the game manager in order to implement the rules and provide a world for the other players. In online role-playing games, a programmed system simulates the rule system as well as part of the game manager’s tasks, while the rest of the activity is up to the players to define. Some aspects may translate more......This article presents a critical view of the concept of rules in game studies on the basis of a case study of role-playing across media. Role-playing in its traditional form is a complex activity including a game system and a number of communicative conventions where one player takes the role...... or less unproblematically across media, others are transformed by the introduction of the programmed system. This reveals some important perspectives on the sort of rules that can be simulated in a programmed system and what this means to the concept of rules in game studies....

  10. Bone Mineral Density of Adolescent Female Tennis Players and Nontennis Players

    Directory of Open Access Journals (Sweden)

    Kevser Ermin

    2012-01-01

    Full Text Available The purpose of this study was to determine differences in bone mineral density (BMD among adolescent female tennis players (TPs and nontennis players (NTPs and to assess body composition as a predictor variable of BMD. Nineteen female TPs and 19 female NTPs, ages 14 to 18 years, participated in this study. Lumbar spine, total hip, femoral neck, forearms BMD, and body composition were assessed using dual-energy X-ray absorptiometry (DXA. Lumbar spine and total hip BMD measurements for TP were greater than NTP. However, these differences were not statistically significant (=0.37 and 0.12, resp.. TP had significantly greater femoral neck BMD than NTPs (=0.02. This difference might play an important role in preventing osteoporosis and decreasing the risk of fractures at the hip later in life.

  11. Social dimensions of expertise in World of Warcraft players

    Directory of Open Access Journals (Sweden)

    Mark Chen

    2009-03-01

    Full Text Available Expertise development in the massively multiplayer online game World of Warcraft (Blizzard Entertainment, 2004 depends greatly on a player's use of social skills to gain access to expert player groups and accrue social and cultural capital. Drawn from ethnographic research, this paper maps out various forms of expert practice and highlights the social aspects of game play that often eclipse the importance of game-mechanics knowledge. At the time of this research, playing World of Warcraft and developing expertise in the game happened roughly within a two-stage process: (1 leveling up, or advancing one's character or avatar while learning the mechanics of the game, and (2 drawing on social capital gained during the first stage to join a group of up to 40 players to partake in high-end or endgame content.

  12. MRI findings in soccer players with long-standing adductor-related groin pain and asymptomatic controls.

    Science.gov (United States)

    Branci, Sonia; Thorborg, Kristian; Bech, Birthe Højlund; Boesen, Mikael; Nielsen, Michael Bachmann; Hölmich, Per

    2015-05-01

    Soccer players are commonly affected by long-standing adductor-related groin pain (ARGP), but the clinical significance of MRI findings in these athletes is largely unknown. Our aims were (1) to evaluate whether MRI findings are associated with long-standing ARGP in soccer players, (2) to assess MRI findings in asymptomatic soccer players and non-soccer playing controls. This cross-sectional study included 28 male soccer players with long-standing ARGP, 17 male asymptomatic soccer players and 20 male asymptomatic non-soccer playing athletes of matching age and athletic exposure. Participants underwent identical standardised and reliable clinical examination, and MRI scans (3 T) of the pelvis performed by a blinded observer. Images were consensus rated by three blinded radiologists according to a standardised MRI evaluation protocol. The associations between clinical adductor-related findings and pathological MRI findings were investigated with χ(2) statistics and OR. Central disc protrusion (p=0.027) and higher grades of pubic bone marrow oedema (BMO; p=0.027) were significantly more present in symptomatic players than asymptomatic players. However, up to 71% of asymptomatic soccer players displayed different positive MRI findings, and asymptomatic soccer players had significantly higher odds (OR ranging from 6.3 to 13.3) for BMO, adductor tendinopathy and degenerative changes than non-soccer players. ARGP in soccer players was associated with central disc protrusion and higher grades of pubic BMO. Moreover, positive MRI findings were significantly more frequent in soccer players compared with non-soccer players irrespective of symptoms, suggesting that these MRI changes may be associated with soccer play itself rather than clinical symptoms. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  13. The Influence of Physical Qualities on Activity Profiles of Female Australian Football Match-Play.

    Science.gov (United States)

    Black, Georgia M; Gabbett, Tim J; Johnston, Rich D; Cole, Michael H; Naughton, Geraldine; Dawson, Brian

    2017-10-16

    The rapid transition of female Australian football players from amateur to semi-elite competitions has the potential for athletes to be underprepared for match-play. To gain an understanding the match demands of female football, the aims of this study were three-fold: (1) to highlight the physical qualities that discriminate selected and non-selected female Australian Football players, (2) to investigate activity profiles of female Australian Football players, and (3) to gain an understanding of the influence of physical qualities on running performance in female Australian Football match-play. Twenty-two female Australian football (AF) state academy players (mean ± SD age, 23.2 ± 4.5 years) and 27 non-selected players (mean ± SD age, 23.4 ± 4.9 years) participated in this study. The Yo-Yo Intermittent Recovery Test (Level 1), countermovement jump and 30m sprint tests were completed prior to the competitive season. During 14 matches, players wore global positioning system (GPS) units to describe the running demands of female AF match-play. Selected players were faster over 30 metres (ES=0.57; p=0.04) and covered greater distances on the Yo-Yo IR1 test (ES=1.09; pfemale AF players were faster and had greater intermittent running ability than players not selected to a State academy program. An emphasis should be placed on the development of physical fitness in this playing group to ensure optimal preparation for the national competition.

  14. Online and live regular poker players: Do they differ in impulsive sensation seeking and gambling practice?

    Science.gov (United States)

    Barrault, Servane; Varescon, Isabelle

    2016-01-01

    Background and aims Online gambling appears to have special features, such as anonymity, speed of play and permanent availability, which may contribute to the facilitation and increase in gambling practice, potentially leading to problem gambling. The aims of this study were to assess sociodemographic characteristics, gambling practice and impulsive sensation seeking among a population of regular poker players with different levels of gambling intensity and to compare online and live players. Methods 245 regular poker players (180 online players and 65 live players) completed online self-report scales assessing sociodemographic data, pathological gambling (SOGS), gambling practice (poker questionnaire) and impulsive sensation seeking (ImpSS). We used SOGS scores to rank players according to the intensity of their gambling practice (non-pathological gamblers, problem gamblers and pathological gamblers). Results All poker players displayed a particular sociodemographic profile: they were more likely to be young men, executives or students, mostly single and working full-time. Online players played significantly more often whereas live players reported significantly longer gambling sessions. Sensation seeking was high across all groups, whereas impulsivity significantly distinguished players according to the intensity of gambling. Discussion Our results show the specific profile of poker players. Both impulsivity and sensation seeking seem to be involved in pathological gambling, but playing different roles. Sensation seeking may determine interest in poker whereas impulsivity may be involved in pathological gambling development and maintenance. Conclusions This study opens up new research perspectives and insights into preventive and treatment actions for pathological poker players. PMID:28092187

  15. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design.

    Science.gov (United States)

    Yilmaz Soylu, Meryem; Bruning, Roger H

    2016-01-01

    This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

  16. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

    Science.gov (United States)

    Yilmaz Soylu, Meryem; Bruning, Roger H.

    2016-01-01

    This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. PMID:27729881

  17. Exploring Self-Regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

    Directory of Open Access Journals (Sweden)

    Meryem YILMAZ SOYLU

    2016-09-01

    Full Text Available This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001 guided the study. Main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: 1 characteristics of expert video gamers, 2 conditions for playing a video game, 3 figuring out a game, 4 how gamers act and, 5 game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

  18. Bridging Media with the Help of Players

    Science.gov (United States)

    Nitsche, Michael; Drake, Matthew; Murray, Janet

    We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.

  19. Injuries in Spanish female soccer players

    Directory of Open Access Journals (Sweden)

    Juan Del Coso

    2018-04-01

    Full Text Available Background: Epidemiologic research to learn the incidence, type, location, and severity of female soccer injuries and the risk factors for sustaining a sport injury is the first step in developing preventive policies. The aim of this study was to analyze the incidence of injuries in the population of female soccer players in Spain. Methods: The injuries incurred by 25,397 female soccer players were registered by the medical staff of the Spanish Football Federation during 1 season. A standardized medical questionnaire was used to classify the injury according to type, severity, location, and injury mechanism. A total of 2108 injuries was reported with an incidence of 0.083 injuries per player per season. Most injuries were in the lower limbs (74.0%, mainly affecting knee (30.4% and ankle joints (17.9%. Results: The proportion of injuries derived from contact with another player was higher during matches (33.7% than during training (11.4%; p  0.05. Conclusion: Most female soccer injuries were located at the knee and ankle; the injury mechanism determined the playing time lost; and the player's age did not affect injury characteristics. Keywords: Ankle, Epidemiology, Knee, Sport injuries, Women

  20. Psycho-social attributes of elite African women volleyball players ...

    African Journals Online (AJOL)

    Psycho-social attributes of elite African women volleyball players. ... 78% of them were influenced by family members to play volleyball, 81% continued to play the game due to success, and 64% envisaged that ... AJOL African Journals Online.

  1. An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users

    OpenAIRE

    You, Fang; Liu, Jianping; Guan, Xinjian; Wang, Jianmin; Zheng, Zibin; Tam, Peter

    2011-01-01

    Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predi...

  2. MUSCLE DAMAGE AFTER A TENNIS MATCH IN YOUNG PLAYERS

    Directory of Open Access Journals (Sweden)

    R.V. Gomes

    2014-07-01

    Full Text Available The present study investigated changes in indirect markers of muscle damage following a simulated tennis match play using nationally ranked young (17.6 ± 1.4 years male tennis players. Ten young athletes played a 3-hour simulated match play on outdoor red clay courts following the International Tennis Federation rules. Muscle soreness, plasma creatine kinase activity (CK, serum myoglobin concentration (Mb, one repetition maximum (1RM squat strength, and squat jump (SJ and counter movement jump (CMJ heights were assessed before, immediately after, and 24 and 48 h after the simulated match play. All parameters were also evaluated in a non-exercised group (control group. A small increase in the indirect markers of muscle damage (muscle soreness, CK and Mb was detected at 24-48 hours post-match (p<0.05. A marked acute decrement in neuromuscular performance (1RM squat strength: -35.2 ± 10.4%, SJ: -7.0 ± 6.0%, CMJ: -10.0 ± 6.3% was observed immediately post-match (p<0.05. At 24 h post-match, the 1RM strength and jump heights were not significantly different from the baseline values. However, several players showed a decrease of these measures at 24 h after the match play. The simulated tennis match play induced mild muscle damage in young players. Coaches could monitor changes in the indirect markers of muscle damage to assess athletes’ recovery status during training and competition.

  3. Incidence and pattern of injuries among adolescent basketball players in Nigeria

    OpenAIRE

    Owoeye Oluwatoyosi Babatunde; Akodu Ashiyat; Oladokun Bayonle; Akinbo Sunday Rufus

    2012-01-01

    Abstract Background Basketball is the second most popular sport in Nigeria after football and is commonly played by adolescents. Prospective studies on adolescent basketball players in Nigeria are lacking. Such studies will help to develop injury counter-measures. Hence, this study aimed at determining the incidence and pattern of injuries among adolescent basketball players in Nigeria. Methods A prospective observational study involving 141 adolescent basketball players (75 boys and 66 girls...

  4. Character selecting advisor for a role-playing game

    Science.gov (United States)

    Redfield, Carol L.; Berlanga, Felicia

    1994-01-01

    Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.

  5. Playing spades: The rich resources of African American young men

    Science.gov (United States)

    Schademan, Alfred R.

    Research has shown that African American young men as a demographic group occupy the lowest levels of academic performance in both science and mathematics. In spite of this educational problem, little research has been conducted on the knowledge related to these disciplines that these young men learn and develop through everyday cultural practices. Such knowledge is needed in order to: (1) combat the deficit views that many teachers currently hold of African American young men, and (2) inform teachers interested in implementing pedagogies in their classrooms that draw upon the knowledge of African American young men. To add to our knowledge in this field, this study examines the resources that African American young men learn, use, and develop through a card game called Spades. Specifically, the study identifies and analyzes the models and model-based reasoning that the players use in order to win games. The study focuses upon modeling as it is central to both science and mathematics. To imbed player models and reasoning in context, the study employs a syncretic theoretical framework that examines how Spades has changed over time and how it is currently played in a high school setting. The qualitative study uses ethnographic methods combined with play-by-play analyses to reconstruct games and examine player strategies and reasoning that guide their decisions. The study found that the players operate from a number of different models while playing the game. Specifically, the players consider multiple variables and factors, as well as their mathematical relationships, to predict future occurrences and then play cards accordingly. Further, the players use a number of resources to win games including changing the game to maintain a competitive edge, counting cards, selectively memorizing cards played, assessing risk, bluffing, reading partners as well as opponents, reneging, estimating probabilities, and predicting outcomes. The player models and resources bear

  6. Research of individual psychological particular qualities handball players 15-17 years.

    Directory of Open Access Journals (Sweden)

    Bikova H.O.

    2011-02-01

    Full Text Available The differences of individual-psychological characteristics of young handball players playing in different game roles. It is shown the relationship of certain personality characteristics of athletes with a line of attack handball players. In research took part handball players at the age of 15-17 years. It is analyzed data from questionnaires by R. Kettela and R. Rusalova. Evaluated the differences in the properties of the temperament handball players of different roles. Established that the distribution of game functions athletes must take into account their individual psychological characteristics.

