Toni Caparrós, Martí Casals, Álvaro Solana, Javier Peña
Full Text Available The primary purpose of this study was to identify potential risk factors for sports injuries in professional basketball. An observational retrospective cohort study involving a male professional basketball team, using game tracking data was conducted during three consecutive seasons. Thirty-three professional basketball players took part in this study. A total of 29 time-loss injuries were recorded during regular season games, accounting for 244 total missed games with a mean of 16.26 ± 15.21 per player and season. The tracking data included the following variables: minutes played, physiological load, physiological intensity, mechanical load, mechanical intensity, distance covered, walking maximal speed, maximal speed, sprinting maximal speed, maximal speed, average offensive speed, average defensive speed, level one acceleration, level two acceleration, level three acceleration, level four acceleration, level one deceleration, level two deceleration, level three deceleration, level four deceleration, player efficiency rating and usage percentage. The influence of demographic characteristics, tracking data and performance factors on the risk of injury was investigated using multivariate analysis with their incidence rate ratios (IRRs. Athletes with less or equal than 3 decelerations per game (IRR, 4.36; 95% CI, 1.78-10.6 and those running less or equal than 1.3 miles per game (lower workload (IRR, 6.42 ; 95% CI, 2.52-16.3 had a higher risk of injury during games (p < 0.01 in both cases. Therefore, unloaded players have a higher risk of injury. Adequate management of training loads might be a relevant factor to reduce the likelihood of injury according to individual profiles.
João Henrique Gomes
Full Text Available Abstract AIMS This study aimed to verify th erelation ship between of anthropometric and physical performance variables with game-related statistics in professional elite basketball players during a competition. METHODS Eleven male basketball players were evaluated during 10 weeks in two distinct moments (regular season and playoffs. Overall, 11 variables of physical fitness and 13 variables of game-related statistics were analysed. RESULTS The following significant Pearson’scorrelations were found in regular season: percentage of fat mass with assists (r = -0.62 and steals (r = -0.63; height (r = 0.68, lean mass (r = 0.64, and maximum strength (r = 0.67 with blocks; squat jump with steals (r = 0.63; and time in the T-test with success ful two-point field-goals (r = -0.65, success ful free-throws (r = -0.61, and steals (r = -0.62. However, in playoffs, only stature and lean mass maintained these correlations (p ≤ 0.05. CONCLUSIONS The anthropometric and physical characteristics of the players showed few correlations with the game-related statistics in regular season, and these correlations are even lower in the playoff games of a professional elite Champion ship, wherefore, not being good predictors of technical performance.
Cerynik, Douglas L; Lewullis, Gabriel E; Joves, Brian C; Palmer, Michael P; Tom, James A
Surgical treatment for chondral defects of the knee in competitive running and jumping athletes remains controversial. This study evaluated the performance outcomes of professional basketball players in the National Basketball Association (NBA) who underwent microfracture. Data from 24 professional basketball players from 1997 to 2006 was obtained and analyzed. NBA player efficiency ratings (PER) were calculated for two seasons before and after injury. A control group of 24 players was used for comparison. Study group and control group demographics including age, NBA experience, and minutes per game demonstrated no statistical difference. Mean time to return to an NBA game was 30.0 weeks from the time of surgery. The first season after returning to competition PER and minutes per game decreased by 3.5 (P 0.05) and 3.0 min (P NBA game. On return to competition player performance and minutes per game are diminished.
Toni Caparrós, Eduard Alentorn-Geli, Gregory D. Myer, Lluís Capdevila, Kristian Samuelsson, Bruce Hamilton, Gil Rodas
Full Text Available The objectives of this study were to determine the relationship among game performance, injury rate, and practice exposure in a professional male basketball team. A retroospective analysis of prospective collected data was conducted over seven consecutive seasons (2007/2008 to 2013/2014. Data collection included sports performance during competition (statistical evaluation, injury rate, and total exposure (games and practices. Over the surveillance period, 162 injuries (91 practice; 71 matches occurred over 32,668 hours of exposure (556 games and 2005 practices. There was a strong positive correlation between: 1 exposure (total number of practices and hours of exposure and the total number of injuries (r = 0.77; p = 0.04; 2 exposure (total hours of exposure and total hours of practice exposure and performance (total team ranking (r = 0.77 and p = 0.04, and r = 0.8 and p = 0.03, respectively; and 3 total number of injuries and performance (total team ranking (r = 0.84; p = 0.02. While increasing practice and competition time is related to greater team performance, it also increases the number of injuries. However, higher injury rates were not associated with worse overall team performance. Efforts to reduce high-risk activity during practice, optimally replaced with injury prevention training, might help to reduce injury risk.
José Vicente García Tormo
The aim of this study is to describe the incident of the free throw on the final results of the basketball match, and see how other factors may influence the final average of successful free throws, comparing national leagues with European competition. A total of 59,364 free throws have been analyzed, corresponding to 1722 matches from two seasons of the Spanish professional basketball league (ACB and LFB and European league (Euroleague Euroleague and women. Has been made descriptive analysis, an analysis of synchrony and an analysis of the residuals corrected. The results demonstrate the importance of free throws for the final score, especially in male and when is a close match. Likewise, the home court advantage is related to higher efficiency in free throws and win the match.
Chen, Weiyun; Hendricks, Kristin; Zhu, Weimo
The purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI) that assesses an individual player's offensive game performance competency in basketball. Twelve physical education teacher education (PETE) students playing two 10-minute, 3 vs. 3 basketball games were videotaped at end of a…
Full Text Available The objective of the present study was to analyze the acute hormonal, immunological and enzymatic responses of professional basketball players to a basketball game. The sample was composed of eight basketball athletes, with a minimum of 4 years’ experience in basketball. A real game was simulated with a total duration of 40 minutes, divided into two halves of 20 minutes each and an interval of 10 minutes between halves. Blood samples were collected before and immediately after the game (20 ml, vacuum tube system. The variables analyzed were: testosterone and cortisol hormones, total leukocytes, neutrophils, lymphocytes, monocytes and the enzymes creatine kinase (CK and lactate dehydrogenase (LDH. Statistical analysis was with descriptive statistics and the Student’s t test for paired samples to p≤0.05. The pre (13.34 nmol/L and 301.97 nmol/L and post game (17.34 nmol/L and 395.91 nmol/L levels of testosterone and cortisol were statistically different, with higher levels after the game for both hormones. The immune cell counts exhibited significant differences for total leukocytes (6393.75 nmol/L and 9158.75 nmol/L and neutrophils (3532.5 nmol/L and 6392.62 nmol/L, with levels being higher after the game. No statistical differences were observed for the enzymatic variables. Therefore, based on the markers analyzed, testosterone and cortisol exhibited pronounced increases after the game and the same behavior was observed for total leukocytes and neutrophils.
Full Text Available The objective of the present study was to analyze the acute hormonal, immunological and enzymatic responses of professional basketball players to a basketball game. The sample was composed of eight basketball athletes, with a minimum of 4 years’ experience in basketball. A real game was simulated with a total duration of 40 minutes, divided into two halves of 20 minutes each and an interval of 10 minutes between halves. Blood samples were collected before andimmediately after the game (20 ml, vacuum tube system. The variables analyzed were: testosterone and cortisol hormones, total leukocytes, neutrophils, lymphocytes, monocytes and the enzymes creatine kinase (CK and lactate dehydrogenase (LDH. Statistical analysis was with descriptive statistics and the Student’s t test for paired samples to p≤0.05. The pre (13.34 nmol/L and 301.97 nmol/L and post game (17.34 nmol/L and 395.91 nmol/L levels of testosterone and cortisol were statistically different, with higher levels after the game for both hormones. The immune cell counts exhibited significant differences for total leukocytes (6393.75 nmol/L and 9158.75 nmol/L and neutrophils (3532.5 nmol/L and 6392.62 nmol/L, with levels being higher after the game. No statistical differences were observed for the enzymatic variables. Therefore, based on the markers analyzed, testosterone and cortisol exhibited pronounced increases after the game and the samebehavior was observed for total leukocytes and neutrophils.
Matković, Andro; Rupčić, Tomislav; Knjaz, Damir
The objective of this study was to establish physiological loads elite basketball referees sustain during competitive games. Thirty-one referees (age: 33.35±5.17 years, body mass: 88.04±7.47 kg, height: 186.37±5.40 cm), all classified as A-list referees of the 1st Croatian Basketball League, were subjected to progressive spiroergometric testing on the treadmill in order to determine the anaerobic threshold (V-slope method). The referees were monitored electrocardiographically for the estab...
Lorenzo, Alberto; Gómez, Miguel Ángel; Ortega, Enrique; Ibáñez, Sergio José; Sampaio, Jaime
The aim of the present study was to identify the game-related statistics which discriminate between winning and losing teams in under-16 years old male basketball games. The sample gathered all 122 games in the 2004 and 2005 Under-16 European Championships. The game-related statistics analysed were the free-throws (both successful and unsuccessful), 2- and 3-points field-goals (both successful and unsuccessful) offensive and defensive rebounds, blocks, assists, fouls, turnovers and steals. The winning teams exhibited lower ball possessions per game and better offensive and defensive efficacy coefficients than the losing teams. Results from discriminant analysis were statistically significant and allowed to emphasize several structure coefficients (SC). In close games (final score differences below 9 points), the discriminant variables were the turnovers (SC = -0.47) and the assists (SC = 0.33). In balanced games (final score differences between 10 and 29 points), the variables that discriminated between the groups were the successful 2-point field-goals (SC = -0.34) and defensive rebounds (SC = -0. 36); and in unbalanced games (final score differences above 30 points) the variables that best discriminated both groups were the successful 2-point field-goals (SC = 0.37). These results allowed understanding that these players' specific characteristics result in a different game-related statistical profile and helped to point out the importance of the perceptive and decision making process in practice and in competition. Key points The players' game-related statistical profile varied according to game type, game outcome and in formative categories in basketball. The results of this work help to point out the different player's performance described in U-16 men's basketball teams compared with senior and professional men's basketball teams. The results obtained enhance the importance of the perceptive and decision making process in practice and in competition. PMID
Seifert, Davor; Lešić, Nikolina; Šostar, Zvonimir
Injuries are common during sport activities, a part of which is also injuries to the stomatognathic system. According to the data from literature orofacial injuries are frequent, but relatively minor. World Dental Federation has listed basketball as a medium-risk sport in sustaining orofacial injuries. The purpose of this investigation was to determine incidence, type and severity of orofacial injuries during basketball and frequents of mouthguard use. The sample consisted of 195 athletes who actively participate in basketball, 60 amateurs/non-professional and 135 professionals. A total of 2 265 injuries to the stomatognathic system were documented in this research; 200 (8.8%) of those injuries refer to the non-professionals and 2 065 (91.2%) to the professionals. The most common injuries are lacerations and contusions of soft tissue (a total of 2 208 or 97.5%), followed by dental injuries (a total of 57 or 2.5%). Out of all recorded laceration injuries 59.8% lacerations of soft tissue occurred during practice (12.6% amateurs and 87.4% professionals), while 40.2% of them occurred during games (2.5% amateurs and 97.5% professionals). Of a total of 57 dental injuries recorded during an athletes career, in 78.9% it were the professionals who suffered an injury, and in 21.1% of them the amateurs. Out of a total of 195 basketball players only 1% (2 players - one professional and one amateur) frequently used mouthguard during practice and games, while 93.3% of them never tried to wear a mouthguard. Such low percentage of mouthguard use in basketball players reflects poor awareness and education of athletes and coaches, as well as insufficient role of dentists in education. Orofacial injuries during basketball are not severe (80% lacerations), and therefore do not stimulate the use of a protecting devices even their use will totally diminish this type of injuries.
Full Text Available The problem of the research comes from the need for decomposition of a basketball game. The aim was to determine the intervals of active game (“live ball” - term defined by rules and break (“dead ball” - term defined by rules, by analyzing basketball games. In order to obtain the relevant information, basketball games from five different competitions (top level of quality were analyzed. The sample consists of seven games played in the 2006/2007 season: NCAA Play - Off Final game, Adriatic League finals, ULEB Cup final game, Euroleague (2 games and the NBA league (2 games. The most important information gained by this research is that the average interval of active play lasts approximately 47 seconds, while the average break interval lasts approximately 57 seconds. This information is significant for coaches and should be used in planning the training process.
Full Text Available Past theory and research view reciprocal resource sharing as a fundamental building block of human societies. Most studies of reciprocity dynamics have focused on trading among individuals in laboratory settings. But if motivations to engage in these patterns of resource sharing are powerful, then we should observe forms of reciprocity even in highly structured group environments in which reciprocity does not clearly serve individual or group interests. To this end, we investigated whether patterns of reciprocity might emerge among teammates in professional basketball games. Using data from logs of National Basketball Association (NBA games of the 2008-9 season, we estimated a series of conditional logistic regression models to test the impact of different factors on the probability that a given player would assist another player in scoring a basket. Our analysis found evidence for a direct reciprocity effect in which players who had "received" assists in the past tended to subsequently reciprocate their benefactors. Further, this tendency was time-dependent, with the probability of repayment highest soon after receiving an assist and declining as game time passed. We found no evidence for generalized reciprocity - a tendency to "pay forward" assists - and only very limited evidence for indirect reciprocity - a tendency to reward players who had sent others many assists. These findings highlight the power of reciprocity to shape human behavior, even in a setting characterized by extensive planning, division of labor, quick decision-making, and a focus on inter-group competition.