  7. Predicting Player Churn In the Wild

    DEFF Research Database (Denmark)

    Hadiji, Fabian; Sifa, Rafet; Drachen, Anders

    2014-01-01

    Free-to-Play or "freemium" games represent a fundamental shift in the business models of the game industry, facilitated by the increasing use of online distribution platforms and the introduction of increasingly powerful mobile platforms. The ability of a game development company to analyze...... a crucial value, allowing developers to obtain data-driven insights to inform design, development and marketing strategies. One of the key challenges is modeling and predicting player churn. This paper presents the first cross-game study of churn prediction in Free-to-Play games. Churn in games is discussed...... and derive insights from behavioral telemetry is crucial to the success of these games which rely on in-game purchases and in-game advertising to generate revenue, and for the Company to remain competitive in a global marketplace. The ability to model, understand and predict future player behavior has...

  8. Responses to Forces Influencing Cohesion as a Function of Player Status and Level of Male Varsity Basketball Competition.

    Science.gov (United States)

    Gruber, Joseph J.; Gray, Gary R.

    1982-01-01

    A study analyzed team cohesion perceptions of 515 male varsity basketball players (10 to 22 years of age) to determine if factors influencing team cohesion were a function of competitive intensity or of the importance of individual players to their team. Players with the most game playing time were more satisfied than those with less playing time.…

  9. Awareness among Indian professional football players about injury prevention strategies: A national survey.

    Science.gov (United States)

    Nair, Rohit; Rajasekar, Sannasi; Abraham, Allan; Samuel, Asir John

    2018-03-01

    To determine the awareness and application of the injury prevention strategies by professional Indian football players through Standard Questionnaire Based Survey. Descriptive Epidemiological Study. Professional football clubs in India. Among 150 professional footballers playing in India, 109 football players participated.. The online questionnaire was made in the Google drive application. An online URL (www.tinyurl.com/futbolscptrc) was made in Google accounts by Google drive. 150 professional footballers playing in India were identified and invited to participate in this descriptive epidemiological online survey. All duly filled questionnaire responses were automatically reached in the Google drive inbox. Descriptive analysis was used for the data analysis. Questionnaires were distributed to 150 professional players at nine Indian League clubs. 109 players responded, which represents a response rate of 73%. The player age and number of years as a professional footballers were 25 (4) years (range 18-38 years) and 6 (4) years (range 1-16 years) respectively. The players were from one Premier (9), two Division One (6 and 16), and two Division Two (9 and 15) teams. Most of the professional Indian football players are aware about the injury prevention strategies. However, the application of these strategies is consistently followed by Premier division players.

  10. The Impact and Functional Outcomes of Achilles Tendon Pathology in National Basketball Association Players.

    Science.gov (United States)

    Amin, Nirav H; McCullough, Kirk C; Mills, Gavin L; Jones, Morgan H; Cerynik, Douglas L; Rosneck, James; Parker, Richard D

    2016-09-01

    Achilles tendon rupture within professional athletes has been shown to lead to devastating consequences regarding return to athletic performance. Not only can this devastating injury affect performance for the remainder of player's career, it frequently becomes a career-ending event. Considering these significant risks associated with complete rupture, the purpose of this study was to evaluate NBA players with a spectrum of reported Achilles tendon pathology, from tendinopathy (insertional and non-insertional) to complete rupture. Between the 1988-1989 and 2010-2011 NBA seasons, we identified 43 cases of Achilles tendon pathology treated non-operatively. A control group was matched for the players able to return to play with the following parameters: age, position played, number of seasons played in the league, and similarly rated career performance statistics. Considering the medical staff, trainers and facilities available to a professional athlete, a "weekend warrior" should be counseled that even in optimal conditions, 14% of NBA players were unable to return to function/play after Achilles tendinopathy, and that those who were able to return did so at a decreased level of performance. In conclusion, players with Achilles tendinopathy have a better chance to return if they are younger in age and early in their professional career. Furthermore, the association between Achilles pathology and decline in player performance is an important message to convey to coaching staff and team management to allow properly informed decisions when these conditions arise.

  11. The Epidemiology of Hip and Groin Injuries in Professional Baseball Players.

    Science.gov (United States)

    Coleman, Struan H; Mayer, Stephanie W; Tyson, Jared J; Pollack, Keshia M; Curriero, Frank C

    2016-01-01

    Injuries of the hip and groin among professional baseball players can result in a significant number of disabled list days. The epidemiology of these injuries has not been delineated. The purpose of this study is to describe the incidence, mechanism, type, and rehabilitation course of hip and groin injuries among Major League Baseball (MLB) and Minor League Baseball (MiLB) players. The MLB injury database for hip and groin injuries from 2011-2014 was analyzed. Occurrence of injuries was assessed based on level of play, field location, activity during which the injury occurred, mechanism of injury, and days missed. The treatment was recorded as nonoperative or surgical. The subsequent rehabilitation and return to play were recorded. Chi-square tests were used to test the hypothesis of equal proportions between the various categories of hip and groin characteristics. From 2011-2014, 1823 hip and groin injuries occurred among MLB and MiLB players, which accounted for approximately 5% of all injuries. Of these, 1514 (83%) occurred among MiLB players and 309 (17%) among MLB players; 96% of injuries were extra-articular. Among all players, a noncontact mechanism during defensive fielding was the most common activity causing injury (74%), and infielders experienced the most hip and groin injuries (34%). The majority of extra-articular injuries were treated nonoperatively (96.2%), resulting in an average of 12 days missed. Intra-articular pathology more commonly required surgery, and resulted in an average of 123 days missed. Hip and groin injuries can be debilitating and result in a significant number of days missed. Intra-articular pathology and athletic pubalgia were usually treated surgically, while the majority of extra-articular hip injuries were treated successfully with nonoperative modalities. Correct diagnosis and appropriate treatment can lead to a high rate of return to play for professional baseball players with injuries to the hip and groin.

  12. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  13. Kasvatus- ja valmennustyylien yhteys juniorijääkiekkoilijoiden suoriutumisstrategioihin, tyytyväisyyteen ja joukkueen koheesioon

    OpenAIRE

    Juntumaa, Birgitta

    2009-01-01

    This thesis focused on the roles of parenting styles (including parental norm-breaking attitudes and parents perceptions of players coach-athlete relationship), players achievement strategies, perceptions of coaching behaviours, coaches own perceptions, and perceptions of team leaders, in explaining player satisfaction and team cohesion. Five studies based on the same data provided by the Finnish Ice Hockey Association (FIHA) were carried out. The sample sizes were as follows: players, 1,...

  14. Analysis of cohesion and collective efficacy profiles for the performance of soccer players.

    Science.gov (United States)

    Leo, Francisco M; Sánchez-Miguel, Pedro A; Sánchez-Oliva, David; Amado, Diana; García-Calvo, Tomás

    2013-12-18

    The principal aims of the study were to define different profiles of cohesion and perceived efficacy in soccer players and to measure their differences in performance. The subjects were 235 soccer players in the under-18 category who played in the National League in Spain and 15 coaches whose ages ranged from 29 to 45 years. Diverse instruments to assess cohesion, perceived efficacy, and expectations of success were used in the study. Moreover, we measured playing time and performance. The results of the study proved the existence of four cohesion and efficacy profiles that presented significant differences in expectations of success, playing time, and performance. Furthermore, significant differences were found in the distribution of players in the teams as a function of performance. The main conclusion of this study is that soccer players with higher cohesion and collective efficacy levels belonged to teams that completed the season at the top-level classification. In contrast, athletes with low cohesion and collective efficacy usually played in unsuccessful teams. Coaches and sports psychologists are encouraged to promote both social and task cohesion and collective efficacy to enhance team performance.

  15. Communication aspects of a three-player Prisoner's Dilemma quantum game

    International Nuclear Information System (INIS)

    Ramzan, M; Khan, M K

    2009-01-01

    We present a quantization scheme for a three-player Prisoner's Dilemma game. It is shown that entanglement plays a dominant role in the three-player quantum game. Four different types of payoffs are identified on the basis of different combinations of initial state and measurement basis entanglement parameters. A relation among these different payoffs is also established. We also study the communication aspects of the three-player game. By exploiting different combinations of initial state and measurement basis entanglement parameters, we establish a relationship for the information shared among the parties. It is seen that the strategies of the players act as carriers of information in quantum games

  16. Acute injuries in soccer, ice hockey, volleyball, basketball, judo, and karate: analysis of national registry data.

    Science.gov (United States)

    Kujala, U. M.; Taimela, S.; Antti-Poika, I.; Orava, S.; Tuominen, R.; Myllynen, P.

    1995-01-01

    OBJECTIVE--To determine the acute injury profile in each of six sports and compare the injury rates between the sports. DESIGN--Analysis of national sports injury insurance registry data. SETTING--Finland during 1987-91. SUBJECTS--621,691 person years of exposure among participants in soccer, ice hockey, volleyball, basketball, judo, or karate. MAIN OUTCOME MEASURES--Acute sports injuries requiring medical treatment and reported to the insurance company on structured forms by the patients and their doctors. RESULTS--54,186 sports injuries were recorded. Injury rates were low in athletes aged under 15, while 20-24 year olds had the highest rates. Differences in injury rates between the sports were minor in this adult age group. Overall injury rates were higher in sports entailing more frequent and powerful body contact. Each sport had a specific injury profile. Fractures and dental injuries were most common in ice hockey and karate and least frequent in volleyball. Knee injuries were the most common cause of permanent disability. CONCLUSIONS--Based on the defined injury profiles in the different sports it is recommended that sports specific preventive measures should be employed to decrease the number of violent contacts between athletes, including improved game rules supported by careful refereeing. To prevent dental injuries the wearing of mouth guards should be encouraged, especially in ice hockey, karate, and basketball. PMID:8520333

  17. A novel scientific approach in identifying talents among female ...

    African Journals Online (AJOL)

    This study determine the most significant physical fitness and anthro-energy intake components in identifying the talents among female adolescent field hockey players. 45 players from Terengganu sport academy were assessed in physical fitness and anthro-energy intake measurements. The first rotated PCAs presented 8 ...

  18. A report on psychological well-being and physical self-perception in ...

    African Journals Online (AJOL)

    This research compared psychological well-being and physical self-perceptions of convenience samples of health club members, hockey players, runners, soccer players, surfers and a control group of non-sports persons. All sports groups perceived themselves to be significantly more psychologically well than the control ...

  19. Performing self, performing character: Exploring gender performativity in online role-playing games

    Directory of Open Access Journals (Sweden)

    Heather Osborne

    2012-09-01

    Full Text Available Online narrative (fiction-based role-playing games and massively multiplayer online role-playing games (MMORPGs provide a ludic structure in which role players enact the gender and sexuality of their avatars. To investigate how role players perceive and perform their avatars' gender and sexuality in online games, I invited role players from MMORPGs and narrative RPGs to participate in an online survey. This study examines how the online game environment mediates players' self-expression and their acceptance of minority identities. Qualitative analysis of the data collected suggests that players who demonstrate empathy with and examination of their avatars' genders and sexualities, and who experience a sense of belonging within the game structure, are able to form positive interpersonal relationships that allow them to accept others' expressed identities.

  20. An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users

    Directory of Open Access Journals (Sweden)

    Fang You

    2011-01-01

    Full Text Available Massively multiplayer online role-playing games (MMORPGs have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model. From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model, our proposed player taxonomy model can achieve good results: classification is more stable.

  1. Comparison of anthropometry, upper-body strength, and lower-body power characteristics in different levels of Australian football players.

    Science.gov (United States)

    Bilsborough, Johann C; Greenway, Kate G; Opar, David A; Livingstone, Steuart G; Cordy, Justin T; Bird, Stephen R; Coutts, Aaron J

    2015-03-01

    The aim of this study was to compare the anthropometry, upper-body strength, and lower-body power characteristics in elite junior, sub-elite senior, and elite senior Australian Football (AF) players. Nineteen experienced elite senior (≥4 years Australian Football League [AFL] experience), 27 inexperienced elite senior (free soft tissue mass [FFSTM], fat mass, and bone mineral content) with dual-energy x-ray absorptiometry, upper-body strength (bench press and bench pull), and lower-body power (countermovement jump [CMJ] and squat jump with 20 kg). A 1-way analysis of variance assessed differences between the playing levels in these measures, whereas relationships between anthropometry and performance were assessed with Pearson's correlation. The elite senior and sub-elite senior players were older and heavier than the elite junior players (p ≤ 0.05). Both elite playing groups had greater total FFSTM than both the sub-elite and junior elite players; however, there were only appendicular FFSTM differences between the junior elite and elite senior players (p squat performance measures (r = 0.33-0.55). Australian Football players' FFSTM are different between playing levels, which are likely because of training and partly explain the observed differences in performance between playing levels highlighting the importance of optimizing FFSTM in young players.