Willer, Robb; Sharkey, Amanda; Frey, Seth
Past theory and research view reciprocal resource sharing as a fundamental building block of human societies. Most studies of reciprocity dynamics have focused on trading among individuals in laboratory settings. But if motivations to engage in these patterns of resource sharing are powerful, then we should observe forms of reciprocity even in highly structured group environments in which reciprocity does not clearly serve individual or group interests. To this end, we investigated whether patterns of reciprocity might emerge among teammates in professional basketball games. Using data from logs of National Basketball Association (NBA) games of the 2008-9 season, we estimated a series of conditional logistic regression models to test the impact of different factors on the probability that a given player would assist another player in scoring a basket. Our analysis found evidence for a direct reciprocity effect in which players who had "received" assists in the past tended to subsequently reciprocate their benefactors. Further, this tendency was time-dependent, with the probability of repayment highest soon after receiving an assist and declining as game time passed. We found no evidence for generalized reciprocity - a tendency to "pay forward" assists - and only very limited evidence for indirect reciprocity - a tendency to reward players who had sent others many assists. These findings highlight the power of reciprocity to shape human behavior, even in a setting characterized by extensive planning, division of labor, quick decision-making, and a focus on inter-group competition.
Khan, Moin; Madden, Kim; Rogowski, Joseph P.; Stotts, Jeff; Burrus, Matthew Tyrrell; Samani, Marisa; Sikka, Robby Singh; Bedi, Asheesh
Objectives: Players in the National Basketball Association (NBA) subject their lower extremities to significant repetitive loading during the season as well as during off-season training. Little is known about the incidence and impact of lower extremity bony stress injuries in these athletes. Methods: Using the player injury database maintained by the NBA Players’ Association, all bony stress injuries from 1992 to May 2016 were identified. Those not involving the lower extremity were excluded from the study. Stress fractures and stress reactions were grouped together. Number of games missed due to the injury as well as player statistics including points per game (ppg), assists per game (apg), steals per game (spg), and blocks per game (bpg) were collected from two years prior to the injury to two years after the injury. Results: 76 lower extremity bony stress injuries were identified involving 75 different NBA players with an average player age of 25.4 ± 4.1 years. 55.3% (42/76) involved the foot, 21.1% (16/76) involved the ankle or fibula, 17.1% (13/76) involved the tibia, and 6.6% (5/76) involved either the knee or patella. The majority of injuries occurred in season 82.9% (63/76) with half of the injuries occurring within the first 6 weeks of the season. 38.2% (29/76) of these injuries were managed surgically. An average of 25.1 ± 21.3 games were missed. 19.7% (15/76) of patients who sustained a stress fracture also had a subsequent injury. 29.2% (21/76) of players were not able to return to professional basketball after the season in which the injury was sustained; however, those who were able to return to the same level of play did not see a significant change in performance as measured by ppg, apg, spg, or bpg when comparing the season prior to the injury and either one or two years after the injury. Stress injuries to the foot carried the worst prognosis, 57.1% (12/21) of those unable to return to professional basketball sustained such an injury
The author investigates the labor market structure and determinants of salaries for professional basketball players. An expanded version of the resource perspective is used. A three-tiered model of labor market segmentation is revealed for professional basketball players, but other variables also are important in salary determination. (Author/CH)
Kofotolis, Nikolaos; Kellis, Eleftherios
Context: Ankle sprains are a common basketball injury. Therefore, examination of risk factors for injury in female professional basketball players is worthwhile. Objective: To examine rates of ankle sprains, associated time missed from participation, and risk factors for injury during 2 consecutive seasons. Design: Prospective cohort study. Setting: Eighteen professional basketball facilities. Patients or Other Participants: We observed 204 players from 18 female professional basketball teams for 2 consecutive seasons during a 2-year period. Main Outcome Measure(s): Using questionnaires, we recorded the incidence of ankle sprains, participation time missed, and mechanisms of injury in games and practice sessions. Potential risk factors, such as age, body mass, height, training experience, and history of ankle sprain, were examined using multivariate logistic regression. Results: Fifty of the 204 participants sustained ankle injuries; injuries included 32 ankle sprains, which translated to an ankle sprain rate of 1.12 per 1000 hours of exposure to injury. The 32 players missed 224.4 training and game sessions and an average of 7.01 sessions per injury. Most injuries occurred in the key area of the basketball court and were the result of contact. Injury rates during games were higher than injury rates during practice sessions. Centers, followed by guards and forwards, had the highest rate of injury. Players who did not wear an external ankle support had an odds ratio of 2.481 for sustaining an ankle sprain. Conclusions: Female professional basketball athletes who did not wear an external ankle support, who played in the key area, or who functioned as centers had a higher risk for ankle sprain than did other players. PMID:18059995
Fishman, Matthew P; Lombardo, Stephen J; Kharrazi, F Daniel
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
Uphill, Mark; Groom, Ryan; Jones, Marc
This study examined the influence of emotions on performance in basketball. Six female basketball players were videotaped in six games. Frequency of performance behaviours was recorded minute-by-minute and indices of successful (SGI) and unsuccessful (UGI) game involvement derived for each player. Post-game, players reported the intensity of experienced emotions (anger, anxiety, embarrassment, excitement and happiness), and the time of the eliciting incident. The only emotion revealed as a significant predictor of SGI was happiness; both anger and embarrassment were significant predictors of increased UGI. Consideration of individual player analyses suggests that there is variation in the magnitude of the influence of emotions on performance and the extent to which this influence was helpful or harmful to performance. The study provides evidence that emotions are associated with changes in game behaviours in competition. Implications for further research examining the emotion-performance relationship are discussed.
Yengo-Kahn, Aaron M; Zuckerman, Scott L; Stotts, Jeff; Zalneraitis, Brian H; Gardner, Ryan M; Kerr, Zachary Y; Solomon, Gary S
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.
Title: The quantitative analysis of e team game performance made by men basketball teams at Olympis games 2008 Aims: Find reason successes and failures of teams in Olympis game play-off using quantitative (numerical) observation of selected game statistics. Method: The thesis was made on the basic a quantitative (numerical) observation of videorecordings using KVANTÝM. Results: Obtained selected statistic desribed the most essentials events for team winning or loss. Keywords: basketball, team...
Basketball players are traditionally grouped into five distinct positions, but these designationsare quickly becoming outdated. We attempt to reclassify players into new groupsbased on personal performance in the 2016-2017 NBA regular season. Two dimensionalityreduction techniques, t-Distributed Stochastic Neighbor Embedding (t-SNE) and principalcomponent analysis (PCA), were employed to reduce 18 classic metrics down to two dimensionsfor visualization. k-means clustering discovered four grou...
Anakwenze, Okechukwu A; Namdari, Surena; Auerbach, Joshua D; Baldwin, Keith; Weidner, Zachary D; Lonner, Baron S; Huffman, G R; Sennett, Brian J
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
Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E
Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Full Text Available Basketball is a sports discipline and activity distinguished by a number of advan- tages and therefore it is suitable to be included in different SPORT FOR ALL organiza- tion. This Paper has dealt with research of the effects of basketball games on certain motor and function abiliteies of associates regularly involved. 53 male associates, age 35-50, have undergone testing for seven motor variables where 2 km long walking activity (fitness index = general motor ability mean criteria variable. Systems of predictive motr and criteria variables have been tested in complian- ce with the methodology of Eurofit battery for adults. Based on the results obtained therein and related statistical analysis it has been found that 61 % of variability for criteria variable can be explained by the system of six predictive variables: lying - rising up in sitting position; leaning up forward in sitting position; standing on one leg - “flamingo”; jumping up; hand tapping and flexible han- ging down in bending motions. This statistical effect (at the level of p =.00 has accomplished the overall system of predictive motor variables, but not a snigle variable could have any special statistical effects on criteria variable UKK-2 km
Engel, David J; Schwartz, Allan; Homma, Shunichi
The incidence of sudden cardiac death is higher in US basketball players compared with other athlete groups. However, the recognition of the risk for sudden cardiac death among basketball players is challenging because little is known regarding athletic cardiac remodeling in these athletes or athletes of similarly increased size. To perform a comprehensive cardiac structural analysis of National Basketball Association (NBA) professional athletes. Echocardiographic observational study of NBA players on the active rosters for the 2013-2014 and 2014-2015 seasons was performed from December 16, 2013, to December 12, 2014. The policy of the NBA mandates annual preseason stress echocardiograms for each player. The NBA has sanctioned Columbia University Medical Center to conduct annual health and safety reviews of these echocardiograms. Data were analyzed from January to May 2015. Cardiac variables assessed included left ventricular (LV) size, mass, wall thickness, and hypertrophy patterns and function; left atrial volume; and aortic root diameter. All dimensions were biometrically scaled. Of the 526 athletes included in the study, 406 (77.2%) were African American and 107 (20.3%) were white, with a mean (SD) age of 25.7 (4.3) years. Mean (SD) athlete height was 200.2 (8.8) cm; mean body surface area, 2.38 (0.19) m2. Left ventricular size and mass in NBA athletes were proportional to body size, extending to the uppermost biometrics of the cohort. Left ventricular hypertrophy was present in 144 athletes (27.4%). African American athletes had increased LV wall thickness (unadjusted mean, 11.2 mm; 95% CI, 11.1-11.3 mm) and LV mass (unadjusted mean, 106.3 g/m2; 95% CI, 104.6-108.0 g/m2) compared with LV wall thickness (unadjusted mean, 10.5 mm; 95% CI, 10.3-10.7 mm; P basketball players and the athletic community at large.
Wang, Jianyu; Liu, Wenhao; Moffit, Jeffrey
The purpose of this study was to examine skill levels and performance patterns of regular players of pick-up basketball games. By a survey, 65 participants were identified as regular players and participated in the study. An observational instrument used to analyze game performance of the participants was developed and both content and construct…
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.
Kuzuhara, Kenji; Shibata, Masashi; Uchida, Ryo
Context: Mini-basketball is one of the most popular junior sports in Japan. Mini-basketball–related injuries may increase because of early specialization. However, no reports have been published to date concerning basketball injuries in children younger than 12 years of age. Objective: To prospectively study the incidence, sites, types, and mechanisms of injuries in mini-basketball teams. Design: Descriptive epidemiology study. Setting: Mini-basketball teams in Kobe, Japan. Patients or Other Participants: A total of 95 players in 7 community-based mini-basketball club teams (age range, 9 through 12 years). Main Outcome Measure(s): Data on all practice and game injuries for the 2013–2014 season were collected using an injury report form. Injury rates were calculated according to site, type, and mechanism. Results: The overall injury rate was 3.83 per 1000 athlete-hours (AHs). The game injury rate (12.92/1000 AHs) was higher than the practice injury rate (3.13/1000 AHs; P basketball players. The high practice injury rate in this study may be due to specific factors related to growth, such as individual differences in height, or to skills, such as inexperience in ball handling. PMID:27922287
Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling i del Alcázar, Xavi; Balciunas, Mindaugas
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
Sampaio, Jaime; McGarry, Tim; Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling I Del Alcázar, Xavi; Balciunas, Mindaugas
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.
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.
Puente, Carlos; Abián-Vicén, Javier; Areces, Francisco; López, Roberto; Del Coso, Juan
Puente, C, Abián-Vicén, J, Areces, F, López, R, and Del Coso, J. Physical and physiological demands of experienced male basketball players during a competitive game. J Strength Cond Res 31(4): 956-962, 2017-The aim of this investigation was to analyze the physical and physiological demands of experienced basketball players during a real and competitive game. Twenty-five well-trained basketball players (8 guards, 8 forwards, and 9 centers) played a competitive game on an outdoor court. Instantaneous running speeds, the number of body impacts above 5 g, and the number of accelerations and decelerations were assessed by means of a 15-Hz global Positioning System accelerometer unit. Individual heart rate was also recorded using heart rate monitors. As a group mean, the basketball players covered 82.6 ± 7.8 m·min during the game with a mean heart rate of 89.8 ± 4.4% of maximal heart rate. Players covered 3 ± 3% of the total distance running at above 18 km·h and performed 0.17 ± 0.13 sprints per minute. The number of body impacts was 8.2 ± 1.8 per minute of play. The running pace of forwards was higher than that of centers (86.8 ± 6.2 vs. 76.6 ± 6.0 m·min; p ≤ 0.05). The maximal speed obtained during the game was significantly higher for guards than that for centers (24.0 ± 1.6 km·h vs. 21.3 ± 1.6 km·h; p ≤ 0.05). Centers performed a lower number of accelerations/decelerations than guards and forwards (p ≤ 0.05). In conclusion, the extraordinary rates of specific movements performed by these experienced basketball players indicate the high physiological demands necessary to be able to compete in this sport. The centers were the basketball players who showed lower physiological demands during a game, whereas there were no differences between guards and forwards. These results can be used by coaches to adapt basketball training programs to the specific demands of each playing position.
Scanlan, Aaron T; Dascombe, Ben J; Kidcaff, Andrew P; Peucker, Jessica L; Dalbo, Vincent J
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.
Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Dalbo, Vincent J
Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play. Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game. A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3-26%. Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.