  2. Locomotion characteristics and match-induced impairments in physical performance in male elite team handball players.

    Science.gov (United States)

    Michalsik, L B; Aagaard, P; Madsen, K

    2013-07-01

    The purpose of this study was to determine the physical demands and match-induced impairments in physical performance in male elite Team Handball (TH) players in relation to playing position. Male elite TH field players were closely observed during 6 competitive seasons. Each player (wing players: WP, pivots: PV, backcourt players: BP) was evaluated during match-play using video recording and subsequently performing locomotion match analysis. A total distance of 3 627±568 m (group means±SD) was covered per match with a total effective playing time (TPT) of 53:51±5:52 min:s, while full-time players covered 3 945±538 m. The mean speed was 6.40±1.01 km · h - 1. High-intensity running constituted only 1.7±0.9% of TPT per match corresponding to 7.9±4.9% of the total distance covered. An average of 1 482.4±312.6 activity changes per player (n=82) with 53.2±14.1 high-intensity runs were observed per match. Total distance covered was greater in BP (3 765±532 m) and WP (3 641±501 m) than PV (3 295±495 m) (pteam sport that comprises several types of movement categories, which during match-play place moderate-to-high demands on intermittent endurance running capacity and where the amount of high-intensity running may be high during brief periods of the match. Signs of fatigue-related changes were observed in terms of temporary impaired physical performance, since the amount of high-intensity running was reduced in the second half. Notably, physical demands differed between playing positions, with WP demonstrating a more intensive activity pattern than BP and PV, respectively. © Georg Thieme Verlag KG Stuttgart · New York.

  3. The architecture of the chess player's brain.

    Science.gov (United States)

    Hänggi, Jürgen; Brütsch, Karin; Siegel, Adrian M; Jäncke, Lutz

    2014-09-01

    The game of chess can be seen as a typical example for an expertise task requiring domain-specific training and experience. Despite intensive behavioural studies the neural underpinnings of chess performance and expertise are not entirely understood. A few functional neuroimaging studies have shown that expert chess players recruit different psychological functions and activate different brain areas while they are engaged in chess-related activities. Based on this functional literature, we predicted to find morphological differences in a network comprised by parietal and frontal areas and especially the occipito-temporal junction (OTJ), fusiform gyrus, and caudate nucleus. Twenty expert chess players and 20 control subjects were investigated using voxel-based and surface-based morphometry as well as diffusion tensor imaging. Grey matter volume and cortical thickness were reduced in chess players compared with those of control men in the OTJ and precunei. The volumes of both caudate nuclei were not different between groups, but correlated inversely with the years of chess playing experience. Mean diffusivity was increased in chess players compared with that of controls in the left superior longitudinal fasciculus and the Elo score (a chess tournament ranking) was inversely related to mean diffusivity within the right superior longitudinal fasciculus. To the best of our knowledge we showed for the first time that there are specific differences in grey and white matter morphology between chess players and control subjects in brain regions associated with cognitive functions important for playing chess. Whether these anatomical alterations are the cause or consequence of the intensive and long-term chess training and practice remains to be shown in future studies. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. Game movement demands and physical profiles of junior, senior and elite male and female rugby sevens players.

    Science.gov (United States)

    Clarke, Anthea C; Anson, Judith M; Pyne, David B

    2017-04-01

    To inform recruitment, selection, training and testing of male and female rugby sevens players game running movement patterns and physical characteristics were quantified across junior, senior, and elite playing levels. Anthropometric and physical testing (40 m sprint, vertical jump, Yo-Yo IR1) occurred prior to players' national championships or international tournaments (n = 110 players), while game movements were obtained via GPS (n = 499 game files). The game movements of male players were similar across playing levels except for number of impacts >10 g which were 2 to 4-fold higher in elite (25.0 ± 11.2 impacts · game - 1 ; mean ± SD), than junior (6.3 ± 3.5) and senior (11.8 ± 6.6) players. In men, there were fewer substantial correlations between on- and off-field measures which may reflect similar physical attributes across playing levels, and that other (strength, technical or tactical) factors may better differentiate these players. In females, elite players had more favourable on- and off-field performance measures than juniors and seniors, with moderate to strong correlations between on- and off-field variables. Female players should benefit from additional fitness training, while male players need to balance fitness with other technical and tactical factors.

  5. Towards Player-Driven Procedural Content Generation

    DEFF Research Database (Denmark)

    Shaker, Noor

    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved taken into account that players’ perceptions of the same game differ according to a number of factors including: players’ personality, playing styles, expertise and cultural background. One...... promising avenue towards optimizing the gameplay experience for individual game players - and thereby attempt to close the affective loop in games - is to automatically tailor the game content in real-time. To realize player-driven procedural content generation one needs to specify the aspects of the game...... that have a key influence on the gameplay experience, identify the relationship between these aspects and player experience and define a mechanism for tailoring the game content to each individual needs. In this dissertation we attempt to address the following research questions towards the aim...

  6. Identification af explosive power factors as predictors of player quality in young female volleyball players.

    Science.gov (United States)

    Grgantov, Zoran; Milić, Mirjana; Katić, Ratko

    2013-05-01

    With the purpose of determining the factor structure of explosive power, as well as the influence of each factor on situational efficiency, 56 young female volleyball players were tested using 14 tests for assessing nonspecific and specific explosive power. By factor analysis, 4 significant factors were isolated which explained the total of over 80% of the common variability in young female volleyball players. The first factor was defined as volleyball-specific jumping, the second factor as nonspecific jumping and sprinting, the third factor as throwing explosive power, while the fourth factor was interpreted as volleyball-specific throwing and spiking speed from the ground. Results obtained by regression analysis in the latent space of explosive power indicate that the identified factors are good predictors of player quality in young female volleyball players. The fourth factor defined as throwing and spiking speed from the ground had the largest influence on player quality, followed by volleyball-specific jumping and nonspecific jumping and sprinting, and to a much lesser extent, by throwing explosive power The results obtained in this age group bring to the fore the ability of spiking and serving a ball of high speed, which hinders the opponents from playing those balls in serve reception and field defence. This ability, combined with a high standing vertical jump reach and spike approach vertical jump reach (which is the basis of the 1st varimax factor) enables successful performance of all volleyball elements by which points are won in complex 1 (spike) and complex 2 (serve and block). Even though the 2nd factor (nonspecific jumping and sprinting) has a slightly smaller impact on situational efficiency in young players, this ability provides preconditions i.e. preparation for successful realisation of all volleyball elements, so greater attention must be paid to perfecting it in young female volleyball players.

  7. Technical match characteristics and influence of body anthropometry on playing performance in male elite team handball

    DEFF Research Database (Denmark)

    Michalsik, Lars Bojsen; Madsen, Klavs; Aagaard, Per

    2015-01-01

    ). In conclusion, modern male elite team handball match-play is characterized by a high number of short-term, high-intense intermittent technical playing actions. Indications of technical fatigue were observed. Physical demands differed between playing positions with wing players performing more fast breaks...... players along with anthropometric measurements over a 6 season time span. Technical match activities were distributed in 6 major types of playing actions (shots, breakthroughs, fast breaks, tackles, technical errors, and defense errors) and further divided into various subcategories (e.g., hard or light...... tackles, type of shot, claspings, screenings, and blockings). Players showed 36.9 ± 13.1 (group mean ± SD) high-intense technical playing actions per match with a mean total effective playing time of 53.85 ± 5.87 minutes. In offense, each player performed 6.0 ± 5.2 fast breaks, received 34.5 ± 21...

  8. Diagnosis Aerobic Component of Operational Preparedness Skill Players

    Directory of Open Access Journals (Sweden)

    Vasylyuk Vasyl

    2017-01-01

    Full Text Available Considerable importance for the control system, selection and orientation of the players on the stage long-term preparation plays a selection of effective methods of testing the various components of functional fitness athlete for timely, objective information about the players. The use of reliable scientific methods of effective monitoring of the athlete contributes to the further improvement of skills, increase athletic achievements. The purpose of this article is to describe and summarize modern methods of diagnosis and development of aerobic component of operational preparedness players qualifications. This article describes methods that actively and effectively used in leading European football teams. Specifically Yo-Yo test, test Shuttle (beep-test, Bangsbo test, test Hoff-Helgerud, test Conconi, Wingate-test. These tests have a high level of reliability and security mechanisms for assessing aerobic power players.

  9. Prevalence of dental trauma and use of mouthguards in professional handball players.

    Science.gov (United States)

    Bergman, Lana; Milardović Ortolan, Slađana; Žarković, Davor; Viskić, Joško; Jokić, Dražen; Mehulić, Ketij

    2017-06-01

    Published data about orofacial injuries and mouthguard use by professional handball players are scarce. The aim of this study was to investigate the prevalence of orofacial trauma and mouthguard use in professional handball players. Data were collected from 100 professional handball players through a questionnaire, which contained 17 questions about age, experience in playing handball, playing position, orofacial trauma experience during the past 12 months, type of injury and mouthguard use. Almost half (49%) of the interviewed players experienced head and/or facial trauma during the past year. The most common injuries were soft tissue lacerations (39.6%). Dental injuries occurred in 22% of the participants, with socket bleeding being the most frequent injury (14%). Of the affected teeth, 76.9% were upper incisors. Mouthguards had a statistically significant protective role regarding tooth fractures and tooth avulsion (P=.043). Players who wore a mouthguard had a 5.55 times less chance of suffering dental injuries. Almost 76% of dental injuries resulted in complications afterward. Sixty-seven percentage of the players knew that mouthguards could prevent injuries, but only 28% used them regularly. Of the players who wore a mouthguard regularly, 76.9% were advised to do so by their dentists. The incidence of head and orofacial injuries among professional handball players is high. Mouthguards prevented severe dental injuries such as tooth fracture and avulsion, but their use was still limited. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  10. Vitamin D Deficiency Among Professional Basketball Players.

    Science.gov (United States)

    Fishman, Matthew P; Lombardo, Stephen J; Kharrazi, F Daniel

    2016-07-01

    Vitamin D plays an important role in several systems of the human body. Various studies have linked vitamin D deficiency to stress and insufficiency fractures, muscle recovery and function, and athletic performance. The prevalence of vitamin D deficiency in the elite athletic population has not been extensively studied, and very few reports exist among professional athletes. There is a high prevalence of vitamin D deficiency or insufficiency among players attending the National Basketball Association (NBA) Combine. Cross-sectional study; Level of evidence, 3. This is a retrospective review of data previously collected as part of the routine medical evaluation of players in the NBA Combines from 2009 through 2013. Player parameters evaluated were height, weight, body mass index (BMI), and vitamin D level. Statistical analysis using t tests and analysis of variance was used to detect any correlation between the player parameters and vitamin D level. Vitamin D levels were categorized as deficient (32 ng/mL). After institutional review board approval was submitted to the NBA, the NBA released deidentified data on 279 players who participated in the combines from 2009 through 2013. There were 90 players (32.3%) who were deficient, 131 players (47.0%) who were insufficient, and 58 players (20.8%) who were sufficient. A total of 221 players (79.3%) were either vitamin D deficient or insufficient. Among all players included, the average vitamin D level was 25.6 ± 10.2 ng/mL. Among the players who were deficient, insufficient, and sufficient, the average vitamin D levels were 16.1 ± 2.1 ng/mL, 25.0 ± 3.4 ng/mL, and 41.6 ± 8.6 ng/mL, respectively. Player height and weight were significantly increased in vitamin D-sufficient players compared with players who were not sufficient (P = .0008 and .009, respectively). Player age and BMI did not significantly differ depending on vitamin D status (P = .15 and .77, respectively). There is a high prevalence of vitamin D deficiency

  11. Athletic performance outcomes following lumbar discectomy in professional basketball players.

    Science.gov (United States)

    Anakwenze, Okechukwu A; Namdari, Surena; Auerbach, Joshua D; Baldwin, Keith; Weidner, Zachary D; Lonner, Baron S; Huffman, G R; Sennett, Brian J

    2010-04-01

    Retrospective case-control study. To quantify the athletic performance profiles after lumbar discectomy (LD) in a cohort of National Basketball Association (NBA) players in comparison with a control group of matched NBA players who did not undergo LD during the same study period. LD provides symptomatic relief and improved functional outcomes in the majority of patients as assessed by validated measures such as Oswestry Disability Index, Visual Analog Scale, and Short Form-36 (SF-36). Among professional athletes, however, the goal of lumbar HNP treated by discectomy is not only to improve functional status but also, ultimately, to return the player to preinjury athletic performance levels. No study to date has compared the athletic performance profiles before and after discectomy in professional athletes. An analysis of NBA games summaries, weekly injury reports, player profiles, and press releases was performed to identify 24 NBA players who underwent LD for symptomatic lumbar HNP between 1991 and 2007. A 1:2 case: control study was performed using players without history of lumbar HNP who were matched for age, position, experience, and body mass index as control subjects (n = 48). Paired t tests were conducted on the following parameters: games played, minutes per game, points per 40 minutes, rebounds per 40 minutes, assists per 40 minutes, steals per 40 minutes, blocks per 40 minutes, and shooting percentage. For each athletic performance outcome, between-group comparisons evaluating preindex to postindex season performance were done (index season = season of surgery). In the LD group, 18 of 24 players (75%) returned to play again in the NBA, compared with 42 of 48 players (88%, P = 0.31) in the control group. One year after surgery, between-group comparisons revealed statistically significant increase in blocked shots per 40 minutes in the LD (0.18) versus control group (-0.33; P = 0.008) and a smaller decrease in rebounds per 40 minutes in the LD (-0

  12. Cardiovascular pre-participation screening does not distress professional football players.

    Science.gov (United States)

    Solberg, E E; Bjørnstad, T H; Andersen, T E; Ekeberg, Ø

    2012-06-01

    It has been debated whether cardiovascular screening of athletes creates negative psychological reactions in those being screened. Neither the athletes' level of distress towards, nor their opinion about screening has actually been examined. Therefore, the aim of this study was to assess the level of distress among Norwegian elite male football players and their experiences of screening. After screening, players completed a 10-item scale assessing their experience on a Likert scale. Their level of distress was measured with the intrusion sub-scale of Impact of Event Scale (IES) (7 items) on a six-point scale (grade 0-5). A sum score of ≥19 indicates a clinical stress problem. Twenty-five out of 28 teams, 441 of 591 players (75%, mean age 26 [18-39] years) consented to participate. Sixty-four percent felt more confident when playing football and 88% were satisfied having completed the screening. The majority (77%) felt a need for the screening and 84% would strongly recommend it to others. Sixteen percent were afraid that the screening result might have consequences for their own health, and 13% were afraid of losing their license to play football. Less than 3% experienced distress (IES ≥ 19). The majority of the players were satisfied having completed the screening, felt more confident and would recommend it to other players. Only a marginal proportion of the players were distressed by the screening, but were at least as likely to recommend it.