Full Text Available Abstract AIMS To advance knowledge of long-term development of basketball players, this study investigated age and sex differences in game-related statistics which discriminate winners from losers in World Basketball Championships held after the 2010 rule change. METHODS A total of 935 games from six categories (under-17, under-19 and open age for both men and women were analyzed. All games were classified into three types (balanced, unbalanced and very unbalanced according to point differential by a k-means cluster analysis. A discriminant analysis was performed to identify game-related statistics which discriminate winners from losers in each game type. An absolute value of a structural coefficient (SC equal to or above 0.30 was considered relevant for the discrimination. RESULTS In balanced games, assists discriminated winners from losers in open games (men, |SC| = 0.32; women, |SC| = 0.34, whereas successful free throws did so in under-17 games (men, |SC| = 0.30; women, |SC| = 0.31. Successful 2-point field goals discriminated winners from losers only in women’s games (under-19, |SC| = 0.38; open, |SC| = 0.36. CONCLUSION There were three novel findings in balanced games: 1 successful free throws but not assists discriminated winners from losers in under-17 games; 2 successful 2-point field goals discriminated winners from losers in women’s games but not in men’s games; and 3 discriminating power of successful 3-point field goals was extremely small in women’s games. These results may be related to the new rules for the shot clock and the 3-point distance.
Klusemann, Markus J; Pyne, David B; Foster, Carl; Drinkwater, Eric J
Differences in physiological, physical, and technical demands of small-sided basketball games related to the number of players, court size, and work-to-rest ratios are not well characterised. A controlled trial was conducted to compare the influence of number of players (2v2/4v4), court size (half/full court) and work-to-rest ratios (4x2.5 min/2x5 min) on the demands of small-sided games. Sixteen elite male and female junior players (aged 15-19 years) completed eight variations of a small-sided game in randomised order over a six-week period. Heart rate responses and rating of perceived exertion (RPE) were measured to assess the physiological load. Movement patterns and technical elements were assessed by video analysis. There were ∼60% more technical elements in 2v2 and ∼20% more in half court games. Heart rate (86 ± 4% & 83 ± 5% of maximum; mean ± SD) and RPE (8 ± 2 & 6 ± 2; scale 1-10) were moderately higher in 2v2 than 4v4 small-sided games, respectively. The 2v2 format elicited substantially more sprints (36 ±12%; mean ±90% confidence limits) and high intensity shuffling (75 ±17%) than 4v4. Full court games required substantially more jogging (9 ±6%) compared to half court games. Fewer players in small-sided basketball games substantially increases the technical, physiological and physical demands.
Akl, E A; Sackett, K; Pretorius, R; Erdley, S; Bhoopathi, P S; Mustafa, R; Schünemann, H J
The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The findings of this systematic review do not confirm nor refute the utility of games as a teaching
Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger
The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The
Dzedzej, A; Ignatiuk, W; Jaworska, J; Grzywacz, T; Lipińska, P; Antosiewicz, J; Korek, A
Following acute physical activity, blood hepcidin concentration appears to increase in response to exercise-induced inflammation, but the long-term impact of exercise on hepcidin remains unclear. Here we investigated changes in hepcidin and the inflammation marker interleukin-6 to evaluate professional basketball players’ response to a season of training and games. The analysis also included vitamin D (25(OH)D3) assessment, owing to its anti-inflammatory effects. Blood samples were collected for 14 players and 10 control non-athletes prior to and after the 8-month competitive season. Athletes’ performance was assessed with the NBA efficiency score. At the baseline hepcidin correlated with blood ferritin (r = 0.61; 90% CL ±0.31), but at the end of the season this correlation was absent. Compared with the control subjects, athletes experienced clear large increases in hepcidin (50%; 90% CI 15-96%) and interleukin-6 (77%; 90% CI 35-131%) and a clear small decrease in vitamin D (-12%; 90% CI -20 to -3%) at the season completion. Correlations between change scores of these variables were unclear (r = -0.21 to 0.24, 90% CL ±0.5), but their uncertainty generally excluded strong relationships. Athletes were hence concluded to have experienced acute inflammation at the beginning but chronic inflammation at the end of the competitive season. At the same time, the moderate correlation between changes in vitamin D and players’ performance (r = 0.43) was suggestive of its beneficial influence. Maintaining the appropriative concentration of vitamin D is thus necessary for basketball players’ performance and efficiency. The assessment of hepcidin has proven to be useful in diagnosing inflammation in response to chronic exercise. PMID:27601776
Dzedzej, A; Ignatiuk, W; Jaworska, J; Grzywacz, T; Lipińska, P; Antosiewicz, J; Korek, A; Ziemann, E
Following acute physical activity, blood hepcidin concentration appears to increase in response to exercise-induced inflammation, but the long-term impact of exercise on hepcidin remains unclear. Here we investigated changes in hepcidin and the inflammation marker interleukin-6 to evaluate professional basketball players' response to a season of training and games. The analysis also included vitamin D (25(OH)D3) assessment, owing to its anti-inflammatory effects. Blood samples were collected for 14 players and 10 control non-athletes prior to and after the 8-month competitive season. Athletes' performance was assessed with the NBA efficiency score. At the baseline hepcidin correlated with blood ferritin (r = 0.61; 90% CL ±0.31), but at the end of the season this correlation was absent. Compared with the control subjects, athletes experienced clear large increases in hepcidin (50%; 90% CI 15-96%) and interleukin-6 (77%; 90% CI 35-131%) and a clear small decrease in vitamin D (-12%; 90% CI -20 to -3%) at the season completion. Correlations between change scores of these variables were unclear (r = -0.21 to 0.24, 90% CL ±0.5), but their uncertainty generally excluded strong relationships. Athletes were hence concluded to have experienced acute inflammation at the beginning but chronic inflammation at the end of the competitive season. At the same time, the moderate correlation between changes in vitamin D and players' performance (r = 0.43) was suggestive of its beneficial influence. Maintaining the appropriative concentration of vitamin D is thus necessary for basketball players' performance and efficiency. The assessment of hepcidin has proven to be useful in diagnosing inflammation in response to chronic exercise.
Full Text Available Despite extensive data regarding the demands of playing basketball, the relative importance of factors that cause fatigue and muscle potentiation has been explored only tentatively and remains unclear. The aim of this experimental field study was to assess changes in leg muscle power and relate these changes to body temperature modifications and indices of exercise-induced muscle damage in response to a simulated basketball game. College-level male basketball players (n=10 were divided into two teams to play a simulated basketball game. Ten-meter sprint and vertical counter-movement jump tests, core body temperature and creatine-kinase activity were measured within 48 h after the game. The participants’ body temperatures increased after a warm-up (1.9%, p200%, p30%, p<0.05 after the game, indicating damage to the players’ muscles. The basketball players’ sprint and jump performance appear to be at least in part associated with body temperature changes, which might contribute to counteract fatigue during the larger part of a basketball game.
Leicht, Anthony S.; Gómez, Miguel A.; Woods, Carl T.
In preparation for the Olympics, there is a limited opportunity for coaches and athletes to interact regularly with team performance indicators providing important guidance to coaches for enhanced match success at the elite level. This study examined the relationship between match outcome and team performance indicators during men’s basketball tournaments at the Olympic Games. Twelve team performance indicators were collated from all men’s teams and matches during the basketball tournament of the 2004-2016 Olympic Games (n = 156). Linear and non-linear analyses examined the relationship between match outcome and team performance indicator characteristics; namely, binary logistic regression and a conditional interference (CI) classification tree. The most parsimonious logistic regression model retained ‘assists’, ‘defensive rebounds’, ‘field-goal percentage’, ‘fouls’, ‘fouls against’, ‘steals’ and ‘turnovers’ (delta AIC winning (93.2%). Match outcome during the men’s basketball tournaments at the Olympic Games was identified by a unique combination of performance indicators. Despite the average model accuracy being marginally higher for the logistic regression analysis, the CI classification tree offered a greater practical utility for coaches through its resolution of non-linear phenomena to guide team success. Key points A unique combination of team performance indicators explained 93.2% of winning observations in men’s basketball at the Olympics. Monitoring of these team performance indicators may provide coaches with the capability to devise multiple game plans or strategies to enhance their likelihood of winning. Incorporation of machine learning techniques with team performance indicators may provide a valuable and strategic approach to explain patterns within multivariate datasets in sport science. PMID:29238245
Doron, J; Bourbousson, J
Little is known about how team sport athletes individually and collectively experience sources of stress during competitive sport encounters. This study aimed to examine the nature of the stressors team sport athletes appraised during games at individual and team levels, as well as their degree of synchronization during an unfolding game. Through individual self-confrontation interviews, the activities of nine basketball players of the same team were examined in detail. The results revealed that 12 categories of stressors were reported, and categorized into two larger units reflecting stressors perceived as affecting (a) "the team functioning as a whole" and (b) "a player's own functioning". Thus, the nature and degree of similarity of the game-specific stressors experienced by basketball players within a single team were identified during a game. In addition, the findings showed six different patterns of synchronizations of team members' stressors, as well as their changes over the course of the game. They provided support for the synchronized appraisal and experience of stressors within a team during a game. By adopting an interpersonal perspective and examining the temporal interplay in team members' activities, this study shed light on stress within teams. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Anthony S. Leicht
Full Text Available The Olympic Games is the pinnacle international sporting competition with team sport coaches interested in key performance indicators to assist the development of match strategies for success. This study examined the relationship between team performance indicators and match outcome during the women’s basketball tournament at the Olympic Games. Team performance indicators were collated from all women’s basketball matches during the 2004–2016 Olympic Games (n = 156 and analyzed via linear (binary logistic regression and non-linear (conditional interference (CI classification tree statistical techniques. The most parsimonious linear model retained “defensive rebounds”, “field-goal percentage”, “offensive rebounds”, “fouls”, “steals”, and “turnovers” with a classification accuracy of 85.6%. The CI classification tree retained four performance indicators with a classification accuracy of 86.2%. The combination of “field-goal percentage”, “defensive rebounds”, “steals”, and “turnovers” provided the greatest probability of winning (91.1%, while a combination of “field-goal percentage”, “steals”, and “turnovers” provided the greatest probability of losing (96.7%. Shooting proficiency and defensive actions were identified as key team performance indicators for Olympic female basketball success. The development of key defensive strategies and/or the selection of athletes highly proficient in defensive actions may strengthen Olympic match success. Incorporation of non-linear analyses may provide teams with superior/practical approaches for elite sporting success.
Domingo Jesús Ramos-Campo; Jacobo A. Rubio-Arias; Vicente Ávila-Gandía; Cristian Marín-Pagán; Antonio Luque; Pedro E. Alcaraz
Purpose: The aim of this study was to determine if heart rate variability (HRV) during incremental test could be used to estimate ventilatory threshold (VT) in professional basketball players, with sufficient precision to be used in their training. Furthermore, the second aim was to analyse the association between HRV and 3 methods of VT determination by gas analysis. Methods: Twenty-four professional basketball players (age: 23.4 ± 4.9 years; height: 195.4 ± 9.8 cm; body mass: 92.2 ± 11.9...
Pliauga, Vytautas; Kamandulis, Sigitas; Dargevičiūtė, Gintarė; Jaszczanin, Jan; Klizienė, Irina; Stanislovaitienė, Jūratė; Stanislovaitis, Aleksas
Despite extensive data regarding the demands of playing basketball, the relative importance of factors that cause fatigue and muscle potentiation has been explored only tentatively and remains unclear. The aim of this experimental field study was to assess changes in leg muscle power and relate these changes to body temperature modifications and indices of exercise-induced muscle damage in response to a simulated basketball game. College-level male basketball players (n=10) were divided into two teams to play a simulated basketball game. Ten-meter sprint and vertical counter-movement jump tests, core body temperature and creatine-kinase activity were measured within 48 h after the game. The participants' body temperatures increased after a warm-up (1.9%, pjump height (3.8%, pbasketball game. There was a significant increase in creatine-kinase at 24 h (>200%, p30%, pbasketball players' sprint and jump performance appear to be at least in part associated with body temperature changes, which might contribute to counteract fatigue during the larger part of a basketball game.
Pliauga, Vytautas; Kamandulis, Sigitas; Dargevičiūtė, Gintarė; Jaszczanin, Jan; Klizienė, Irina; Stanislovaitienė, Jūratė; Stanislovaitis, Aleksas
Despite extensive data regarding the demands of playing basketball, the relative importance of factors that cause fatigue and muscle potentiation has been explored only tentatively and remains unclear. The aim of this experimental field study was to assess changes in leg muscle power and relate these changes to body temperature modifications and indices of exercise-induced muscle damage in response to a simulated basketball game. College-level male basketball players (n=10) were divided into two teams to play a simulated basketball game. Ten-meter sprint and vertical counter-movement jump tests, core body temperature and creatine-kinase activity were measured within 48 h after the game. The participants’ body temperatures increased after a warm-up (1.9%, pjump height (3.8%, pbasketball game. There was a significant increase in creatine-kinase at 24 h (>200%, p30%, pbasketball players’ sprint and jump performance appear to be at least in part associated with body temperature changes, which might contribute to counteract fatigue during the larger part of a basketball game. PMID:26240660
Manzi, Vincenzo; D'Ottavio, Stefano; Impellizzeri, Franco M; Chaouachi, Anis; Chamari, Karim; Castagna, Carlo
The aim of this study was to examine the training load (TL) profile of professional elite level basketball players during the crucial parts of the competitive season (pre-play-off finals). Subjects were 8 full-time professional basketball players (age 28 +/- 3.6 years, height 199 +/-7.2 cm, body mass 102 +/- 11.5 kg, and body fat 10.4 +/- 1.5%) whose heart rate (HR) was recorded during each training session and their individual response to TL monitored using the session-rate of perceived exertion (RPE) method (200 training sessions). The association between the session-RPE method and training HR was used to assess the population validity of the session-RPE method. Significant relationships were observed between individual session-RPE and all individual HR-based TL (r values from 0.69 to 0.85; p 0.05). Elite male professional basketball imposes great physiological and psychological stress on players through training sessions and official competitions (1-2 per week). Consequently, the importance of a practical and valid method to assess individual TL is warranted. In this research, we demonstrated that session-RPE may be considered as a viable method to asses TL without the use of more sophisticated tools (i.e., HR monitors). The session-RPE method enabled the detection of periodization patterns in weekly planning in elite professional basketball during the crucial part of the competitive season (1 vs. 2 weekly fixtures model).
Ibáñez, Sergio J.; García, Javier; Feu, Sebastian; Lorenzo, Alberto; Sampaio, Jaime
The aim of the present study was to identify the game-related statistics that discriminated basketball winning and losing teams in each of the three consecutive games played in a condensed tournament format. The data were obtained from the Spanish Basketball Federation and included game-related statistics from the Under-20 league (2005-2006 and 2006-2007 seasons). A total of 223 games were analyzed with the following game-related statistics: two and three-point field goal (made and missed), free-throws (made and missed), offensive and defensive rebounds, assists, steals, turnovers, blocks (made and received), fouls committed, ball possessions and offensive rating. Results showed that winning teams in this competition had better values in all game-related statistics, with the exception of three point field goals made, free-throws missed and turnovers (p ≥ 0.05). The main effect of game number was only identified in turnovers, with a statistical significant decrease between the second and third game. No interaction was found in the analysed variables. A discriminant analysis allowed identifying the two-point field goals made, the defensive rebounds and the assists as discriminators between winning and losing teams in all three games. Additionally to these, only the three-point field goals made contributed to discriminate teams in game three, suggesting a moderate effect of fatigue. Coaches may benefit from being aware of this variation in game determinant related statistics and, also, from using offensive and defensive strategies in the third game, allowing to explore or hide the three point field-goals performance. Key points Overall team performances along the three consecutive games were very similar, not confirming an accumulated fatigue effect. The results from the three-point field goals in the third game suggested that winning teams were able to shoot better from longer distances and this could be the result of exhibiting higher conditioning status and
Full Text Available This study aimed to analyse live and stoppage time phases, their ratio, and action played on half and full court in college basketball games. Differences were assessed for the entire games and between halves. Moreover, differences of the live/stoppage time ratio were analysed between games and game-based conditioning drills. Ten games as well as fifteen defensive, fourteen offensive and six scrimmage-type drills of the same division I men’s college team (13 players were analysed using time-motion analysis technique. Live and stoppage time were classified in five classes of duration: 1-20, 21-40, 41-60, 61-80, >80 seconds. Half court actions started and finished in the same half court. Full court actions were classified as transfer (TR phases when at least 3 teammates crossed the mid-court line. TR phases were then classified in 5 classes of frequency: 1TR, 2TR, 3TR, 4TR, and >4TR. The results revealed no statistically significant differences between games or between halves for the considered parameters. The only significant difference was observed for live/stoppage time ratio between halves (p<0.001. Furthermore, a significant difference of the live/stoppage ratio was found between games and game-based drills (p<0.01. Post-hoc analysis demonstrated significant differences of scrimmage-type drills in comparison to games, and defensive and offensive drills (p<0.05, whereas no differences emerged for the other pairwise comparisons. The absence of differences between games in the analysed parameters might be important to characterize the model of performance in division I men’s college games. Furthermore, these results encourage coaches to use game-based conditioning drills to replicate the LT/ST ratio documented during games.
Tepsic, Jasna; Vucic, Vesna; Arsic, Aleksandra; Blazencic-Mladenovic, Vera; Mazic, Sanja; Glibetic, Marija
The effect of intensive long-term physical activity on phospholipid fatty acid (FA) composition has not been studied thoroughly. We determined plasma and erythrocyte phospholipid FA status of professional basketball and football players. Our results showed differences in plasma FA profile not only between sportsmen and sedentary subjects, but also between two groups of sportsmen. Plasma FA profile in basketball players showed significantly higher proportion of n-6 FA (20:3, 20:4, and 22:4) and total polyunsaturated FA (PUFA) than controls, while football players had higher palmitoleic acid (16:1) than basketball players and controls. Total PUFA and 22:4 were also higher in basketball than in football players. Erythrocyte FA profile showed no differences between football players and controls. However, basketball players had higher proportion of 18:0 than controls, higher saturated FA and lower 18:2 than two other groups, and higher 22:4 than football players. These findings suggest that long-term intensive exercise and type of sport influence FA profile.
Gòmez, Miguel-Ángel; Lorenzo, Alberto; Ortega, Enrique; Sampaio, Jaime; Ibàñez, Sergio-José
The aim of the present study was to identify the game-related statistics that allow discriminating between starters and nonstarter players in women’s basketball when related to winning or losing games and best or worst teams. The sample comprised all 216 regular season games from the 2005 Women’s National Basketball Association League (WNBA). The game-related statistics included were 2- and 3- point field-goals (both successful and unsuccessful), free-throws (both successful and unsuccessful), defensive and offensive rebounds, assists, blocks, fouls, steals, turnovers and minutes played. Results from multivariate analysis showed that when best teams won, the discriminant game-related statistics were successful 2-point field-goals (SC = 0.47), successful free-throws (SC = 0.44), fouls (SC = -0.41), assists (SC = 0.37), and defensive rebounds (SC = 0.37). When the worst teams won, the discriminant game-related statistics were successful 2-point field- goals (SC = 0.37), successful free-throws (SC = 0.45), assists (SC = 0.58), and steals (SC = 0.35). The results showed that the successful 2-point field-goals, successful free-throws and the assists were the most powerful variables discriminating between starters and nonstarters. These specific characteristics helped to point out the importance of starters’ players shooting and passing ability during competitions. Key points The players’ game-related statistical profile varied according to team status, game outcome and team quality in women’s basketball. The results of this work help to point out the different player’s performance described in women’s basketball compared with men’s basketball. The results obtained enhance the importance of starters and nonstarters contribution to team’s performance in different game contexts. Results showed the power of successful 2-point field-goals, successful free-throws and assists discriminating between starters and nonstarters in all the analyses. PMID:24149538
Roy, Jonathan; Forest, Geneviève
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.
Iturricastillo, Aitor; Granados, Cristina; Los Arcos, Asier; Yanci, Javier
The aim of the present study was to analyse the training load in wheelchair basketball small-sided games and determine the relationship between heart rate (HR)-based training load and perceived exertion (RPE)-based training load methods among small-sided games bouts. HR-based measurements of training load included Edwards' training load and Stagno's training impulses (TRIMP MOD ) while RPE-based training load measurements included cardiopulmonary (session RPEres) and muscular (session RPEmus) values. Data were collected from 12 wheelchair basketball players during five consecutive weeks. The total load for the small-sided games sessions was 67.5 ± 6.7 and 55.3 ± 12.5 AU in HR-based training load (Edwards' training load and TRIMP MOD ), while the RPE-based training loads were 99.3 ± 26.9 (session RPEres) and 100.8 ± 31.2 AU (session RPEmus). Bout-to-bout analysis identified greater session RPEmus in the third [P training loads. It is suggested that HR-based and RPE-based training loads provide different information, but these two methods could be complementary because one method could help us to understand the limitations of the other.
Cortis, Cristina; Tessitore, Antonio; Lupo, Corrado; Pesce, Caterina; Fossile, Eugenio; Figura, Francesco; Capranica, Laura
This study aimed to verify whether basketball players are able to maintain strength (handgrip), jump (countermovement jump [CMJ]), sprint (10 m and 10 m bouncing the ball [10 mBB]), and interlimb coordination (i.e., synchronized hand and foot flexions and extensions at 80, 120, and 180 bpm) performances at the end of their game. Ten young (age 15.7 ± 0.2 years) male basketball players volunteered for this study. During the friendly game, heart rate (HR), rate of perceived exertion (RPE), and rate of muscle pain (RMP) were assessed to evaluate the exercise intensity. Overall, players spent 80% of the time playing at intensities higher than 85% HRmax. Main effects (p jump (pre = 35.2 ± 5.2 cm, post = 35.7 ± 5.2 cm), handgrip (pre = 437 ± 73 N, post = 427 ± 55 N), and coordinative performances at lower frequencies of executions (80 bpm: pre = 59.7 ± 1.3 seconds, post = 60.0 ± 0.0 seconds; 120 bpm: pre = 54.7 ± 12.3 seconds, post = 57.3 ± 6.7 seconds). These findings indicate that the heavy load of the game exerts beneficial effects on the efficiency of executive and attentive control functions involved in complex motor behaviors. Coaches should structure training sessions that couple intense physical exercises with complex coordination tasks to improve the attentional capabilities of the players.
Anthony S. Leicht, Miguel A. Gómez, Carl T. Woods
Full Text Available In preparation for the Olympics, there is a limited opportunity for coaches and athletes to interact regularly with team performance indicators providing important guidance to coaches for enhanced match success at the elite level. This study examined the relationship between match outcome and team performance indicators during men’s basketball tournaments at the Olympic Games. Twelve team performance indicators were collated from all men’s teams and matches during the basketball tournament of the 2004-2016 Olympic Games (n = 156. Linear and non-linear analyses examined the relationship between match outcome and team performance indicator characteristics; namely, binary logistic regression and a conditional interference (CI classification tree. The most parsimonious logistic regression model retained ‘assists’, ‘defensive rebounds’, ‘field-goal percentage’, ‘fouls’, ‘fouls against’, ‘steals’ and ‘turnovers’ (delta AIC <0.01; Akaike weight = 0.28 with a classification accuracy of 85.5%. Conversely, four performance indicators were retained with the CI classification tree with an average classification accuracy of 81.4%. However, it was the combination of ‘field-goal percentage’ and ‘defensive rebounds’ that provided the greatest probability of winning (93.2%. Match outcome during the men’s basketball tournaments at the Olympic Games was identified by a unique combination of performance indicators. Despite the average model accuracy being marginally higher for the logistic regression analysis, the CI classification tree offered a greater practical utility for coaches through its resolution of non-linear phenomena to guide team success.
Botzung, Anne; Rubin, David C; Miles, Amanda; Cabeza, Roberto; Labar, Kevin S
The rivalry between the men's basketball teams of Duke University and the University of North Carolina-Chapel Hill (UNC) is one of the most storied traditions in college sports. A subculture of students at each university form social bonds with fellow fans, develop expertise in college basketball rules, team statistics, and individual players, and self-identify as a member of a fan group. The present study capitalized on the high personal investment of these fans and the strong affective tenor of a Duke-UNC basketball game to examine the neural correlates of emotional memory retrieval for a complex sporting event. Male fans watched a competitive, archived game in a social setting. During a subsequent functional magnetic resonance imaging session, participants viewed video clips depicting individual plays of the game that ended with the ball being released toward the basket. For each play, participants recalled whether or not the shot went into the basket. Hemodynamic signal changes time locked to correct memory decisions were analyzed as a function of emotional intensity and valence, according to the fan's perspective. Results showed intensity-modulated retrieval activity in midline cortical structures, sensorimotor cortex, the striatum, and the medial temporal lobe, including the amygdala. Positively valent memories specifically recruited processing in dorsal frontoparietal regions, and additional activity in the insula and medial temporal lobe for positively valent shots recalled with high confidence. This novel paradigm reveals how brain regions implicated in emotion, memory retrieval, visuomotor imagery, and social cognition contribute to the recollection of specific plays in the mind of a sports fan.
Michal Lehnert; Karel Hůlka; Tomáš Malý; Jaroslav Fohler; František Zahálka
BACKGROUND: Explosive strength of the lower extremities and agility are important parts of game performance in basketball. Although numerous studies have focused on the assessment of the training effect of plyometric training, studies focusing on elite players are missing. OBJECTIVE: The aim of the study was to find out what changes in explosive strength of the lower extremities take place after a 6 week plyometric training applied in training units during the pre-season in elite basketball p...