  13. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2008-01-01

    and the Danish University of Education (among others) have been working with different kind of products, all referred to as PlAYWARE. Playware combines modern technology and knowledge about play culture in order to produce playful experiences for its players. This paper will exemplify how the concept of play can...... from one generation to the next. Because older children are no longer present as younger children grow up, the traditional "cultural leaders" are gone. They have taken with them much of the inspiration for play as well as important knowledge about how to organise a game. In that sense we can say...

  14. Structural brain correlates associated with professional handball playing.

    Science.gov (United States)

    Hänggi, Jürgen; Langer, Nicolas; Lutz, Kai; Birrer, Karin; Mérillat, Susan; Jäncke, Lutz

    2015-01-01

    There is no doubt that good bimanual performance is very important for skilled handball playing. The control of the non-dominant hand is especially demanding since efficient catching and throwing needs both hands. We investigated training-induced structural neuroplasticity in professional handball players using several structural neuroimaging techniques and analytic approaches and also provide a review of the literature about sport-induced structural neuroplastic alterations. Structural brain adaptations were expected in regions relevant for motor and somatosensory processing such as the grey matter (GM) of the primary/secondary motor (MI/supplementary motor area, SMA) and somatosensory cortex (SI/SII), basal ganglia, thalamus, and cerebellum and in the white matter (WM) of the corticospinal tract (CST) and corpus callosum, stronger in brain regions controlling the non-dominant left hand. Increased GM volume in handball players compared with control subjects were found in the right MI/SI, bilateral SMA/cingulate motor area, and left intraparietal sulcus. Fractional anisotropy (FA) and axial diffusivity were increased within the right CST in handball players compared with control women. Age of handball training commencement correlated inversely with GM volume in the right and left MI/SI and years of handball training experience correlated inversely with radial diffusivity in the right CST. Subcortical structures tended to be larger in handball players. The anatomical measures of the brain regions associated with handball playing were positively correlated in handball players, but not interrelated in control women. Training-induced structural alterations were found in the somatosensory-motor network of handball players, more pronounced in the right hemisphere controlling the non-dominant left hand. Correlations between handball training-related measures and anatomical differences suggest neuroplastic adaptations rather than a genetic predisposition for a ball playing

  15. Structural brain correlates associated with professional handball playing.

    Directory of Open Access Journals (Sweden)

    Jürgen Hänggi

    Full Text Available There is no doubt that good bimanual performance is very important for skilled handball playing. The control of the non-dominant hand is especially demanding since efficient catching and throwing needs both hands.We investigated training-induced structural neuroplasticity in professional handball players using several structural neuroimaging techniques and analytic approaches and also provide a review of the literature about sport-induced structural neuroplastic alterations. Structural brain adaptations were expected in regions relevant for motor and somatosensory processing such as the grey matter (GM of the primary/secondary motor (MI/supplementary motor area, SMA and somatosensory cortex (SI/SII, basal ganglia, thalamus, and cerebellum and in the white matter (WM of the corticospinal tract (CST and corpus callosum, stronger in brain regions controlling the non-dominant left hand.Increased GM volume in handball players compared with control subjects were found in the right MI/SI, bilateral SMA/cingulate motor area, and left intraparietal sulcus. Fractional anisotropy (FA and axial diffusivity were increased within the right CST in handball players compared with control women. Age of handball training commencement correlated inversely with GM volume in the right and left MI/SI and years of handball training experience correlated inversely with radial diffusivity in the right CST. Subcortical structures tended to be larger in handball players. The anatomical measures of the brain regions associated with handball playing were positively correlated in handball players, but not interrelated in control women.Training-induced structural alterations were found in the somatosensory-motor network of handball players, more pronounced in the right hemisphere controlling the non-dominant left hand. Correlations between handball training-related measures and anatomical differences suggest neuroplastic adaptations rather than a genetic predisposition for a

  16. Structural Brain Correlates Associated with Professional Handball Playing

    Science.gov (United States)

    Hänggi, Jürgen; Langer, Nicolas; Lutz, Kai; Birrer, Karin; Mérillat, Susan; Jäncke, Lutz

    2015-01-01

    Background There is no doubt that good bimanual performance is very important for skilled handball playing. The control of the non-dominant hand is especially demanding since efficient catching and throwing needs both hands. Methodology/Hypotheses We investigated training-induced structural neuroplasticity in professional handball players using several structural neuroimaging techniques and analytic approaches and also provide a review of the literature about sport-induced structural neuroplastic alterations. Structural brain adaptations were expected in regions relevant for motor and somatosensory processing such as the grey matter (GM) of the primary/secondary motor (MI/supplementary motor area, SMA) and somatosensory cortex (SI/SII), basal ganglia, thalamus, and cerebellum and in the white matter (WM) of the corticospinal tract (CST) and corpus callosum, stronger in brain regions controlling the non-dominant left hand. Results Increased GM volume in handball players compared with control subjects were found in the right MI/SI, bilateral SMA/cingulate motor area, and left intraparietal sulcus. Fractional anisotropy (FA) and axial diffusivity were increased within the right CST in handball players compared with control women. Age of handball training commencement correlated inversely with GM volume in the right and left MI/SI and years of handball training experience correlated inversely with radial diffusivity in the right CST. Subcortical structures tended to be larger in handball players. The anatomical measures of the brain regions associated with handball playing were positively correlated in handball players, but not interrelated in control women. Discussion/Conclusion Training-induced structural alterations were found in the somatosensory-motor network of handball players, more pronounced in the right hemisphere controlling the non-dominant left hand. Correlations between handball training-related measures and anatomical differences suggest neuroplastic

  17. In-season training periodization of professional soccer players

    Directory of Open Access Journals (Sweden)

    A Los Arcos

    2017-04-01

    Full Text Available The aim of this study was to quantify the seasonal perceived respiratory and muscular training loads (i.e., sRPEres-TL and sRPEmus-TL completed by elite-oriented young professional soccer players. Twentyfour players (20.3 ± 2.0 years belonging to the same reserve team of a Spanish La Liga club participated in this study. Only the players that were available to train for a whole week with the team and also to play the weekly game were considered: Starters, players that participated in the match for at least 45 min and Non- Starters, players that did not participate or played less than 45 minutes in the match. The competitive period was analysed after the division into 5x6-8 week blocks and 35x1 week microcycles. Data were also analysed with respect to number of days before the immediate match. Weekly TL variation across the in-season blocks was trivial-small for both groups except between Block 2 and Block 3 (ES= moderate. Substantial TL differences (ES= small–very likely were found between training days, the TL pattern being a progressive increase up to MD-3 followed by a decrease until MD-1. Except for the match, sRPEres-/sRPEmus-TL was very similar between Starters and Non-Starters. In summary, perceived TL across the season displayed limited variation. Coaches periodized training contents to attain the highest weekly TL 72 hours before the match to progressively unload the players between MD-3 and the match day. The data revealed that the TL arising from the weekly game was solely responsible for the observed higher weekly TL of Starters in comparison with Non-Starters.

  18. The influence of relative age on success and dropout in male soccer players.

    Science.gov (United States)

    Helsen, Werner F; Starkes, Janet L; Van Winckel, Jan

    1998-01-01

    The consistent asymmetry in the birth-date distribution of senior professional soccer players has led us to investigate whether similar asymmetries emerge throughout youth categories in soccer. Birth dates were considered for professional players, national youth teams, youth players transferred to top teams, and regular youth league players. Kolmogorov Smirnov tests assessed differences between observed and expected birth-date distributions. Regression analyses examined the relationship between month of birth and number of participants at various levels of play in soccer. Results indicated that youth players born from August to October (the early part of the selection year), beginning in the 6-8 year age group, are more likely to be identified as talented and to be exposed to higher levels of coaching. Eventually, these players are more likely to be transferred to top teams, to play for national teams, and to become involved professionally. In comparison, players born late in the selection year tended to dropout as early as 12 years of age. Recommendations suggest a review of the 24-month age band and current methods for talent detection and selection. Am. J. Hum. Biol. 10:791-798, 1998. © 1998 Wiley-Liss, Inc. Copyright © 1998 Wiley-Liss, Inc.

  19. Killing for Girls: Predation Play and Female Empowerment

    Science.gov (United States)

    Bertozzi, Elena

    2012-01-01

    Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive--have historically been the purview of male players. Females, though now much more involved in digital games than before, generally play games that stress traditionally feminine values such as socializing with others, shopping,…

  20. The Player, the Controller and the amazing Avatar

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    Playing computer games consists of an interplay between the player's body movements in the physical world and the agency of game characters in the game's virtual environment with the controller as a mediator remediating the movements of the player in physical space into the actions of the avatar ...... both the avatars bodily movements, it also represents the very tool which the avatar is using when performing its actions, e.g. a sword or a tennis catcher....

  1. An Examination of the Relative Age Effect in Developmental Girls' Hockey in Ontario

    Science.gov (United States)

    Smith, Kristy L.; Weir, Patricia L.

    2013-01-01

    The relative age effect (RAE) suggests that athletes may be provided with greater opportunities for success depending on the position of their birthdate in a sport's selection year. While the effect has been well established in men's sports, less is known about women's sports. This study examined the RAE in developmental girls' hockey in Ontario.…

  2. Proprioception of foot and ankle complex in young regular practitioners of ice hockey, ballet dancing and running.

    Science.gov (United States)

    Li, Jing Xian; Xu, Dong Qing; Hoshizaki, Blaine

    2009-01-01

    This study examined the proprioception of the foot and ankle complex in regular ice hockey practitioners, runners, and ballet dancers. A total of 45 young people with different exercise habits formed four groups: the ice hockey, ballet dancing, running, and sedentary groups. Kinesthesia of the foot and ankle complex was measured in plantarflexion (PF), dorsiflexion (DF), inversion (IV), and eversion (EV) at 0.4 degrees /s using a custom-made device. The results showed the following: (1) significantly better perceived passive motion sense in PF/DF was found as compared with the measurements in IV/EV within each group (P ballet groups perceived significantly better passive motion sense in IV/EV than the running (P ballet dancing on proprioception may be associated with their movement characteristics.

  3. The Diagnostic and Prognostic Value of Ultrasonography in Soccer Players With Acute Hamstring Injuries

    DEFF Research Database (Denmark)

    Petersen, Jesper; Thorborg, Kristian; Nielsen, Michael Bachmann

    2014-01-01

    BACKGROUND: An injury to the hamstring muscle complex is the most common injury in soccer. Ultrasound of acute hamstring injuries is often used as a clinical tool for diagnosing hamstring injuries and guiding players in when they can return to play. PURPOSE: To (1) investigate the characteristic......) to investigate if ultrasonography can be used as a prognostic indicator of time to return to play. STUDY DESIGN: Case series; Level of evidence, 4. METHODS: Players from 50 teams participating in 1 of the top 5 Danish soccer divisions were followed in the period from January to December 2008. Of 67 players...

  4. Analyzing three-player quantum games in an EPR type setup.

    Directory of Open Access Journals (Sweden)

    James M Chappell

    Full Text Available We use the formalism of Clifford Geometric Algebra (GA to develop an analysis of quantum versions of three-player non-cooperative games. The quantum games we explore are played in an Einstein-Podolsky-Rosen (EPR type setting. In this setting, the players' strategy sets remain identical to the ones in the mixed-strategy version of the classical game that is obtained as a proper subset of the corresponding quantum game. Using GA we investigate the outcome of a realization of the game by players sharing GHZ state, W state, and a mixture of GHZ and W states. As a specific example, we study the game of three-player Prisoners' Dilemma.

  5. Precarious Play: To Be or Not to Be Stanley

    Directory of Open Access Journals (Sweden)

    Lars A.W.J. de Wildt

    2014-11-01

    Full Text Available Modern game scholarship in the past two decades has known two dominant, yet paradoxical, tendencies in theorizing the subject of play: an interpellationary account and a deconstructivist one. Going from Miguel Sicart's concept of the ethical player as an initial compromise between the two, this article argues for an ideological subject of play that is a split subject. While a 'playing subject', as a phenomenologically present Foucaultian subject constructed by the governing structure of rules, we must recognize the parallel subjectivity of the fixed 'played subject', inherent to – and narrativized by – the game as an avatar, visual narrator or sheer content. In this constellation, the player shows to have a merely precarious position over the played, ready to lose control at the whim of the game.

  6. ULTRASONOGRAPHIC ASSESSMENT OF NECK MUSCULAR SIZE AND RANGE OF MOTION IN RUGBY PLAYERS.

    Science.gov (United States)

    Hemelryck, Walter; Calistri, Josselin; Papadopoulou, Virginie; Theunissen, Sigrid; Dugardeyn, Christian; Balestra, Costantino

    2018-02-01

    World Rugby Union laws are constantly evolving towards stringent injury-prevention, particularly for contested scrums, since front row players are most at risk of cervical spine injuries. Recently, some countries have also introduced tailored training programs and minimum performance requirements for playing in the front row. Nevertheless, these approaches lack an objective assessment of each cervical muscle that would provide protective support. Since front row players are the most at risk for cervical spine injuries due to the specific type of contact during scrums, the purpose of this study was to ascertain whether significant differences exist in neck muscle size and range of motion between front row players and players of other positions, across playing categories. Cross-sectional controlled laboratory study. 129 sub-elite male subjects from various first-team squads of Belgian Rugby clubs were recruited. Subjects were grouped according to age: Junior (J)  35 years old; as well as playing position: Front row players (J = 10, S = 12, V = 11 subjects), (Rest of the) pack (J = 12, S = 12, V = 10), backs (J = 10, S = 11, V = 11). An age-matched control group of non-rugby players was also recruited (J = 10, S = 10, V = 10).For each subject, the total neck circumference (NC) and the cervical range of motion (CROM) were measured. In addition, the thickness of the trapezius (T), splenius capitis (SCa), semispinalis capitis (SCb), semispinalis cervicis (SPC), sternocleidomastoid muscles (SCOM), and the total thickness of all four structures (TT), were measured using ultrasonography. In each age category, compared to controls, rugby players were found to have decreased CROM, an increase in neck circumference (NC), and increased total thickness (TT), trapezius (T), semispinalis capitis (SCb) and sternocleidomastoid muscles (SCOM) sizes. For junior players, the thickness of the semispinalis cervicis (SPC) was also increased compared to controls. The CROM was decreased

  7. Cultural scripts, memories of childhood abuse, and multiple identities: a study of role-played enactments.

    Science.gov (United States)

    Stafford, Jane; Lynn, Steven Jay

    2002-01-01

    This study compared the reports of satanic, sexual, and physical abuse of persons instructed to role-play either dissociative identity disorder (DID) (n = 33), major depression (n = 33), or a college student who experienced minor adjustment problems ("normal") (n = 33) across a number of trials that included role-played hypnosis. As hypothesized, more of the participants who were asked to role-play DID reported at least one instance of satanic ritual abuse and sexual abuse compared with those who role-played depression or a college student with minor adjustment problems. DID role-players reported more incidents of sexual abuse and more severe physical and sexual abuse than did the major depression role-players. Further, the DID role-players differed from the normal role-players on all the measures of frequency and severity of physical and sexual abuse. Participants in all groups reported more frequent and severe incidents of physical abuse after role-played hypnosis than they did prior to it.

  8. The El Dorado of Handball? Foreign Female Players Stay, while Domestic Players Return from Abroad

    Science.gov (United States)

    Topič, Mojca Doupona; Šibila, Marko

    2016-01-01

    Abstract The main purpose of this research was to study the characteristics of migration in European women’s handball based on the Slovenian example and to find the differences between the foreigners coming to Slovenia and the Slovenians transferring to foreign clubs. The research was based on 16 open face-to-face semi-structured interviews (8 Slovenians (age 29.5 ± 6.2 years) and 8 foreigners (age 35.5 ± 8.7 years)). We found out that the most powerful factor in foreigners was the financial one, while within Slovenian players it was their personal desire for progression within their sport, the club’s reputation and poor conditions in their previous club. The results confirm that when making a decision on transfer, all players had the support of family and friends, while the clubs of foreign players were not as supportive. Most interviewees considered their careers successful and did not regret going abroad. The research indicates that the largest differences discovered between Slovenians and foreigners were that foreign female players chose to stay in the new country (Slovenia), while domestic players returned home after few years playing abroad. In conclusion, the results show that in top-level handball there are important differences between migration models which are based on nationality and also that the migration models change throughout time, which is largely connected with the socioeconomic events in the country of origin or transfer. PMID:28149349

  9. The El Dorado of Handball? Foreign Female Players Stay, while Domestic Players Return from Abroad

    Directory of Open Access Journals (Sweden)

    Bon Marta

    2016-04-01

    Full Text Available The main purpose of this research was to study the characteristics of migration in European women’s handball based on the Slovenian example and to find the differences between the foreigners coming to Slovenia and the Slovenians transferring to foreign clubs. The research was based on 16 open face-to-face semi-structured interviews (8 Slovenians (age 29.5 ± 6.2 years and 8 foreigners (age 35.5 ± 8.7 years. We found out that the most powerful factor in foreigners was the financial one, while within Slovenian players it was their personal desire for progression within their sport, the club’s reputation and poor conditions in their previous club. The results confirm that when making a decision on transfer, all players had the support of family and friends, while the clubs of foreign players were not as supportive. Most interviewees considered their careers successful and did not regret going abroad. The research indicates that the largest differences discovered between Slovenians and foreigners were that foreign female players chose to stay in the new country (Slovenia, while domestic players returned home after few years playing abroad. In conclusion, the results show that in top-level handball there are important differences between migration models which are based on nationality and also that the migration models change throughout time, which is largely connected with the socioeconomic events in the country of origin or transfer.

  10. Three-dimensional kinematics of the knee and ankle joints for three consecutive push-offs during ice hockey skating starts.

    Science.gov (United States)

    Lafontaine, Dany

    2007-09-01

    Little biomechanical research has been conducted recently on hockey skating despite the sport's worldwide appeal. One reason for this lack of biomechanical knowledge stems from the difficulty of collecting data. The lack of accuracy, the disputable realism of treadmills, and the large field of view required are some of the technical challenges that have to be overcome. The main objective of the current study was to improve our knowledge of the joint kinematics during the skating stroke. A second objective was to improve the data collection system we developed and the third was to establish if a kinematic progression exists in the hockey skating stroke similar to that in speed skating. Relative motions at the knee and ankle joints were computed using a joint coordinate system approach. The differences at the knee joints in push-offs indicated that the skating skill was progressively changing with each push-off. The relative stability of the ankle angles can be attributed to the design of the skate boots, which have recently become very rigid. Further research on ice hockey skating is warranted and should include more skaters and investigate the effect various starting strategies and variations in equipment have on skaters' performance.

  11. Novel hockey-stick mesogens with the nematic, synclinic and anticlinic smectic C phase sequence

    Czech Academy of Sciences Publication Activity Database

    Novotná, Vladimíra; Žurek, J.; Kozmik, V.; Svoboda, J.; Glogarová, Milada; Kroupa, Jan; Pociecha, D.

    2008-01-01

    Roč. 35, č. 8 (2008), 1023-1036 ISSN 0267-8292 R&D Projects: GA AV ČR IAA100100710 Institutional research plan: CEZ:AV0Z10100520 Keywords : liquid crystals * synclinic and anticlinic ordering * hockey-stick mezogens Subject RIV: BM - Solid Matter Physics ; Magnetism Impact factor: 1.132, year: 2008

  12. Arthroscopic rotator cuff repair in elite rugby players.

    Science.gov (United States)

    Tambe, Amol; Badge, Ravi; Funk, Lennard

    2009-01-01

    Rugby is an increasingly popular collision sport. A wide spectrum of injuries can be sustained during training and match play. Rotator cuff injury is uncommon in contact sports and there is little published literature on the treatment of rotator cuff tears in rugby players. We therefore reviewed the results and functional outcomes of arthroscopic rotator cuff repair in elite rugby players. Eleven professional rugby players underwent arthroscopic rotator cuff repair at our hospital over a 2-year period. We collected data on these patients from the operative records. The patients were recalled for outcome scoring and ultrasound scans. There were seven rugby league players and four rugby union players, including six internationals. Their mean age was 25.7 years. All had had a traumatic episode during match play and could not return to the game after the injury. The mean time to surgery was 5 weeks. The mean width of the cuff tear was 1.8 cm. All were full- thickness cuff tears. Associated injuries included two Bankart lesions, one bony Bankart lesion, one posterior labral tear, and two 360 degrees labral tears. The biceps was involved in three cases. Two were debrided and a tenodesis was performed in one. Repair was with suture anchors. Following surgery, all patients underwent a supervised accelerated rehabilitation programme. The final follow-up was at 18 months (range: 6-31 months) post surgery. The Constant scores improved from 44 preoperatively to 99 at the last follow-up. The mean score at 3 months was 95. The Oxford shoulder score improved from 34 to 12, with the mean third month score being 18. The mean time taken to return to full match play at the preinjury level was 4.8 months. There were no complications in any of the patients and postoperative scans in nine patients confirmed that the repairs had healed. We conclude that full-thickness rotator cuff tears in the contact athlete can be addressed successfully by arthroscopic repair, with a rapid return to

  13. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play.

    Science.gov (United States)

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

    Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."

  14. Understanding mismatches in body size, speed and power among adolescent rugby union players.

    Science.gov (United States)

    Krause, Lyndon M; Naughton, Geraldine A; Denny, Greg; Patton, Declan; Hartwig, Tim; Gabbett, Tim J

    2015-05-01

    With adolescent sport increasingly challenged by mismatches in size, new strategies are important to maximize participation. The objectives were to (1) improve the understanding of mismatches in physical size, speed and power in adolescent rugby union players, (2) explore associations between size and performance with demographic, playing-history, and injury profiles, and (3) explore the applicability of existing criteria for age/body mass-based dispensation (playing-down) strategies. Cross-sectional study. Four hundred and eighty-five male community rugby union players were recruited from three Australian states selected to represent community-based U12, U13, U14 and U15 players. Body mass, stature, speed (10, 30, and 40 m sprints) and lower-leg power (relative peak power and relative peak force) were measured. Independent student t-tests, linear regressions and Chi square analyses were undertaken. Mean values in age groups for size, speed and power masked considerable overlap in the ranges within specific age groups of adolescent rugby players. Only a small proportion of players (approximately 5%) shared the highest and lowest tertiles for speed, relative peak power and body mass. Physical size was not related to injury. The mean body mass of current community rugby union players was above the 75th percentile on normative growth-charts. The notion that bigger, faster, and more powerful characteristics occur simultaneously in adolescent rugby players was not supported in the present study. Current practices in body mass-based criteria for playing down an age group lack a sufficient evidence for decision-making. Dispensation solely based on body mass may not address mismatch in junior rugby union. Copyright © 2014 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Incidence of Stingers in Young Rugby Players.

    Science.gov (United States)

    Kawasaki, Takayuki; Ota, Chihiro; Yoneda, Takeshi; Maki, Nobukazu; Urayama, Shingo; Nagao, Masashi; Nagayama, Masataka; Kaketa, Takefumi; Takazawa, Yuji; Kaneko, Kazuo

    2015-11-01

    A stinger is a type of neurapraxia of the cervical roots or brachial plexus and represents a reversible peripheral nerve injury. The incidence of and major risk factors for stingers among young rugby players remain uninvestigated. To investigate the incidence, symptoms, and intrinsic risk factors for stingers in elite rugby union teams of young players. Descriptive epidemiology study. A total of 569 male rugby players, including 358 players from 7 high school teams and 211 players from 2 university teams, were investigated using self-administered preseason and postseason questionnaires. The prevalence of a history of stingers was 33.9% (95% CI, 30.3-37.9), and 20.9% (119/569) of players experienced at least 1 episode of a stinger during the season (34.2 [95% CI, 26.2-42.1] events per 1000 player-hours of match exposure). The reinjury rate for stingers per season was 37.3% (95% CI, 30.4-44.2). Using the multivariate Poisson regression method, a history of stingers in the previous season and the grade and position of the player were found to be risk factors for stingers during the current season. The mean severity of injury was 2.9 days, with 79.3% (191/241) of the players not losing any time from playing after sustaining a stinger injury and 5.8% (14/241) of the players recovering within more than 14 days. The most frequent symptom was numbness in the unilateral upper extremity, and the most severe symptom was weakness of grasping (mean severity, 6 days). A logistic regression analysis indicated that a history of stingers in the previous season and an injury with more than 3 symptoms, especially motor weakness, were correlated with the severity of injury. Young rugby players with a history of stingers have a significantly high rate of repeat injuries. Although nearly 80% of the players experienced only minimal (0-1 day) time loss injuries, neurological deficits sometimes last beyond 1 month. A history of stingers was identified to be the strongest risk factor for

  16. The Impact of Soccer Match Play on the Muscle Damage Response in Youth Female Athletes.

    Science.gov (United States)

    Hughes, Jonathan D; Denton, Katrina; S Lloyd, Rhodri; Oliver, Jon L; De Ste Croix, Mark

    2018-05-01

    Post-match assessment of creatine kinase (CK) activity and delayed-onset muscle soreness (DOMS) are common markers of exercise-induced muscle damage and recovery status in soccer players. These responses have not been examined in youth female players. This study examined the effect of competitive match play on CK activity and DOMS in elite youth players. Thirty-four elite female players, divided into three chronological age groups (U13, n=11; U15, n=10; U17 n=12). Players completed baseline testing for CK and DOMS that was repeated immediately (for DOMS), 80, 128 and 168 h post-competitive match play for CK. Significant time effects were reported for CK (P=0.006) and DOMS (Pathletes. Therefore, monitoring strategies to assess muscle damage between training and match play should be considered to track recovery and potentially reduce muscular injury risk. © Georg Thieme Verlag KG Stuttgart · New York.

  17. Coste energético del dribling en hockey sobre patines

    OpenAIRE

    Blanco, Dr. Alfonso; Balagué, Dra. Natàlia

    1997-01-01

    El objetivo del presente estudio ha sido analizar y comparar el coste energético del dribling en hockey sobre patines con respecto a la acción de patinar. Doce jugadores amateurs bien entrenados han realizado, durante cinco minutos a 11, 13 y 15 km/h, patinaje solamente y patinaje mientras driblaban la bola con el stick. En ambos casos se evaluaron directamente y compararon consumo de oxígeno, ventilación, frecuencia cardíaca y nivel de percepción subjetiva del esfuerzo. Las variables fisioló...