Hoffman Jay R
Full Text Available Abstract Background The purpose of this study was to examine the efficacy of L-alanyl-L-glutamine (AG ingestion on basketball performance, including jump power, reaction time, shooting accuracy and fatigue. Methods Ten women (21.2 ± 1.6 years; height: 177.8 ± 8.7 cm; body mass: 73.5 ± 8.0 kg, all scholarship NCAA Division I basketball players, volunteered for this study. Subjects participated in four trials, each consisting of a 40-min basketball game with controlled time-outs for rehydration. During the first trial (DHY subjects were not allowed to rehydrate, and the total weight lost during the contest was used to determine fluid replenishment during the subsequent three trials. During one trial subjects consumed only water (W, while during the other two trials subjects consumed the AG supplement mixed in water using either a low dose (1 g per 500 ml (AG1 or high dose (2 g per 500 ml (AG2 concentration. All data assessed prior to and following each game were converted into a Δ score (Post results - Pre results. All performance data were then analyzed using a one-way repeated measures analysis of variance. Results During DHY subjects lost 1.72 ± 0.42 kg (2.3% of their body mass. No differences in fluid intake (1.55 ± 0.43 L were seen between rehydration trials. A 12.5% (p = 0.016 difference in basketball shooting performance was noted between DHY and AG1 and an 11.1% (p = 0.029 difference was seen between AG1 and W. Visual reaction time was significantly greater following AG1 (p = 0.014 compared to DHY. Differences (p = 0.045 in fatigue, as determined by player loads, were seen only between AG2 and DHY. No differences were seen in peak or mean vertical jump power during any trial. Conclusion Rehydration with AG appears to maintain basketball skill performance and visual reaction time to a greater extent than water only.
Hoffman, Jay R; Williams, David R; Emerson, Nadia S; Hoffman, Mattan W; Wells, Adam J; McVeigh, Daniele M; McCormack, William P; Mangine, Gerald T; Gonzalez, Adam M; Fragala, Maren S
The purpose of this study was to examine the efficacy of L-alanyl-L-glutamine (AG) ingestion on basketball performance, including jump power, reaction time, shooting accuracy and fatigue. Ten women (21.2 ± 1.6 years; height: 177.8 ± 8.7 cm; body mass: 73.5 ± 8.0 kg), all scholarship NCAA Division I basketball players, volunteered for this study. Subjects participated in four trials, each consisting of a 40-min basketball game with controlled time-outs for rehydration. During the first trial (DHY) subjects were not allowed to rehydrate, and the total weight lost during the contest was used to determine fluid replenishment during the subsequent three trials. During one trial subjects consumed only water (W), while during the other two trials subjects consumed the AG supplement mixed in water using either a low dose (1 g per 500 ml) (AG1) or high dose (2 g per 500 ml) (AG2) concentration. All data assessed prior to and following each game were converted into a Δ score (Post results - Pre results). All performance data were then analyzed using a one-way repeated measures analysis of variance. During DHY subjects lost 1.72 ± 0.42 kg (2.3%) of their body mass. No differences in fluid intake (1.55 ± 0.43 L) were seen between rehydration trials. A 12.5% (p = 0.016) difference in basketball shooting performance was noted between DHY and AG1 and an 11.1% (p = 0.029) difference was seen between AG1 and W. Visual reaction time was significantly greater following AG1 (p = 0.014) compared to DHY. Differences (p = 0.045) in fatigue, as determined by player loads, were seen only between AG2 and DHY. No differences were seen in peak or mean vertical jump power during any trial. Rehydration with AG appears to maintain basketball skill performance and visual reaction time to a greater extent than water only.
Anloague, Philip A; Strack, Donald S
Study Design Case report. Background Acute injuries of the triceps surae and Achilles tendon are common in sports. Rupture of the plantaris tendon can be challenging to diagnose. There is limited evidence detailing the diagnosis, rehabilitation, and accelerated return to sport of elite professional basketball players who have sustained calf injuries. Case Description A 25-year-old male professional basketball player sustained an injury to his calf during a professional basketball game. This case report details the presumptive diagnosis, graduated progression of intervention, and return to play of a professional athlete with a likely isolated plantaris tendon tear. Outcomes The patient returned to postseason competition 10 days post injury. Objective measures were tracked throughout rehabilitation and compared to baseline assessments. Before returning to play, the athlete showed improvements beyond the minimal clinically important difference for calf girth (2 cm) and numeric pain-rating scale score (4 points, 0-10 scale). Functional testing was conducted that included the Y Balance Test lower quarter and the Functional Movement Screen, with results that exceeded or returned the athlete to preseason levels. Discussion This report details the case of a professional basketball player who returned to competitive play in an accelerated time frame following injury to his calf. Diagnosing a plantaris tendon rupture can be challenging, and anatomical variations of this muscle should be considered. It was demonstrated in this case that physical therapy rehabilitation was helpful in making a treatment-based clinical diagnosis when imaging was unclear. Level of Evidence Therapy, level 5. J Orthop Sports Phys Ther 2018;48(5):388-397. Epub 6 Apr 2018. doi:10.2519/jospt.2018.7192.
Full Text Available This paper focuses on the characteristics of the game (applied technical and tactical activity for attack realisation, shooting performance, position of players in team, the segment of the field where the ball is received and where the shot is made from in the final matches of top three club competitions. The aim of this study was to determine whether there are differences in observed characteristics of the basketball game between teams separated by the winner/loser criteria. The sample consisted of all matches of the final games of three league competitions (American professional (NBA league, the Euro-league and the Serbian Super-league played in the season 2011/12. By applying multivariate statistical procedures in the monitored segment application of technical and tactical activities of players, it was observed that the winning team, unlike the defeated team, significantly featured a technical - tactical element of shooting, while in the defeated teams (as opposed to the winners elements of action were dominant: dribbling, penetration, shot and dribbling, jump stop, fake, shot. Higher percentage of using only shooting (without the requirement for other elements of attack used to create an opportunity for the eventual shot realization can point primarily to the successful organization of the attacks (in this case - the winning team. As for the position of players in the team, with the teams that won in the monitored matches, statistically significant was the dominance of the forwards in relation to the defeated teams, which featured more centers in the offense attempts.
Heuzé, Jean-Philippe; Raimbault, Nicolas; Fontayne, Paul
The main aim of this study was to examine mediating effects in the relationships between cohesion, collective efficacy and performance in professional basketball teams. A secondary aim was to examine the correlates of collective efficacy in a professional sport. A total of 154 French and foreign professional players completed French or English versions of questionnaires about cohesion and collective efficacy. Two composite measures of individual performance were used (pre- and post-performance). Individual-level analyses were performed. Regression analyses supported two mediating relationships with collective efficacy as a mediator of the pre-performance - Group integration-task relationship, and Group integration-task as a mediator of the pre-performance - collective efficacy relationship. Statistical analyses indicated that neither Group integration-task nor collective efficacy was a better mediator in the relationship between pre-performance and the other group variables. Results also revealed positive relationships between three dimensions of cohesion (i.e. Individual attractions to the group-task, Group integration-task, Group integration-social) and collective efficacy. These findings suggest that in professional basketball teams, staff members should look after athletes who perform at a lower or below their usual level because their performances might lead them into a downward cohesion - collective efficacy spiral. Staff members should also develop a high quality of group functioning, both on and off the basketball court, given its relationship with collective efficacy.
Conte, Daniele; Favero, Terence G; Niederhausen, Meike; Capranica, Laura; Tessitore, Antonio
This study assessed the physiological and technical demands of no dribble game drill (NDGD) in comparison with a regular drill (RD). Twenty-three young basketball players performed RDs and NDGDs in a random order. All basketball rules were followed for RDs, whereas dribbling was not permitted for NDGDs. The independent variable was the drill condition, and the dependent variables were percentage of maximal heart rate (%HRmax), rate of perceived exertion (RPE), Edwards training load (TL), and the following technical actions (TAs): pass (total, correct, wrong, and percent of correct passes), shot (total, scored, missed, and percent of made shots), interception, steal, turnover, and rebound. Wilcoxon signed-rank tests were applied to assess differences between NDGD and RD conditions for each dependent variable, and the level of statistical significance was set at p ≤ 0.05. Results showed higher values for %HRmax (p = 0.007), Edwards TL (p = 0.006), and RPE (p = 0.027) in NDGD compared with RD condition. Technical action analysis revealed higher values in NDGD than RD for total (p = 0.000), correct (p = 0.000), and wrong pass (p = 0.005), and interception (p = 0.001), whereas no significant differences were found for the other TAs. The main finding of this study was that NDGD condition elicited a greater physiological demand and a higher number of passes and interceptions than the RD one. Basketball coaches should consider the NDGD as a viable method to increase the physiological load of their training sessions and to teach passing skills in a game-based situation.
Full Text Available Teaching Games for Understanding (TGfU links tactics and skills by emphasizing the appropriate timing and application within the tactical context of the game. It has been linked to the development of enhanced tactical knowledge. The purpose of the study was to determine immediate and delayed effects of TGfU on procedural and declarative knowledge of basketball and to compare it with a technical approach. Experimental group (EG (11 fifth graders + 18 sixth graders was taught by TGfU and a control group (CG (16 fifth graders + 24 sixth graders was taught by a technical approach for 8 weeks in Physical Education (PE classes, both. A written test was constructed to evaluate pupils’ declarative and procedural knowledge of basketball. The test was applied after the intervention to determine immediate effects and 8 months after the intervention to determine retention effects of the experimental programme. Shapiro-Wilk test, Wilcoxon T-test, Man-Whitney U-test were used for statistical analysis of obtained data. Cohen’s d was used to calculate effect size. Generally basketball knowledge was better in EG than in CG after the intervention (p<0.05 what confirms moderate effect size. When declarative and procedural knowledge were analysed separately there was no significant difference between EG and CG. Nevertheless, moderate effect sizes indicate that the data are particularly meaningful in terms of school practice. Retention effects of both approaches were similar. Total knowledge and declarative knowledge were worse after 8 months than immediately after the intervention in both groups (p<0.01. In both groups, there was no significant difference in procedural knowledge between the test written immediately after the intervention and 8 months later. Differences of changes were not significant between the groups.
Full Text Available Background: Determining somatic models and profiles in young athletes has recently become a fundamental element in selecting basketball playing positions. The aim of this study was to assess the relationship between the body build of young and adult elite male basketball players at different playing positions. Methods: Participants consisted of 35 young (age: 14.09 ± 0.30 years, n = 35 and 35 adult professional basketball players (age: 24.45 ± 5.40 years, n = 35 competing in elite leagues. The anthropometric characteristics assessed included body mass, body height, skinfolds, somatotypes, girths, and breadths. Results: The centers in both age groups were significantly taller and heavier (p < 0.001 compared to forwards and guards. The greatest difference between categories were in the guards’ personal height (from 169.36 to 186.68 = 17.32 cm. The guards from the professional team were closest in height to the forwards (difference = 7.17 cm compared to young players where the difference between guards and forwards was 13.23 cm. Young competitors were more ectomorphic (2.12-3.75-4.17, while professional players were more mesomorphic (2.26-4.57-3.04. Significant criteria for center selection at professional level seems to be personal height and arm span ratio. Conclusions: The results indicate that the selection for basketball playing positions should include the analysis of body height and mass, shoulder breadth, humerus breadth, femur breadth and specifically for centers the difference between personal the height and arm span.
Köklü, Yusuf; Alemdaroğlu, Utku; Koçak, Fatma Ünver; Erol, A Emre; Fındıkoğlu, Gülin
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
Steingard, S A
The NBA basketball players are among the finest athletes in the world. That along with the increased popularity of the NBA has put a premium on the health of the players. The course of the season puts tremendous stress and strain on players. As medical illnesses occur, the physician may feel increased pressure to put the ill player back into the line-up. One cannot let the pressure for the player to return to activity interfere with good medical practice. At times, it is difficult to allow for the natural course of an illness, however, as discussed in this article, sometimes this is exactly what needs to be done. The temptation to overtreat is also seen in some team physicians. This too must be avoided. Along with proper treatment, there is the need for education of the athletes both in social interactions and in diet and life-style. Then we, as team physicians, can sit back and enjoy the performance on the court.
Kinoshita, T; Nakamura, T; Umemoto, Y; Kojima, D; Moriki, T; Mitsui, T; Goto, M; Ishida, Y; Tajima, F
Case series. To investigate the effects of wheelchair basketball game on plasma interleukin-6 (IL-6), tumor necrosis factor-α (TNF-α), C-reactive protein (CRP) and blood cell counts in persons with spinal cord injury (SCI). The 2009 Mei-shin League of Wheelchair Basketball Games held at Wakayama, Japan. Five wheelchair basketball players with SCI voluntarily participated in this study. Blood samples were taken approximately 1 h before the player warm-up for the game and immediately after the game. IL-6, TNF-α, CRP and blood cell count were measured. Plasma IL-6 level and number of monocytes were significantly increased after the game, compared with pre-game measurements (P<0.05). No changes were observed in other measurements. There was a significant relationship between increased IL-6 levels and accumulated play duration. The lack of change in TNF-α and CRP levels suggested that the exercise-induced rise in IL-6 was not related to exercise-induced inflammatory response. Furthermore, the associated increase in the number of monocytes did not correlate with exercise-induced IL-6 changes, negating monocytes as the source of IL-6.
Full Text Available The aim of this study was to examine the determinants of successful and unsuccessful fast-break (FB actions in elite and sub-elite basketball games. Fifteen 1st-division (elite and fifteen 3rd-division (sub-elite Italian men’s championship games were analysed across two seasons (2012/2013 and 2013/2014. A binary logistic regression analysis was performed, and the fast-break outcome (successful vs. unsuccessful was adopted as the dependent variable separately in both elite and sub-elite games. FB execution (initiation, advance and completion phases, typology (primary and secondary break and the number of players involved (equal number or superiority were used as independent variables. The results showed that the rate of success of FB actions was 63.5% and 59.7% in elite and sub-elite games, respectively. Moreover, successful FBs were more likely to be completed in the lane in relation to unsuccessful ones in both elite and sub-elite games (p<0.05. Finally, descriptive statistics showed that both elite and sub-elite teams executed FBs similarly. This study highlighted that completion zone was the only predictor of a successful fast break in basketball, while the typology and number of players involved did not predict fast break effectiveness. Moreover, elite and sub-elite teams executed fast break actions similarly. These findings might be useful for basketball coaches to optimize the training of FB actions.