  18. CAREER TRANSITION FROM JUNIOR TO SENIOR IN BASKETBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Alberto Lorenzo

    2009-01-01

    Full Text Available The purpose of the study was to investigate what factors affect basketball players in the transition from junior and amateur to senior and professional sport respectively. The study was a qualitative research which uses a semi-structured interview to get the data. There were interviewed five Spanish basketball players who were starting playing in a team of Basketball Club Association (C.B.A.. The results showed that the participants face several changes both in the sport and in the life outside sport. At the same time, the results indicated the existence of several coping strategies that help the player in his career transition.

  19. Does self-confidence link to motivation? A study in field hockey athletes

    OpenAIRE

    Sari, İhsan; Ekici, Sümmani; Soyer, Fikret; Eskiler, Ersin

    2015-01-01

    Previous research indicated some evidence of a positive relationship between motivation and self-efficacy beliefs/perceived competence/self-perceptions. Therefore, the relationship between self-confidence and motivation was investigated in sport context in this study. Participants of this study were 111 field hockey athletes. Sport Motivation Scale (Pelletier et al., 1995) and Self-confidence Scales (Tokinan, 2008) were used for data collection. SPSS.17 package program was used to analyse the...

  20. Technical and Physical Activities of Small-Sided Games in Young Korean Soccer Players.

    Science.gov (United States)

    Joo, Chang H; Hwang-Bo, Kwan; Jee, Haemi

    2016-08-01

    Joo, CH, Hwang-Bo, K, and Jee, H. Technical and physical activities of small-sided games in young Korean soccer players. J Strength Cond Res 30(8): 2164-2173, 2016-The aim of this study was to examine the technical aspects and physical demands during small-sided games (SSGs) with different sized pitches in young Korean soccer players. Participants were randomly selected during a nationally held youth competition. Three different game formats were used: SSG8 (8 vs. 8 played on a small-sized field [68 × 47 m]), RSG8 (8 vs. 8 played on a regular-sized field [75 × 47 m]), and RSG11 (11 vs. 11 played on a regular-sized field). Eleven technical (ball touches, passes, and shots) and 6 physical demand variables (exercise frequency by intensity) were observed and analyzed. Same variables were also analyzed for the goalkeepers. As a result, SSG8 and RSG8 showed significantly greater numbers of technical plays in 5 and 4 variables in comparison to RSG11, respectively. In addition, although the exercise intensities increased slightly in both SSG formats, the amount was within the similar range as previous reports. In conclusion, the SSGs with reduced number of players may be referred in young players to effectively train them in technical aspects of the game by allowing greater ball exposure time without excessive physical demands. Various confounding factors such as pitch dimension should be carefully considered for training specific technical and physical variables in young Korean players.

  1. Whole-Person Impairment in Younger Retired NFL Players: The Orthopaedic Toll of a Professional Football Career.

    Science.gov (United States)

    Domb, Benjamin G; Carter, Chris; Finch, Nathan A; Hammarstedt, Jon E; Dunne, Kevin F; Stake, Christine E

    2014-05-01

    Professional American football is a physically demanding, high-impact sport with an elevated risk of injury. Orthopaedic injuries may impose acute, short-term or cumulative consequences throughout a player's lifetime. Several studies have addressed health and psychosocial concerns of an older, retired population of players in the National Football League (NFL); however, minimal research has examined the orthopaedic toll on younger, retired players. This study reports total whole-person impairment (WPI) percentages in a cohort of younger, retired NFL players who presented for disability evaluations based on the use of standardized American Medical Association (AMA) impairment guidelines. Case series; Level of evidence, 4. During the study period of February 2011 to August 2013, 65 younger retired NFL players presented for impairment evaluations. The mean time between retirement and impairment evaluation was 3.1 years (range, 0.3-16.4 years). A complete history and physical examination was performed on all symptomatic joints. A retrospective chart review was conducted on 100% of presenting players to assess orthopaedic burden. Body-part impairment (BPI) percentage for each affected joint was generated. The impairment data for each extremity were then combined with spine impairment data to create WPI percentage. Player demographics, including age, position, and playing time, were also recorded. The average WPI percentage was 37% (range, 19%-53%). Players participating in >30 games (n = 54) had a higher mean WPI percentage (38%) than those playing in 5 seasons (n = 46) were 2.4 times more likely to have a WPI of at least 37% (P = .007). The most common joints players reported as symptomatic were lumbar (n = 63; 97%) and cervical spine (n = 58; 89%). The mean age at evaluation was 33.5 years (range, 27-42 years), and the mean number of seasons played was 7.5 (range, 3-14 seasons). The mean number of games played was 98.4 (range, 2-236 games). This study demonstrated

  2. Prevalence and Associated Factors of Playing-Related Musculoskeletal Disorders in Brazilian Violin Players.

    Science.gov (United States)

    Kochem, Frederico B; Silva, Julio G

    2017-03-01

    To investigate the prevalence of playing-related musculoskeletal disorders (PRMD) and associated factors among violinists from the state of Rio de Janeiro, Brazil. This cross-sectional study included 106 violinists from eight cities in the state of Rio de Janeiro. Sociodemographic and musical characteristic data, pain symptoms, and upper-limb functionality were collected using the DASH and the Standardized Nordic Questionnaires. The associations between musculoskeletal complaints and possible predictors were analyzed by binary logistic regression. Of the 106 surveyed violin players, 86.8% reported at least one painful area in the last 12 months and 77.4% in the last week. These symptoms were responsible for the temporary interruption of musical activity in 8.1% of musicians. More than 50% of violinists showed dysfunctional upper limbs according to the DASH optional module. Women were more likely to develop musculoskeletal disorders (OR 4.4, CI 1.9-10.0, p<0.001). In addition, older musicians were more likely to report pain in the last 7 days (OR 3.3, CI 5.1-10.97; p=0.04) and also had higher scores on the DASH (OR 1.8, CI 1.1-3.1; p=0.01). Other factors associated with the development of PRMD were body mass index, practice hours per week, and final DASH score. Violinists living and working in the state of Rio de Janeiro have a high prevalence of PRMD, especially women and older musicians.

  3. Risk factors for patellar tendinopathy in basketball and volleyball players: a cross-sectional study.

    Science.gov (United States)

    van der Worp, H; van Ark, M; Zwerver, J; van den Akker-Scheek, I

    2012-12-01

    Patellar tendinopathy (PT) has a multifactorial etiology, and many possible risk factors have been described in the literature. The findings are conflicting, though, and most research has been conducted on elite athletes. The aim of the current study is to determine the risk factors for PT in a large representative sample of basketball and volleyball players. Separate risk factors for men and women, basketball and volleyball players, and athletes with unilateral and bilateral PT were identified. All basketball and volleyball players between ages 18 and 35 from the Dutch Basketball Association and the Dutch Volleyball Association were invited to complete an online questionnaire on knee complaints and risk factors for PT. The logistic regression analyses included 2224 subjects. The risk factors for PT were age, playing at the national level, being male and playing volleyball (compared with playing basketball). The risk factors for men and women were comparable. Among volleyball players, outside hitters and middle blockers/hitters had an increased risk compared with setters. For basketball players, no risk factors could be identified. No differences in the risk factors were found between athletes with unilateral and bilateral PT. These findings should be taken into account for prevention and rehabilitation purposes. © 2011 John Wiley & Sons A/S.

  4. Concussions are associated with decreased batting performance among Major League Baseball players.

    Science.gov (United States)

    Wasserman, Erin B; Abar, Beau; Shah, Manish N; Wasserman, Daniel; Bazarian, Jeffrey J

    2015-05-01

    Concussions impair balance, visual acuity, and reaction time--all of which are required for high-level batting performance--but the effects of concussion on batting performance have not been reported. The authors examined this relationship between concussion and batting performance among Major League Baseball (MLB) players. Batting performance among concussed MLB players will be worse upon return to play than batting performance among players missing time for noninjury reasons. Cohort study; Level of evidence, 3. The authors identified MLB players who sustained a concussion between 2007 and 2013 through league disabled-list records and a Baseball Prospectus database. For a comparison group, they identified players who went on paternity or bereavement leave during the same period. Using repeated-measures generalized linear models, the authors compared 7 batting metrics between the 2 groups for the 2 weeks upon return, as well as 4 to 6 weeks after return, controlling for pre-leave batting metrics, number of days missed, and position. The authors identified 66 concussions and 68 episodes of bereavement/paternity leave to include in the analysis. In the 2 weeks after return, batting average (.235 vs .266), on-base percentage (.294 vs .326), slugging percentage (.361 vs .423), and on-base plus slugging (.650 vs .749) were significantly lower among concussed players relative to the bereavement/paternity leave players (time×group interaction, Pperformance after concussion is adversely affected and to identify better measures to use for return-to-play decisions. © 2015 The Author(s).

  5. BIO-TYPE DETERMINATION OF THE MODEL FOR THE YOUNG HANDBALL PLAYERS OF THE AGE FROM 16 TO 18 YEARS

    Directory of Open Access Journals (Sweden)

    Dobrislav Vujović

    2007-05-01

    Full Text Available The research work on morphological features and motoric capacities of handball players points out to the fact that there is a strong relation between handball players’ specifi c features and their playing position. Handball player’s position indicates his »bio – type« which gives him an advantage to play that specifi c position in relation to other players. In such a way, important connections were determined between morphological dimensions/ motoric capacities and appropriate playing position although they are not the only characteristic of the top handball players. The research work done so has shown that appropriate structure of morphological features, basic motoric capacities and specifi c motoric capacities, can represent an advantage in a sense of achieving better results in handball playing. On the other hand, handball players became specialized in a sense of implementing these tasks which are related to their playing positions. In this work, the author shall describe differences in morphological features of the yong hand ball players’ basic motoric capacities and their specifi c motoric capacites. Results which will be presented, will confi rm assumption about morphological and motoric indicators in relation to the player position in team

  6. Female adolescent elite handball players are more susceptible to shoulder problems than their male counterparts.

    Science.gov (United States)

    Asker, Martin; Holm, Lena W; Källberg, Henrik; Waldén, Markus; Skillgate, Eva

    2018-02-10

    Shoulder problems are frequent among senior elite handball players. The objective of this study was to assess the prevalence of shoulder problems among adolescent elite handball players and to investigate potential differences in gender, school grade, playing position and playing level. During the 2014 and 2015 pre-season periods, 471 players (age 15-18 years, 54% female) completed a comprehensive baseline questionnaire regarding history of any shoulder pain and shoulder problems experienced during the past season. The players were monitored weekly for one competition season (September-April) regarding shoulder problems and the amount of match and training. Generalised linear models with a binomial link function were used to calculate a prevalence ratio (PR) with 95% confidence interval (CI) to compare the subgroups of players. In total, 110 players (23%) reported having substantial shoulder problems (defined as moderate/severe reduction in training volume, or moderate/severe reduction in performance, or complete inability to participate) at some point during the follow-up season, of which almost half reported complete inability to participate. Of those players reporting substantial problems, 43% (95% CI 39-48) did so for at least 3 consecutive weeks during the season. The prevalence was significantly higher in female players (PR 1.46, 95% 1.04-2.06) and in backcourt players (PR 1.58, 95% CI 1.08-2.32), but no differences were found for school grade (PR 1.21 95% CI 0.88-1.67) or playing level (PR 1.09 95% CI 0.76-1.56). The prevalence of substantial shoulder problems in adolescent elite handball players is high, especially among females, and this warrants further studies on risk factors for shoulder injury and the development of prevention strategies in handball players already before the age of 15. These findings also highlight the importance of introducing a clinical monitoring programme on a routine basis and improving the medical support, taking gender

  7. A Review of Self-Esteem of the Hearing Impaired Football Players

    Science.gov (United States)

    Açak, Mahmut; Kaya, Oktay

    2016-01-01

    The current study aimed at reviewing the level of self-esteem of the hearing impaired football players. The sample of the study was composed of 95 football players who played in the 1st hearing impaired football league. To gather the study-data; a Personal Information Form and Self-esteem Scale were used. The data obtained were analyzed through…

  8. Dynamics of tactical behaviour in association football when manipulating players' space of interaction.

    Directory of Open Access Journals (Sweden)

    Angel Ric

    Full Text Available The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players' spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b players were allowed to move to an adjacent zone, and; c non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players' long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players' positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the

  9. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  10. Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans.

    Science.gov (United States)

    Etter, Darryl; Kamen, Charles; Etter, Kelly; Gore-Felton, Cheryl

    2017-04-01

    Many of the current generation of veterans grew up with video games, including military first-person shooter (MFPS) video games. In MFPS games, players take the role of soldiers engaged in combat in environments modeled on real-life warzones. Exposure to trauma-congruent game content may either serve to exacerbate or to ameliorate posttraumatic symptoms. The current study examined the relationship between MFPS and other shooter video game playing and posttraumatic stress disorder (PTSD) symptoms among current and former members of the military (N = 111). Results indicated that video game play was very common, and 41.4% of participants reported playing MFPS or other shooter games (shooter players group). The shooter players group reported higher levels of PTSD symptoms than participants who did not play any video or shooter games (nonshooter/nonplayers group; d = 0.44); however, playing shooter games was not predictive of PTSD symptoms after accounting for personality, combat exposure, and social support variables. This may indicate that the same psychosocial factors predict both PTSD and shooter video game play. Although veterans may benefit from the development and use of clinical applications of video games in PTSD treatment, clinical attention should continue to focus on established psychosocial predictors of PTSD symptoms. Copyright © 2017 International Society for Traumatic Stress Studies.

  11. The effect of deprivation on the developmental activities of adolescent rugby union players in Wales.

    Science.gov (United States)

    Winn, Charles O N; Ford, Paul R; McNarry, Melitta A; Lewis, Jason; Stratton, Gareth

    2017-12-01

    The developmental activities of rugby union players and their interaction with deprivation remain to be elucidated. Five-hundred and ninety elite junior rugby union players (14.8 ± 0.5 years) were split into deprivation quintiles. These players subsequently completed a participant history questionnaire to record their involvement in rugby and other sports. Players accumulated 1987 ± 1297 h in rugby between 6 and 15 years of age. During the mini rugby stage (6-10 years of age), players accumulated an average of 113 ± 105, 89 ± 69 and 43 ± 19 h per year in rugby play, practice and competition, respectively. Moreover, 461 players engaged in an average of two other sports during the mini rugby stage. During the junior rugby stage (11-15 years of age), players accumulated 179 ± 98, 115 ± 90 and 64 ± 26 h per year in rugby practice, play and competition, respectively, and 538 players took part in three other sports. Players who were more deprived accumulated less rugby hours and participated in fewer other sports, but age milestones were not different between deprivation quintiles. There were no differences within developmental activities in rugby between deprivation groups.

  12. Exposure time, running and skill-related performance in international u20 rugby union players during an intensified tournament.

    Directory of Open Access Journals (Sweden)

    Christopher J Carling

    Full Text Available This study investigated exposure time, running and skill-related performance in two international u20 rugby union teams during an intensified tournament: the 2015 Junior World Rugby Championship.Both teams played 5 matches in 19 days. Analyses were conducted using global positioning system (GPS tracking (Viper 2™, Statsports Technologies Ltd and event coding (Opta Pro®.Of the 62 players monitored, 36 (57.1% participated in 4 matches and 23 (36.5% in all 5 matches while player availability for selection was 88%. Analyses of team running output (all players completing >60-min play showed that the total and peak 5-minute high metabolic load distances covered were likely-to-very likely moderately higher in the final match compared to matches 1 and 2 in back and forward players. In individual players with the highest match-play exposure (participation in >75% of total competition playing time and >75-min in each of the final 3 matches, comparisons of performance in matches 4 and 5 versus match 3 (three most important matches reported moderate-to-large decreases in total and high metabolic load distance in backs while similar magnitude reductions occurred in high-speed distance in forwards. In contrast, skill-related performance was unchanged, albeit with trivial and unclear changes, while there were no alterations in either total or high-speed running distance covered at the end of matches.These findings suggest that despite high availability for selection, players were not over-exposed to match-play during an intensified u20 international tournament. They also imply that the teams coped with the running and skill-related demands. Similarly, individual players with the highest exposure to match-play were also able to maintain skill-related performance and end-match running output (despite an overall reduction in the latter. These results support the need for player rotation and monitoring of performance, recovery and intervention strategies during

  13. Exposure time, running and skill-related performance in international u20 rugby union players during an intensified tournament

    Science.gov (United States)

    Carling, Christopher J.; Flanagan, Eamon; O’Doherty, Pearse; Piscione, Julien

    2017-01-01

    Purpose This study investigated exposure time, running and skill-related performance in two international u20 rugby union teams during an intensified tournament: the 2015 Junior World Rugby Championship. Method Both teams played 5 matches in 19 days. Analyses were conducted using global positioning system (GPS) tracking (Viper 2™, Statsports Technologies Ltd) and event coding (Opta Pro®). Results Of the 62 players monitored, 36 (57.1%) participated in 4 matches and 23 (36.5%) in all 5 matches while player availability for selection was 88%. Analyses of team running output (all players completing >60-min play) showed that the total and peak 5-minute high metabolic load distances covered were likely-to-very likely moderately higher in the final match compared to matches 1 and 2 in back and forward players. In individual players with the highest match-play exposure (participation in >75% of total competition playing time and >75-min in each of the final 3 matches), comparisons of performance in matches 4 and 5 versus match 3 (three most important matches) reported moderate-to-large decreases in total and high metabolic load distance in backs while similar magnitude reductions occurred in high-speed distance in forwards. In contrast, skill-related performance was unchanged, albeit with trivial and unclear changes, while there were no alterations in either total or high-speed running distance covered at the end of matches. Conclusions These findings suggest that despite high availability for selection, players were not over-exposed to match-play during an intensified u20 international tournament. They also imply that the teams coped with the running and skill-related demands. Similarly, individual players with the highest exposure to match-play were also able to maintain skill-related performance and end-match running output (despite an overall reduction in the latter). These results support the need for player rotation and monitoring of performance, recovery and

  14. Teaching intelligent design or sparking interest in science? What players do with Will Wright's Spore

    Science.gov (United States)

    Owens, Trevor

    2012-12-01

    The 2008 commercial video game Spore allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as a troubling teacher of intelligent design, while others suggested it might excite public interest in science. This paper explores the extent to which these two ways of thinking about the game are consistent with what players have done with the game in its online community. This analysis suggests that, at least for the players participating in this community, the game has not seduced them into believing in intelligent design. Instead the activities of these players suggest that the game has played a catalytic role in engaging the public with science. These findings indicate that designers of educational games may wish to consider more deeply tensions between prioritizing accuracy of content in educational games over player engagement.

  15. A Projector-Camera System for Augmented Card Playing and a Case Study with the Pelmanism Game

    Directory of Open Access Journals (Sweden)

    Nozomu Tanaka

    2017-05-01

    Full Text Available In this article, we propose a system for augmented card playing with a projector and a camera to add playfulness and increase communication among players of a traditional card game. The functionalities were derived on the basis of a user survey session with actual players. Playing cards are recognized using a video camera on the basis of a template matching without any artificial marker with an accuracy of > 0.96. Players are also tracked to provide person-dependent services using a video camera from the direction of their hands appearing over a table. These functions are provided as an API; therefore, the user of our system, i.e., a developer, can easily augment playing card games. The Pelmanism game was augmented on top of the system to validate the concept of augmentation. The results showed the feasibility of the system’s performance in an actual environment and the potential of enhancing playfulness and communication among players.

  16. Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.

    Science.gov (United States)

    Wenzel, H G; Bakken, I J; Johansson, A; Götestam, K G; Øren, Anita

    2009-12-01

    Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.

  17. Effect of game format on heart rate, activity profile, and player involvement in elite and recreational youth players

    DEFF Research Database (Denmark)

    Randers, Morten Bredsgaard; Andersen, T B; Rasmussen, L S

    2014-01-01

     ± 12 bpm, P = 0.001, d = 0.59) and number of technical actions (65.1 ± 24.0 vs 36.9 ± 20.4, P ... bpm, P = 0.679, d = 0.10). In conclusion, HR is high in youth football matches irrespective of the level of play and the game format. Playing with fewer players on smaller pitches results...

  18. Exploring sociality and engagement in play through game-control distribution

    NARCIS (Netherlands)

    Rozendaal, M.C.; Braat, B.A.L.; Wensveen, S.A.G.

    2010-01-01

    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the

  19. Cats and Portals: Video Games, Learning, and Play

    Science.gov (United States)

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  20. Hypoconnectivity and Hyperfrontality in Retired American Football Players

    Science.gov (United States)

    Hampshire, Adam; MacDonald, Alex; Owen, Adrian M.

    2013-10-01

    Recent research has raised concerns about the long-term neurological consequences of repetitive concussive and sub-concussive injuries in professional players of American Football. Despite this interest, the neural and psychological status of retired players remains unknown. Here, we evaluated the performances and brain activation patterns of retired National Football League players (NFL alumni) relative to controls using an fMRI-optimised neuropsychological test of executive function. Behaviourally, the NFL alumni showed only modest performance deficits on the executive task. By contrast, they showed pronounced hyperactivation and hypoconnectivity of the dorsolateral frontal and frontopolar cortices. Critically, abnormal frontal-lobe function was correlated with the number of times that NFL alumni reported having been removed from play after head injury and was evident in individual players. These results support the hypothesis that NFL alumni have a heightened probability of developing executive dysfunction and suggest that fMRI provides the most sensitive biomarker of the underlying neural abnormality.

  1. Concussions and Head Injuries in English Community Rugby Union Match Play.

    Science.gov (United States)

    Roberts, Simon P; Trewartha, Grant; England, Michael; Goodison, William; Stokes, Keith A

    2017-02-01

    Previous research has described general injury patterns in community-level rugby union, but specific information on time-loss head injuries has not been reported. To establish the incidence and nature of significant time-loss head injuries in English community rugby match play, and to identify the injury risk for specific contact events. Descriptive epidemiology study. Over 6 seasons, injury information was collected from 46 (2009-2010), 67 (2010-2011), 76 (2011-2012), 50 (2012-2013), 67 (2013-2014), and 58 (2014-2015) English community rugby clubs (Rugby Football Union levels 3-9) over a total of 175,940 hours of player match exposure. Club injury management staff reported information for all head injuries sustained during match play whereby the player was absent for 8 days or greater. Clubs were subdivided into semiprofessional (mean player age, 24.6 ± 4.7 years), amateur (24.9 ± 5.1 years), and recreational (25.6 ± 6.1 years) playing levels. Contact events from a sample of 30 matches filmed over seasons 2009-2010, 2010-2011, and 2011-2012 provided mean values for the frequency of contact events. The overall incidence for time-loss head injuries was 2.43 injuries per 1000 player match hours, with a higher incidence for the amateur (2.78; 95% CI, 2.37-3.20) compared with recreational (2.20; 95% CI, 1.86-2.53) ( P = .032) playing level but not different to the semiprofessional (2.31; 95% CI, 1.83-2.79) playing level. Concussion was the most common time-loss head injury, with 1.46 per 1000 player match hours. The tackle event was associated with 64% of all head injuries and 74% of all concussions. There was also a higher risk of injuries per tackle (0.33 per 1000 events; 95% CI, 0.30-0.37) compared with all other contact events. Concussion was the most common head injury diagnosis, although it is likely that this injury was underreported. Continuing education programs for medical staff and players are essential for the improved identification and management of

  2. Playing on the edge

    DEFF Research Database (Denmark)

    Cermak-Sassenrath, Daniel

    2018-01-01

    and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued......Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different...... that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do...

  3. Vývoj protokolu o pozorování dovedností pro sledge hokej - pilotní studie Development of a skills observation protocol for sledge ice hockey - pilot study

    Directory of Open Access Journals (Sweden)

    Yves Vanlandewijck

    2007-02-01

    Full Text Available V průběhu několika posledních let vzrostly možnosti jedinců s tělesným postiženým zapojit se do fyzických činností. Z tohoto důvodu je uznáván význam zvládnutí sportovních dovedností ještě před samotnou účastí v soutěžích. O stále oblíbenějším sledge hokeji bylo dosud provedeno málo výzkumů. Hlavní složkou výkonu je analýza dovedností. Vzhledem k její uznávané důležitosti a současnému nedostatku příslušných výzkumů na tomto poli jsme při této studii využili videozáznamů z paralympijského sledge hokejového turnaje z Turína v roce 2006, které nám poskytly možnost vytvořit protokol o pozorování s podrobnými kritérii toho, co utváří vyspělé profesionální sledge hokejové dovednosti. Proběhly konzultace s odborníky z tohoto odvětví a jejich zpětná vazba nám umožnila vytvořit tento nástroj. Po dokončení protokolu jsme provedli pilotní vyhodnocení, pro které byli hráči vybíráni na základě statistik z paralympijských her. Tito hráči byli poté pomocí našeho protokolu hodnoceni. Bylo prokázáno, že protokol dokáže úspěšně rozlišovat hráče vyšší a nižší úrovně. Over the past few years opportunities have been increasing for individuals with physical disabilities to become involved in physical activities; hence there is a recognition of the importance of mastering sport skills before participation. Currently there is little research that has been performed on the increasingly popular sport of sledge hockey. A major component of performance is skill analysis. Having recognised its importance and the current unavailability of relevant research in the area, this study used video recordings of the Torino 2006 Paralympic sledge ice hockey tournament to provide a setting in which to produce a skill observation protocol with detailed criteria of what constitutes a mature professional sledge ice hockey skill. Experts in the field were

  4. Exploring the enjoyment of playing browser games.

    Science.gov (United States)

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  5. Training habits and injuries of masters' level football players: a preliminary report.

    Science.gov (United States)

    Newsham-West, R; Button, C; Milburn, P D; Mündermann, A; Sole, G; Schneiders, A G; Sullivan, S J

    2009-05-01

    To profile training habits and injuries in football players participating in a national Masters tournament. A cross-sectional retrospective study design was used to survey male football players attending the 2008 New Zealand Masters Games. Information regarding player demographics, football injuries, football related training, and risk factors for injury were collected. 199 Players were recruited, with a median age of 44 yrs (range 35-73) and a median football playing history of 15 yrs (range 0-66). Irrespective of age, 112 (84%) players included a warm-up and 104 (78%) included a stretching regime in their regular training programme. In the 12 months prior to the tournament, 128 football related injuries were reported by 93 players (64 injuries/100 players or 46 injured players/100 players). The most frequently injured region was the lower limb; specifically the lower leg (n=23), ankle (n=18), hamstring (n=17), knee (n=15), and Achilles tendon (n=15). This study provides a preliminary insight into the training habits and injury profiles of Masters football players. Despite all players including some form of injury prevention strategy in their training, a significant number of players experienced an injury in the 12 months prior to the tournament.