Conte, D; Favero, T G; Niederhausen, M; Capranica, L; Tessitore, A
The aim of this study was to examine the determinants of successful and unsuccessful fast-break (FB) actions in elite and sub-elite basketball games. Fifteen 1 st -division (elite) and fifteen 3 rd -division (sub-elite) Italian men's championship games were analysed across two seasons (2012/2013 and 2013/2014). A binary logistic regression analysis was performed, and the fast-break outcome (successful vs. unsuccessful) was adopted as the dependent variable separately in both elite and sub-elite games. FB execution (initiation, advance and completion phases), typology (primary and secondary break) and the number of players involved (equal number or superiority) were used as independent variables. The results showed that the rate of success of FB actions was 63.5% and 59.7% in elite and sub-elite games, respectively. Moreover, successful FBs were more likely to be completed in the lane in relation to unsuccessful ones in both elite and sub-elite games (p<0.05). Finally, descriptive statistics showed that both elite and sub-elite teams executed FBs similarly. This study highlighted that completion zone was the only predictor of a successful fast break in basketball, while the typology and number of players involved did not predict fast break effectiveness. Moreover, elite and sub-elite teams executed fast break actions similarly. These findings might be useful for basketball coaches to optimize the training of FB actions.
Full Text Available A 15-year-old boy was referred to our hospital for further investigation and treatment of sternal osteomyelitis due to blunt chest trauma, more specifically elbowing during a basketball game 19 days earlier. On an initial presentation, his chest was markedly swollen and chest computed tomography demonstrated a sternal fracture and massive fluid collection in the chest wall. Since his general condition remained fairly good, we initially selected minimal drainage concomitant with antibiotics; if it was unsuccessful, we planned to switch to a more radical debridement procedure. The patient recovered without further invasive intervention and was discharged on postoperative day 26. There is no sign of recurrence six months after operation. This case report indicates that minimal drainage would be a good option for treatment in a phased strategy.
Trojian, Thomas H; Ragle, Rosemary B
Women's basketball has changed over time. It is a faster paced game than it was 30 years ago. Greatplayers, like Anne Meyers,who was the first, and only, woman to be signed to an NBA contract, would agree today's game is different. The game is played mostly "below the rim" but with players like Candice Parker, Sylvia Fowles and Maya Moore able to dunk the ball, the game is still changing. The one thing that remains constant in basketball, especially women's basketball, is injury. The majority of injuries in women's basketball are similar to those in men's basketball. Studies at the high school and college level show similar injury rates between women and men. ACL injuries are one exception, with female athletes having atwo to four times higher rate ofACL injuries. In this article, we review the common injuries in women's basketball. We discuss treatment issues and possible preventive measures.
Title: A Rating of training units in boys basketball by category of U14. Objective: Preparation, implementation and evaluation of basketball training units starting by U14 categories. The training units focus on a drill, training game and fitness training following by blending these three components. Methods: Preparing these training units I have used the professional basketball literature. This bachelor work is based on quantitative way of research. The raiting of training units was analyzed...
Tsoufi, Anastasia; Maraki, Maria I; Dimitrakopoulos, Leonidas; Famisis, Konstantinos; Grammatikopoulou, Maria G
Literature suggests that dietary intake of elite athletes may differ between training and competition days. In addition, despite the importance of nutrition in sports and the popularity of basketball, studies on the diet of basketball players are scarce. Therefore, the aim of the present study was to assess dietary intake and diet quality in training and competition days in a team of elite basketball players receiving daily professional nutritional counseling. One elite basketball team (N.=15) participating in EuroLeague volunteered for the study. The team employed a certified dietitian, responsible for providing individualized nutritional evaluation and counseling, dietary planning and supervision of the diet of all the players. Dietary intake was assessed using 24-hour recalls and the Healthy Eating Index (HEI) was then calculated. All players exhibited adequate (i.e., >80) HEI score (raw and adjusted for energy intake [EI]), on both training and competition days. Although daily energy, carbohydrate and protein intakes were greater during training compared to competition days (26.0 [21.7, 26.4] vs. 19.5 [19.3, 22.1] MJ, 7.6±1.5 vs. 6.8±0.9 g/kg of body weight [BW] and 2.6±0.6 vs. 2.2±0.2 g/kg BW, respectively; all Pvs. 94.0 [94.0, 94.0] and 89.7 [88.4, 89.7] vs. 92.7 [91.7, 92.8], respectively; all P≤0.001) due to lower total grains, whole grains and total vegetables consumption and greater saturated fats consumption (Psports dietitians exhibit adequate diet quality, with the highest possible observed during competition days.
Lieberoth, Andreas; Hanghøj, Thorkild
for in their professional careers. We expand and explain these findings using embedded mixed methods analysis, and conclude that games are a good practical case for training various teaching competences, but that building flexible professional repertoires requires more varied experiences than a single course can muster.......The first Danish Game-Based Learning course offered by a teachers college enrolled 42 students with a variety of backgrounds and interests in games. We characterize the students who enrolled in the course in terms of gaming literacies and preferences, and gauge the impact of the course in terms...... of building actionable skill sets. Following Schön (1986) we use these data to frame students’ transition from gamers or game curious teachers to developing professional repertoires.Interviews and statistical comparison to other students indicate that while student’s existing preferences for the “heavier...
Weiss, Kaitlyn J; Allen, Sian V; McGuigan, Mike R; Whatman, Chris S
To establish the relationship between the acute:chronic workload ratio and lower-extremity overuse injuries in professional basketball players over the course of a competitive season. The acute:chronic workload ratio was determined by calculating the sum of the current week's session rating of perceived exertion of training load (acute load) and dividing it by the average weekly training load over the previous 4 wk (chronic load). All injuries were recorded weekly using a self-report injury questionnaire (Oslo Sports Trauma Research Center Injury Questionnaire 20 ). Workload ratios were modeled against injury data using a logistic-regression model with unique intercepts for each player. Substantially fewer team members were injured after workload ratios of 1 to 1.49 (36%) than with very low (≤0.5; 54%), low (0.5-0.99; 51%), or high (≥1.5; 59%) workload ratios. The regression model provided unique workload-injury trends for each player, but all mean differences in likelihood of being injured between workload ratios were unclear. Maintaining workload ratios of 1 to 1.5 may be optimal for athlete preparation in professional basketball. An individualized approach to modeling and monitoring the training load-injury relationship, along with a symptom-based injury-surveillance method, should help coaches and performance staff with individualized training-load planning and prescription and with developing athlete-specific recovery and rehabilitation strategies.
Zembron-Lacny, A; Slowinska-Lisowska, M; Ziemba, A
The present study was designed to evaluate the plasma markers of reactive oxygen species (ROS) activity and cytokines, and their relationship with thiol redox status of basketball players during training. Sixteen professional players of the Polish Basketball Extraleague participated in the study. The study was performed during the preparatory period and the play-off round. Markers of ROS activity (lipid peroxidation TBARS, protein carbonylation PC) and reduced glutathione (GSH) demonstrated regularity over time, i.e. TBARS, PC and GSH were elevated at the beginning and decreased at the end of training periods. Oxidized glutathione (GSSG) was not affected by exercise training. Thiol redox status (GSH(total)-2GSSG/GSSG) correlated with TBARS and PC in both training periods. The level of interleukin-6 (IL-6) was increased and positively correlated with thiol redox (r=0.423) in the preparatory period, whereas tumor necrosis factor alpha (TNFalpha) was increased and inversely correlated with thiol redox (r= 0.509) in the play-off round. The present study showed significant shifts in markers of ROS activity, thiol redox status and inflammatory mediators (IL-6, TNFalpha) following professional sport training as well as correlation between changes in thiol redox and cytokine response.
Grieshober, Jason A; Mehran, Nima; Photopolous, Christos; Fishman, Matthew; Lombardo, Stephen J; Kharrazi, F Daniel
Vitamin D is believed to play a role in influencing fracture risk and athletic performance. Insufficiency of vitamin D affects an estimated three-quarters of the United States population. Hypovitaminosis D has also been demonstrated to be quite common among professional basketball players in the National Basketball Association (NBA). To determine whether a relationship exists between vitamin D levels and fracture risk and athletic performance (as measured by NBA draft status) among elite basketball players. Descriptive epidemiology study. Data were obtained from the NBA regarding combine participants from 2009 through 2013. This information included vitamin D level, demographic information, fracture history, and NBA draft status. The data were analyzed to determine associations between vitamin D level and fracture risk and NBA draft status. Vitamin D levels were measured for 279 players at the NBA Combine from 2009 through 2013. Vitamin D deficiency (30 ng/mL) were present in only 26.5%. A total of 118 players had a history of at least 1 fracture. Vitamin D level was not predictive of fracture risk. Contrary to our hypothesis, players with a history of stress fracture had a significantly greater mean vitamin D level than those without such history (30.7 vs 25.1 ng/mL; P = .04). A majority (79.6%) of participants were selected in the NBA draft. Players with deficient vitamin D levels had a significantly lower rate of being drafted into the NBA ( P = .027). The NBA draft rate was found to increase with increasing levels of vitamin D ( P = .007). Hypovitaminosis D is quite common among NBA Combine participants, affecting 73.5%. While no significant relationship was found between vitamin D level and fracture history, patients with a history of stress fracture had significantly greater mean vitamin D levels. Additionally, participants with greater vitamin D levels were more likely to be drafted into the NBA. This information supports the potential role of vitamin D in
Zimmermann , Albrecht
International audience; Most work on predicting the outcome of basketball matches so far has focused on NCAAB games. Since NCAAB and professional (NBA) basketball have a number of differences, it is not clear to what degree these results can be transferred. We explore a number of different representations, training settings, and classifiers, and contrast their results on NCAAB and NBA data. We find that adjusted efficiencies work well for the NBA, that the NCAAB regular season is not ideal fo...
Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Delextrat, Anne; Spiteri, Tania; Dalbo, Vincent J; Stanton, Robert; Kean, Crystal O
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.
Gómez, Miguel A; Lorenzo, Alberto; Barakat, Rubén; Ortega, Enrique; Palao, José M
The aim of the present study was to identify game-related statistics that differentiate winning and losing teams according to game location. The sample included 306 games of the 2004-2005 regular season of the Spanish professional men's league (ACB League). The independent variables were game location (home or away) and game result (win or loss). The game-related statistics registered were free throws (successful and unsuccessful), 2- and 3-point field goals (successful and unsuccessful), offensive and defensive rebounds, blocks, assists, fouls, steals, and turnovers. Descriptive and inferential analyses were done (one-way analysis of variance and discriminate analysis). The multivariate analysis showed that winning teams differ from losing teams in defensive rebounds (SC = .42) and in assists (SC = .38). Similarly, winning teams differ from losing teams when they play at home in defensive rebounds (SC = .40) and in assists (SC = .41). On the other hand, winning teams differ from losing teams when they play away in defensive rebounds (SC = .44), assists (SC = .30), successful 2-point field goals (SC = .31), and unsuccessful 3-point field goals (SC = -.35). Defensive rebounds and assists were the only game-related statistics common to all three analyses.
Short, Steven M; Anloague, Philip A; Strack, Donald S
Study Design Case report. Background Acute traumatic avulsion of the rectus abdominis and adductor longus is rare. Chronic groin injuries, often falling under the athletic pubalgia spectrum, have been reported to be more common. There is limited evidence detailing the comprehensive rehabilitation and return to sport of an athlete following surgical or conservative treatment of avulsion injuries of the pubis or other sports-related groin pathologies. Case Description A 29-year-old National Basketball Association player sustained a contact injury during a professional basketball game. This case report describes a unique clinical situation specific to professional sport, in which a surgical repair of an avulsed rectus abdominis and adductor longus was combined with a multimodal impairment- and outcomes-based rehabilitation program. Outcomes The patient returned to in-season competition at 5 weeks postoperation. Objective measures were tracked throughout rehabilitation and compared to baseline assessments. Measures such as the Copenhagen Hip and Groin Outcome Score and numeric pain-rating scale revealed progress beyond the minimal important difference. Discussion This case report details the clinical reasoning and evidence-informed interventions involved in the return to elite sport. Detailed programming and objective assessment may assist in achieving desired outcomes ahead of previously established timelines. Level of Evidence Therapy, level 4. J Orthop Sports Phys Ther 2016;46(8):697-706. Epub 3 Jul 2016. doi:10.2519/jospt.2016.6352.
Delextrat, A; Martinez, A
The aim of this study was to compare the effects of 2 training interventions based on small-sided games (SGG) and high-intensity interval training (HIT) on physical and technical performance of male junior basketball players. A secondary objective was to investigate if these effects were similar in starting and bench players. 18 players participated in a pre-testing session, 6-weeks intervention period and a post-testing session. Pre- and post-sessions involved assessments of aerobic fitness, repeated sprint ability (RSA), defensive and offensive agility, upper and lower body power, shooting and passing skills. Mixed-design analysis of variance (ANOVA) with Bonferroni corrected pairwise comparisons examined the effects of time and type of intervention on physical and technical performances. The main results showed that both interventions resulted in similar improvements in aerobic capacity (+3.4% vs. +4.1%), with greater improvements in bench players compared to starting players (+7.1% vs. +1.1%, Pbasketball players during the season. However, when RSA is targeted, more specific training seems necessary. © Georg Thieme Verlag KG Stuttgart · New York.
Full Text Available The purpose of this study was to identify the educational means that coaches of school-aged children utilize to acquire their professional knowledge. Youth basketball coaches (n=118 with a heterogeneous education coming from different educational means participated in the study. Of them, 81.7% were previously basketball players. As a measurement instrument, a modified version of the scale by Feu (2006 was utilized to determine the coach's professional knowledge. The new scale had 21 items distributed in seven dimensions that corresponded to three theoretical factors. The items were answered with a 5-point Likert scale. The statistical analysis consisted of an exploratory factor analysis with varimax rotation and self-values >1 in order to determine the latent structure of the relationships between the scale's items. Previously, the Kaiser-Meyer-Olkin index and Bartlett's sphere test were analyzed. The reliability of the scale and the sub-scales was studied through the Cronbach's Alpha coefficient. The means, standard deviations, and correlations between item and scale as well as item and ub-scale were analyzed. The exploratory factor analysis, after the elimination of five items, and the Cronbach's Alpha coefficients demonstrated that the scale and sub-scales had some adequate psychometric properties (a>.70. All the items obtained item and sub-scale correlations greater than .40. Formal education was the factor that had the greatest acceptance among the coaches (M=21.71+,-4.63 followed by acquired experiences as a player (M=16.70+,-5.64, and then the acquired experiences and innovations as a coach (M=13.45+,-2.97. The scale that was utilized has adequate validity and reliability to determine how the coach constructs his/her professional knowledge.
Full Text Available Small-sided games are very common conditioning method within sports training, especially in team sports. The practical part of the thesis deals with the measurement of inner load during 4 on 4 games with the modification of basketball rules. The thesis compares physiological intensity of exercise between males and females. The basic monitored parameters are the average heart rate, the blood lactate threshold and the subjective assessment with the Borg’s scale (RPE. The results are also compared with the results of foreign expert sources. Data was obtained by project International Visegrad Fund No. 11320057.
Full Text Available The objectives of this study were related to the research of the relations between the abilities of professional basketball players in the performance of one repetition maximum (1RM back squat and explosive movements, such as 5, 10 and 20-metre running, and vertical jump; as well as the detection and comparison of these abilities between players who play on the outside and inside positions. The study involved 35 professional basketball players (22 outside and 13 inside who were selected as candidates for the national team of Bulgaria. Independent variables of muscular strength were obtained by applying the 1RM back squat test (142.06 ± 29.31 kg, and were normalized with respect to the body mass (1RM Squat/kg (1.51 ± 0.25 and by applying suitable allometric exponent (1RM SquatAl (6.86 ± 1.16. Dependent variables were obtained using two tests: 20-metre run (times registered at 5 and 10 metres and vertical jump (used to calculate the variable peak anaerobic power (PAPW. The results indicated that none of the variables of strength were significantly related to the speed performance, while moderate correlations occurred between the normalized strength variables (1RM Squat/kg and 1RM SquatAl and vertical jump (r = 0.310 and r = 0.308 / p < 0.05. The results obtained show greater correlation (r = 0.660 / p < 0.01 in the ability to deliver power when performing squat and mechanical work performed in vertical jumps. Outside and inside players were significantly different in three variables only: peak anaerobic power, body height and body weight.
Full Text Available Objectives: To examine the precocity-longevity (P-L effect in North American professional basketball players who debuted between 1946 and 1979, and to determine whether playing position and decade of play influenced the relationship between age of career achievements and lifespan. Methods: 1852 players were evaluated from a recognized sports archive (i.e., sports-reference.com, which provided information on date of birth, death, and career debut, playing position, and indicators of achievement (i.e., All-Star team and/or All-League team selection. Athletes were categorized as above or below the median age of professional debut, and median age of selection to first All-Star team and/or All-League team. Analyses of deceased players (n = 598 were comprised of bivariate correlations between age of achievement (age of debut, age of first All-Star game and age of first All-League team selection and age of death, and t-tests to compared the average age of death of early and late achievers (p < .05. Survival analyses, using the entire sample (living and deceased players, compared the lifespans between those who debuted above and below the median age of achievement for each indicator of achievement. Results: Only the correlation between age of professional debut and age of death (r = .33, p < .001 and age of first all-star game and age of death (r = .29, p < .05 and the t-test comparing the average death age of early (66.4 y and later (69.3 y debut age groups (p =.01, reached statistical significance. However, survival analyses demonstrated a trend for lower risk of death for early achievers, with one exception (i.e., age of debut this trend was not statistically significant. Conclusions: Results did not support the P-L hypothesis, suggesting that sample characteristics (i.e., physical fitness of high performance athletes, and measurement methodologies, may influence support for the proposed hypothesis in sport. However, future research would benefit
Er?ulj, Frane; ?trumbelj, Erik
The purpose of our research was to investigate the relative frequencies of different types of basketball shots (above head, hook shot, layup, dunk, tip-in), some details about their technical execution (one-legged, two-legged, drive, cut, …), and shot success in different levels of basketball competitions. We analysed video footage and categorized 5024 basketball shots from 40 basketball games and 5 different levels of competitive basketball (National Basketball Association (NBA), Euroleague,...
Scribbans, T D; Berg, K; Narazaki, K; Janssen, I; Gurd, B J
There is currently little information regarding the ability of metabolic prediction equations to accurately predict oxygen uptake and exercise intensity from heart rate (HR) during intermittent sport. The purpose of the present study was to develop and, cross-validate equations appropriate for accurately predicting oxygen cost (VO2) and energy expenditure from HR during intermittent sport participation. Eleven healthy adult males (19.9±1.1yrs) were recruited to establish the relationship between %VO2peak and %HRmax during low-intensity steady state endurance (END), moderate-intensity interval (MOD) and high intensity-interval exercise (HI), as performed on a cycle ergometer. Three equations (END, MOD, and HI) for predicting %VO2peak based on %HRmax were developed. HR and VO2 were directly measured during basketball games (6 male, 20.8±1.0 yrs; 6 female, 20.0±1.3yrs) and volleyball drills (12 female; 20.8±1.0yrs). Comparisons were made between measured and predicted VO2 and energy expenditure using the 3 equations developed and 2 previously published equations. The END and MOD equations accurately predicted VO2 and energy expenditure, while the HI equation underestimated, and the previously published equations systematically overestimated VO2 and energy expenditure. Intermittent sport VO2 and energy expenditure can be accurately predicted from heart rate data using either the END (%VO2peak=%HRmax x 1.008-17.17) or MOD (%VO2peak=%HRmax x 1.2-32) equations. These 2 simple equations provide an accessible and cost-effective method for accurate estimation of exercise intensity and energy expenditure during intermittent sport.
Riva, Dario; Bianchi, Roberto; Rocca, Flavio; Mamo, Carlo
Single limb stance instability is a risk factor for lower extremity injuries. Therefore, the development of proprioception may play an important role in injury prevention. This investigation considered a professional basketball team for 6 years, integrating systematic proprioceptive activity in the training routine. The purpose was to assess the effectiveness of proprioceptive training programs based on quantifiable instability, to reduce ankle sprains, knee sprains, and low back pain through developing refined and long-lasting proprioceptive control. Fifty-five subjects were studied. In the first biennium (2004-2006), the preventive program consisted of classic proprioceptive exercises. In the second biennium (2006-2008), the proprioceptive training became quantifiable and interactive by means of electronic proprioceptive stations. In the third biennium (2008-2010), the intensity and the training volume increased while the session duration became shorter. Analysis of variance was used to analyze the differences in proprioceptive control between groups, years, and bienniums. Injury rates and rate ratios of injury during practices and games were estimated. The results showed a statistically significant reduction in the occurrence of ankle sprains by 81% from the first to the third biennium (p < 0.001). Low back pain showed similar results with a reduction of 77.8% (p < 0.005). The reduction in knee sprains was 64.5% (not significant). Comparing the third biennium with the level of all new entry players, proprioceptive control improved significantly by 72.2% (p < 0.001). These findings indicate that improvements in proprioceptive control in single stance may be a key factor for an effective reduction in ankle sprains, knee sprains, and low back pain.
National Basketball Association (NBA) athletes experience a high rate of injuries. Injury prevention requires identifying observable and controllable risk factors. To examine the relationship among game load, fatigue, and injuries in NBA athletes. Cross-sectional study. Game statistics and injury reports over 3 NBA seasons (2012-2015). Data represented 627 players (height = 200.7 ± 8.9 cm, mass = 100.6 ± 12.1 kg, NBA experience = 4.8 ± 4.2 years, pre-NBA experience = 3.2 ± 1.9 years), 73 209 games, and 1663 injury events. An injury event was defined as a player missing or leaving a game due to injury. Logistic multilevel regression was used to predict injuries from time-lagged fatigue and game load with between-subjects differences explained by demographic variables. The odds of injury increased by 2.87% ( P NBA experience and 10.59% ( P = .02) for a 6-cm decrease in height. I observed variability in the intercepts ( P NBA experience, and being shorter than average. Both baseline injury risk and the magnitude of the load-injury and fatigue-injury associations varied across individuals. Researchers should explore the nature of these relationships.
Aoki, Marcelo S; Ronda, Lorena T; Marcelino, Pablo R; Drago, Gustavo; Carling, Chris; Bradley, Paul S; Moreira, Alexandre
Aoki, MS, Ronda, LT, Marcelino, PR, Drago, G, Carling, C, Bradley, PS, and Moreira, A. Monitoring training loads in professional basketball players engaged in a periodized training program. J Strength Cond Res 31(2): 348-358, 2017-The aim of this study was to investigate the dynamics of external training load (eTL) and internal training load (iTL) during seasonal periods, and examine the effect of a periodized training program on physical performance in professional basketball players. Repeated measures for 9 players (28 ± 6 years; 199 ± 8 cm; 101 ± 12 kg) were collected from 45 training sessions, over a 6-week preseason phase and a 5-week in-season phase. Physical tests were conducted at baseline (T1), week 4 (T2), and week 9 (T3). Differences in means are presented as % ± confident limits. A very likely difference was observed during in-season compared with preseason for the eTL variables (measured by multivariable monitoring device), mechanical load (13.5 ± 8.8) and peak acceleration (11.0 ± 11.2), respectively. Regarding iTL responses, a very large decrement in TRIMP (most likely difference, -20.6 ± 3.8) and in session rating of perceived exertion training load (very likely difference, -14.2 ± 9.0) was detected from preseason to in-season. Physical performance improved from T1 to T3 for Yo-Yo intermittent recovery test 1 (62.2 ± 34.3, effect size [ES] > 1.2); countermovement jump (8.8 ± 6.1, ES > 0.6); and squat jump (14.8 ± 10.2, ES > 0.8). Heart rate (HR; %HRpeak) exercise responses during a submaximal running test decreased from T1 to T3 (3.2 ± 4.3, ES 1.2). These results provide valuable information to coaches about training loads and physical performance across different seasonal periods. The data demonstrate that both eTL and iTL measures should be monitored in association with physical tests, to provide a comprehensive understanding of the training process.