  6. Groin Problems in Male Soccer Players Are More Common Than Previously Reported

    DEFF Research Database (Denmark)

    Harøy, Joar; Clarsen, Ben; Thorborg, Kristian

    2017-01-01

    surveillance method developed to capture acute and overuse problems. STUDY DESIGN: Descriptive epidemiology study. METHODS: We registered groin problems during a 6-week period of match congestion using the Oslo Sports Trauma Research Center Overuse Injury Questionnaire. A total of 240 players from 15 teams......BACKGROUND: The majority of surveillance studies in soccer have used a time-loss injury definition, and many groin problems result from overuse, leading to gradually increasing pain and/or reduced performance without necessarily causing an absence from soccer training or match play. Thus......, the magnitude of groin problems in soccer has probably been underestimated in previous studies based on traditional injury surveillance methods. PURPOSE: To investigate the prevalence of groin problems among soccer players of both sexes and among male soccer players at different levels of play through a new...

  7. Role-player expectations regarding the education of nursing research.

    Science.gov (United States)

    Zeelie, S C; Bornman, J E; Botes, A C

    2003-12-01

    This article reports on role player expectations regarding the education of nursing research. The importance of the role player expectations are two-fold: firstly as a factor in the external environment influencing and guiding the formulation phase of the development of standards and secondly, due to the clear indications of problems regarding nursing research in the nursing profession in literature. The role player expectations were elicited using a qualitative, exploratory and contextual design. The role player population included nurse educators, nurses in managerial, clinical and research positions, students and the medical profession. The data was gathered using the naïve sketches and qualitative data analysis was done using Morse & Field's approach (1996:103-107) in combination with Tesch's data analysis approach as cited by Creswell (1994:154-156). Sixty initial categories were narrowed down to six final categories, which are the research learning programme, personnel, students, departmental policies, funding and support systems. The role player expectations were elicited as part of a research study aiming tot develop a self-evaluation system for quality assurance in nursing research and as such, the role player expectations plays a pivotal role in the development of standards for the self-evaluation system.

  8. Physical Attributes and NFL Combine Performance Tests Between Italian National League and American Football Players: A Comparative Study.

    Science.gov (United States)

    Vitale, Jacopo A; Caumo, Andrea; Roveda, Eliana; Montaruli, Angela; La Torre, Antonio; Battaglini, Claudio L; Carandente, Franca

    2016-10-01

    Vitale, JA, Caumo, A, Roveda, E, Montaruli, A, La Torre, A, Battaglini, CL, and Carandente, F. Physical attributes and NFL Combine performance tests between Italian National League and American football players: a comparative study. J Strength Cond Res 30(10): 2802-2808, 2016-The purpose of this study was to examine anthropometric measurements and the results of a battery of performance tests administered during the National Football League (NFL) Combine between American football players who were declared eligible to participate in the NFL Combine and football players of a top Italian team (Rhinos Milan). Participants (N = 50) were categorized by position into 1 of 3 groups based on playing position: skill players (SP) included wide receivers, cornerbacks, free safeties, strong safeties, and running backs; big skill players (BSP) consisted of fullbacks, linebackers, tight ends, and defensive ends; lineman (LM) included centers, offensive guards, offensive tackles, and defensive tackles. A 1-way analysis of variance followed by the Tukey-Kramer post hoc test was used for comparisons between Italian players by playing position. Ninety-five percent CIs were used for comparisons between American and Italian football for the NFL Combine performance tests. Significant differences for all the variables between the 3 playing categories were observed among the Italian players; LM had higher anthropometric and body composition values than SP (p football players presented significantly higher anthropometric values and test performance scores when compared with Italian players. Administrators of professional football teams in Italy need to improve the player's physical attributes, so the gap that currently exists between American and Italian players can be reduced, which could significantly improve the quality of American football in Italy.

  9. Comparison of effectiveness of advertising expenses during broadcasts of main hockey events

    OpenAIRE

    Kozlová, Natálie

    2017-01-01

    Title: Comparison of effectiveness of advertising expenses during broadcasts of main hockey events Objectives: The main goal of this dissertation is to compare the amount of money invested into the commercial advertisement during sport broadcasts at the ČT sport channel with viewer ratings. The used metric is a coefficient computed as a ratio between the viewer rating of the particular broadcast and the corresponding advertisement cost, normalized using Cost per Thousand method. Another goal ...

  10. Brachial neuropraxia in Canadian Atlantic University sport football players: what is the incidence of "stingers"?

    Science.gov (United States)

    Charbonneau, Rebecca M E; McVeigh, Sonja A; Thompson, Kara

    2012-11-01

    The objectives of this study were (1) to determine the incidence of brachial neuropraxia (stingers) among varsity football players during the 2010 season; (2) to determine if associations exist between sustaining a stinger and previous history of stingers, years played, equipment, age, body mass index (BMI), and conditioning; and (3) to provide descriptive statistics regarding stingers and position played, symptoms, activity during injury, mechanism of tackling, and reporting of stingers. Retrospective. Canadian Atlantic University Sport football league. Two hundred forty-four players. Two written questionnaires. Number of players experiencing stingers that occurred during the 2010 season. The incidence was 26% (64 of 244). A multivariate analysis revealed that previous history of a stinger (P football and are underreported to medical staff. Education of players at increased risk is needed.

  11. Introduction : How European Players Captured the Computer and Created Scenes

    NARCIS (Netherlands)

    Alberts, G.; Oldenziel, R.; Alberts, G.; Oldenziel, R.

    2014-01-01

    Playfulness was at the heart of how European players appropriated microcomputers in the last quarter of the twentieth century. Although gaming has been important for computer development, that is not the subject of Hacking Europe. Our book’s main focus is the playfulness of hacker culture. The

  12. Activity Profiles and Positional Differences of Handball Players During the World Championships in Qatar 2015.

    Science.gov (United States)

    Cardinale, Marco; Whiteley, Rodney; Hosny, Ahmed Abdelrahman; Popovic, Nebojsa

    2017-08-01

    Handball is an Olympic sport played indoors by 6 court players and 1 goalkeeper with rolling substitutions. Limited data exist on elite players competing in a world championship, and virtually no information exists on the evolution of time-motion performance over the course of a long tournament. To analyze time-motion characteristics of elite male handball players of the last world championships, played in Qatar in 2015. 384 handball players from 24 national teams. The athletes were analyzed during 88 matches using a tracking camera system and bespoke software (Prozone Handball v. 1.2, Prozone, Leeds, UK). The average time on court (N = 2505) during the world championships for all players was 36:48 ± 20:27 min. Goalkeepers and left and right wings were on court most of the playing time (GK 43.00 ± 25:59 min; LW 42:02 ± 21:07 min; RW 43:44 ± 21:37 min). The total distance covered during each game (2607.5 ± 1438.4 m) consisted mostly of walking and jogging. The cumulative distance covered during the tournament was 16,313 ± 9423.3 m. Players performed 857.2 ± 445.7 activity changes with a recovery time of 124.3 ± 143 s. The average running pace was 78.2 ± 10.8 m/min. There was no significant difference between high-ranked and lower-ranked teams in terms of distance covered in different locomotion categories. Specific physical conditioning is necessary to maximize performance of handball players and minimize the occurrence of fatigue when performing in long tournaments.

  13. Analyzing online game players: from materialism and motivation to attitude.

    Science.gov (United States)

    Chang, Ju-Hui; Zhang, Hongxia

    2008-12-01

    The online game market has been growing rapidly and has received an increasing amount of attention in recent years. The results of a survey conducted in China to explore online game players' attitude formation reveal that (a) the online game player's level of materialism positively influences the motivation for playing, (b) motivation positively influences attitude toward online games, and (c) motivation fully mediates the effects of materialism on attitude.

  14. Video Game Players Show More Precise Multisensory Temporal Processing Abilities

    OpenAIRE

    Donohue, Sarah E.; Woldorff, Marty G.; Mitroff, Stephen R.

    2010-01-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. The current study examined whether video game players’ benefits generalize beyond vision to multisensory processing by presenting video game players and non-video game players auditory and visual stim...

  15. Real-Time Game Adaptation for Optimizing Player Satisfaction

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John

    2009-01-01

    A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment...

  16. Does posteromedial chondromalacia reduce rate of return to play after ulnar collateral ligament reconstruction?

    Science.gov (United States)

    Osbahr, Daryl C; Dines, Joshua S; Rosenbaum, Andrew J; Nguyen, Joseph T; Altchek, David W

    2012-06-01

    Biomechanical studies suggest ulnohumeral chondral and ligamentous overload (UCLO) explains the development of posteromedial chondromalacia (PMC) in throwing athletes with ulnar collateral ligament (UCL) insufficiency. UCL reconstruction reportedly allows 90% of baseball players to return to prior or a higher level of play; however, players with concomitant posteromedial chondromalacia may experience lower rates of return to play. The purpose of this investigation is to determine: (1) the rates of return to play of baseball players undergoing UCL reconstruction and posteromedial chondromalacia; and (2) the complications occurring after UCL reconstruction in the setting of posteromedial chondromalacia. We retrospectively reviewed 29 of 161 (18%) baseball players who were treated for the combined posteromedial chondromalacia and UCL injury. UCL reconstruction was accomplished with the docking technique, and the PMC was addressed with nothing or débridement if Grade 2 or 3 and with débridement or microfracture if Grade 4. The mean age was 19.6 years (range, 16-23 years). Most players were college athletes (76%) and pitchers (93%). We used a modified four-level scale of Conway et al. to assess return to play with 1 being the highest level (return to preinjury level of competition or performance for at least one season after UCL reconstruction). The minimum followup was 24 months (mean, 37 months; range, 24-52 months). Return to play was Level 1 in 22 patients (76%), Level 2 in four patients (14%), Level 3 in two patients (7%), and Level 4 in one (3%) patient. Our data suggest baseball players with concomitant PMC, may have lower rates of return to the same or a higher level of play compared with historical controls. Level IV, case series. See Guidelines for Authors for a complete description of levels of evidence.

  17. An unusual mechanism of ocular trauma in badminton players: two incidental cases.

    Science.gov (United States)

    Khandelwal, Rekha; Majumdar, Mohana Raja; Gupta, Archana

    2012-08-08

    Badminton is a famous sport usually played without any protective eyewear. Ocular injury from one's own partner in a doubles game, with the shuttlecock, is rare. Two untrained badminton players presented with severe ocular trauma during a smash shot from the partner in a 'doubles' game. Both the players developed blind eye (vision badminton enthusiasts.

  18. ANÁLISIS DE LA ACCIÓN DE GOL EN EL PORTERO DE HOCKEY HIERBA

    Directory of Open Access Journals (Sweden)

    J. Sampedro

    2010-09-01

    Full Text Available

     

    RESUMEN

    El objetivo fundamental del estudio es analizar el rendimiento del portero de hockey hierba, desde la perspectiva del número de goles encajados en función de la zona de tiro y del lugar por donde entra el lanzamiento. Se analizó una muestra de 278 lanzamientos a portería que acabaron en gol, marcados a 30 porteros/as de nivel internacional de selecciones nacionales absolutas. La técnica de recogida de datos empleada fue la observación sistemática utilizando para ello la base de datos OBANGOHH (Piñeiro, 2006. Los resultados obtenidos determinan que la zona de la tabla, la zona izquierda de la portería, la zona GIT, y el poste largo, son “puntos débiles” del portero/a. Los porteros/as tienen mayores o menores probabilidades de encajar gol dependiendo de la zona del área desde la que tira el delantero y la zona de portería por la que entra el lanzamiento. Además existen diferencias significativas en relación al género del portero. El nivel de significación establecido fue del 95% (p<0,05.
    Palabras Clave: hockey hierba, rendimiento, portero, gol.

     

    ABSTRACT

    The main aim of the study is to analyze the performance of field hockey goalkeeper, from the perspective of the number of goals achieved depending on the zone of shot and of the place where the throwing was goal. 278 shots on goal scored to different goalkeepers of international level of senior national teams were analyzed. According to Piñeiro (2006, the technique of collection of the data used was the systematic observation; using for it the notational data base OBANGOFH. The obtained results determine that the side-boards and back-boards zone, the left zone of the goal, the zone

  19. Playing vs. Nonplaying Aerobic Training in Tennis: Physiological and Performance Outcomes

    OpenAIRE

    Pialoux, Vincent; Genevois, Cyril; Capoen, Arnaud; Forbes, Scott C.; Thomas, Jordan; Rogowski, Isabelle

    2015-01-01

    This study compared the effects of playing and nonplaying high intensity intermittent training (HIIT) on physiological demands and tennis stroke performance in young tennis players. Eleven competitive male players (13.4 ± 1.3 years) completed both a playing and nonplaying HIIT session of equal distance, in random order. During each HIIT session, heart rate (HR), blood lactate, and ratings of perceived exertion (RPE) were monitored. Before and after each HIIT session, the velocity and accuracy...

  20. Physical and metabolic demands of training and match-play in the elite football player

    DEFF Research Database (Denmark)

    Bangsbo, Jens; Mohr, Magni; Krustrup, Peter

    2006-01-01

    causes the reduced ability to perform maximally. There are major individual differences in the physical demands of players during a game related to physical capacity and tactical role in the team. These differences should be taken into account when planning the training and nutritional strategies of top...