Panagiotakis, Emmanouil; Mok, Kam-Ming; Fong, Daniel Tik-Pui; Bull, Anthony M J
Ankle sprains due to landing on an opponent's foot are common in basketball. There is no analysis to date that provides a quantification of this injury mechanism. The aim of this study was to quantify the kinematics of this specific injury mechanism and relate this to lateral ankle ligament biomechanics. Case series. The model-based image-matching technique was used to quantify calcaneo-fibular-talar kinematics during four ankle inversion sprain injury incidents in televised NBA basketball games. The four incidents follow the same injury pattern in which the players of interest step onto an opponent's foot with significant inversion and a diagnosed ankle injury. A geometric analysis was performed to calculate the in vivo ligament strains and strain rates for the anterior talofibular ligament (ATFL) and the calcaneofibular ligament (CFL). Despite the controlled selection of cases, the results show that there are two distinct injury mechanisms: sudden inversion and internal rotation with low levels of plantarflexion; and a similar mechanism without internal rotation. The first of these mechanisms results in high ATFL and CFL strains, whereas the second of these strains the CFL in isolation. The injury mechanism combined with measures of the ligament injury in terms of percentage of strain to failure correlate directly with the severity of the injury quantified by return-to-sport. The opportunity to control excessive internal rotation through proprioceptive training and/or prophylactic footwear or bracing could be utilised to reduce the severity of common ankle injuries in basketball. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Full Text Available BACKGROUND: Explosive strength of the lower extremities and agility are important parts of game performance in basketball. Although numerous studies have focused on the assessment of the training eﬀect of plyometric training, studies focusing on elite players are missing. OBJECTIVE: The aim of the study was to find out what changes in explosive strength of the lower extremities take place after a 6 week strength training with plyometric exercises and resistance exercises in elite basketball players. METHODS: Elite basketball players (n = 12; age 24.71 ± 1.5 years; height 197.0 ± 7.6 cm; weight 95.8 ± 8.1 kg performed during pre-season a 6 week training program with plyometric exercises and resistance exercises which were conducted biweekly during the pre-season. The changes in explosive strength were measured by the squat jump without arms, the counter movement jump without arms, the counter movement jump free arms and the 2 step run up jump. The players participated in two measurements. The 1st (pretesting was performed on the first day of pre-season and the 2nd (posttesting was completed two days after terminating the PT programme. The diﬀerences between the average values of the monitored parameters were determined by the Wilcoxon paired test. To calculate the eﬀect size formula according to Fritz, Morris, and Richler (2012: R = Z/√N was used. RESULTS: Analysis of intra-group changes confirmed significant diﬀerences between the two measurements in tests of vertical jump squat (Z = 2.58, p = .01, r = .75, vertical jump from the point of the swing arm (Z = 2.49, p = .01, r = .72 and vertical jump from place without the swing arm (Z = 2.75, p = .01, r = .79. In case of the two step run up jump significant diﬀerences were not found (Z = 1.60, p = .11, r = .56. Analysis of intra-individual changes showed the significant interindividual diﬀerences in the changes of the explosive power of the lower limbs after a 6 week training. The
Dezman, B; Trninić, S; Dizdar, D
The purpose of the research was to empirically verify the expert model system designed for more efficient orientation of basketball players to particular positions and /or roles in the game (specialization). Participants were 60 randomly chosen male basketball players (12 players per each position) from the 12 Croatian 1st league teams in season 1998/99. Data were gathered from 10 basketball coaches who estimated overall performance (actual quality) of players on defense (7 variables) and on offense (12 variables). Variables were established by Trninić, Perica and Dizdar. A measure of body height was added to the aforementioned group of variables. The results obtained suggest that the proposed decision-making system can be used as an auxiliary instrument in orienting players to the positions and roles in the game. It has been established that the players have attained the highest grades of overall performance exactly at their primary playing positions in the game. The largest differences were determined between point guards (position 1) and centers (position 5). The greatest difficulties have occurred in determining optimal position for small forwards (position 3), then for shooting guards (position 2) and, last, for power forwards (position 4), because all these basketball players are the most versatile ones. Therefore, reliability of the system is the lowest when it is applied for selecting and orientating players to these positions. Convenient body height significantly contributes to aptitude of these players to play multiple positions and to assume multiple roles in the game. This research has reinforced the thesis that body height is a variable with the greatest influence on orientation of players to particular positions and roles in the game.
Full Text Available Conseguir información relevante sobre el rendimiento de equipos y jugadores para la toma de decisiones provoca un continuo análisis de factores que afectan al resultado individual y del conjunto en el ámbito del deporte. La necesidad de obtener resultados positivos hace necesaria el uso de herramientas de gestión que ayuden a la estimación fiable del rendimiento deportivo de los jugadores profesionales y así mejorar la toma de decisiones por los directivos deportivos, por ejemplo, en el momento de diseñar una plantilla. El presente trabajo trata de mejorar el análisis existente presentando un nuevo indicador para medir el rendimiento y la regularidad de los jugadores de baloncesto mostrando por qué es preferible a otros usados anteriormente en la bibliografía existente. El análisis empírico se centra en calcular la regularidad de todos los jugadores que hayan disputado al menos 10 partidos en la liga de la Asociación de Clubes de Baloncesto, conocida como Liga ACB, con una media de minutos jugados superior o igual a 10 durante la temporada 2014/2015. Los resultados obtenidos presentan perspectivas interesantes para aspectos de la gestión deportiva como el reclutamiento y diseño de equipos deportivos. Abstract Get relevant information about players and team performance to take decisions causes a continuous analysis of factors affecting individual and group performance in sport context. The need for positive results takes to use management tools that estimate athletic performance of professional players reliable in regards to the decision by the sport managers, for example, when they are designing the player roster. This study aims to improve the existing analysis by providing, on the one hand, new indexes to measure performance and regularity of professional basketball players, and showing how traditional statistics tools can detect relevant information. We use data from every player in terms of performance according to Spanish
Lawler, Tyler; Lawler, Frank; Gibson, Jack; Murray, Rachael
The African-American-white mortality gap for males in the United States is 6 years in favor of whites. Participation in professional sport may moderate this ethnic disparity. The historical cohort of professional basketball players, with nearly equal numbers of African-American and white players, can provide a natural experiment that may control for the classic confounders of income, education, socioeconomic status (SES), and physical factors related to mortality. The objectives of this study are to assess mortality and calculate survival for the overall study population and within ethnicity. Data were combined from several publicly available sources. The cohort was analyzed to compare longevity among all players, and for players stratified by ethnicity, with the general U.S. population. The final dataset included 3366 individuals, of whom 56.0% were African American. Results suggest white players live 18 months longer than their African-American colleagues. African-American players gained 9 years on their respective referent and live longer than white men in the general public. After controlling for covariates, we found that African-American players have a 75% increased risk of death compared with white players, a statistically significant gap (p gap for males is largely ameliorated (1.5 years vs. 6.1 years) in professional basketball but still persists. Copyright © 2012 Elsevier Inc. All rights reserved.
Domingo Jesús Ramos-Campo
Conclusion: These findings provide a practical, inexpensive approach for evaluating specific training loads when determining VT2 in basketball players. Therefore, HRV is an alternative method to determine VT2 without the application of expensive technology that limits its use to laboratories.
Full Text Available BACKGROUND: Explosive strength of the lower extremities and agility are important parts of game performance in basketball. Although numerous studies have focused on the assessment of the training effect of plyometric training, studies focusing on elite players are missing. OBJECTIVE: The aim of the study was to find out what changes in explosive strength of the lower extremities take place after a 6 week plyometric training applied in training units during the pre-season in elite basketball players. METHODS: Elite basketball players (N = 12, age 24.36 ± 3.9 years, height 196.2 ± 9.6 cm, weight 92.9 ± 13.9 kg performed a 6 week plyometric training (PT programme predominantly focused on explosive strength of the lower body and upper body and was conducted in sixteen training units during pre-season. The changes in explosive strength were measured by the Counter Movement Jump Free Arms test and Two Step Run Up Jump test; agility was measured using the “T” Drill test and Hexagonal Obstacle test. The players participated in three measurements. The 1st (pretesting was performed on the first day of pre-season, the 2nd (post-testing was done two days after completing the PT programme and the 3rd (post-testing six weeks after completing the PT programme. Friedman’s ANOVA for repeated measurements was used to determine the significance of differences between the measurement sessions (p < .05. RESULTS: A significant effect of the training programme was observed only for the Hexagonal Obstacle test (p = .01. A post hoc analysis revealed a significant increase in test performance between the 1st and 3rd measurement (p < .01 and between the 2nd and 3rd measurement (p < .01. CONCLUSIONS: The results of the study of elite basketball players did not positively support the assumption that plyometric exercises can be an effective tool for the improvement of explosive strength and agility. However, in some players the
Shalfawi, Shaher A I; Sabbah, Ammar; Kailani, Ghazi; Tønnessen, Espen; Enoksen, Eystein
The purpose of this study was to examine the relationship between vertical jump measures and sprint speed over 10, 20, and 40 m in professional basketball players. Thirty-three professional basketball players aged (±SD) (27.4 ± 3.3 years), body mass (89.8 ± 11.1 kg), and stature (192 ± 8.2 cm) volunteered to participate in this study. All participants were tested on squat jump, countermovement jump, and 40-m running speed. The results show that all jump measures in absolute terms were correlated significantly to running performance over 10-, 20-, and 40-m sprint times. None of the jumping performance peak powers and reactive strength were found to have a correlation to running speed times in absolute term. Furthermore, all jump height measures relative to body mass except reactive strength had a marked and significant relationship with all sprint performance times. The results of this study indicate that while there is a strong and marked relationship between 10-, 20-, and 40-m sprint, there is also a considerable variation within the factors that contribute to performance over these distances. This may indicate that, separate training strategies could be implemented to improve running speed over these distances.
Lemez, Srdjan; Wattie, Nick; Baker, Joseph
While factors such as genetics may mediate the relationship between height and mortality, evidence suggests that larger body size may be an important risk indicator of reduced lifespan longevity in particular. This study critically examined this relationship in professional basketball players. We examined living and deceased players who have played in the National Basketball Association (debut between 1946-2010) and/or the American Basketball Association (1967-1976) using descriptive and Kaplan-Meier and Cox regression analyses. The cut-off date for death data collection was December 11, 2015. Overall, 3,901 living and deceased players were identified and had a mean height of 197.78 cm (± 9.29, Range: 160.02-231.14), and of those, 787 former players were identified as deceased with a mean height of 193.88 cm (± 8.83, Range: 167.6-228.6). Descriptive findings indicated that the tallest players (top 5%) died younger than the shortest players (bottom 5%) in all but one birth decade (1941-1950). Similarly, survival analyses showed a significant relationship between height and lifespan longevity when both dichotomizing [χ2 (1) = 13.04, p < .05] and trichotomizing [χ2 (2) = 18.05, p < .05] the predictor variable height per birth decade, where taller players had a significantly higher mortality risk compared to shorter players through median (HR: 1.30, 95% CI: 1.13-1.50, p < .05) and trichotomized tertile split (HR: 1.40, 95% CI: 1.18-1.68, p <. 05; tallest 33.3% compared to shortest 33.3%) analyses. The uniqueness of examining the height-longevity hypothesis in this relatively homogeneous sub-population should be considered when interpreting these results. Further understanding of the potential risks of early mortality can help generate discourse regarding potential at-risk cohorts of the athlete population.
The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modelin
Gentry, Sarah; L'Estrade Ehrstrom, Beatrice; Gauthier, Andrea; Alvarez, Julian; Wortley, David; van Rijswijk, Jurriaan; Car, Josip; Lilienthal, Anneliese; Tudor Car, Lorainne; Nikolaou, Charoula K.; Zary, Nabil
This is the protocol for a review and there is no abstract. The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students' knowledge, skills, professional attitudes and satisfaction.
Smoyak, S A
Gaming-simulation is being developed foruse in a variety of aspects of health care. A mental health diagnostic and therapeutic application is described for problems in parent-teenager relations; it features gaming, videotaping of interactions, and extensive discussion. Two applications which elucidate the nature of discord between couples and two applications for work-group problems are also described. Gaming-simulation is used in basic and continuing education of health professionals for such issues as problems of dying patients and the aged, and prevention of coronary heart disease. Patients rights issues provide a potential focus for opening dialogues between patients and professionals about all facets of health and illness care.
Full Text Available Purpose : develop and prove experimentally allocation algorithm athletes in groups to form a tactical tasks in team sports game using methods of multivariate analysis. Material : The study involved 12 basketball hearing impaired 20-25 years old - female players team of Ukraine on basketball. Analyzed the results of testing and competitive activity 12 basketball players with hearing impairments - Lithuanian team players. Results : An algorithm for distribution by groups of athletes for the formation of tactical tasks. The algorithm consists of the following steps: 1 - testing of athletes; 2 - A hierarchical cluster analysis performance testing; 3 - Distribution of sportsmen groups, analysis of the characteristics of athletes, the formation of tactical tasks. Found higher rates of reaction rate at the offensive players. We pivot revealed a higher level of absolute strength. The defenders found a higher frequency of movement and jumping. Conclusions : The algorithm is the basis for determining the best options mutual combination players in the development and implementation of tactical combinations, the selection of partners when working in pairs and triples in training.
Recent studies have found little empirical evidence to suggest that National Basketball Association (NBA) and Major League Baseball (MLB) players have hot streaks. This has led some to suggest that hot hands do not exist and that offensive and defensive strategies adjusting to perceived hot hands are suboptimal. We study the MLB's Home Run Derby and the NBA's 3-point Shootout. When there is no defense, extended time between shots has been removed, and shot or swing selection is constant, we find evidence that player performance is nonstationary. Our results are consistent with beliefs long held by players, coaches, and fans, research on the importance of self-efficacy in sports, and studies that support the existence of hot streaks in sports with no or limited defense. © 2013 The Institute of Psychology, Chinese Academy of Sciences and Wiley Publishing Asia Pty Ltd.
Lemez, S; Wattie, N; Baker, J
Comprehensive investigations into the mortality outcomes of elite athletes can assist in decoding risk factors for premature mortality and provide avenues for exploring human health through engagement in sport. As such, the purpose of this study was to comprehensively examine lifespan trends of athletes from the 4 major sports in North America: Major League Baseball (MLB), National Basketball Association (NBA), National Football League (NFL), and National Hockey League (NHL). We hypothesized that proportional death rates would be similar across the 4 sports, when standardizing the data by debut years. Overall, 17 523 of 50 515 (34.7%) athletes were deceased as of the respective data collection cutoff date for their sport, with MLB players having the highest risk of imminent mortality. Professional basketball players generally had the highest relative proportion of death when standardizing data by debut year, although NHL and NFL players who debuted after 2005 had the highest proportion of death. In addition, a 1-year increase in career length significantly decreased the risk of death (HR: 0.982, 95% CI: 0.978-0.985), even after adjusting for sport type (HR: 0.977, 95% CI: 0.974-0.980). Meaningful significance should be considered given the historical and unique nature of the sample. Nevertheless, investigating risk of death differences through different occupational and biological variables can help highlight aversive trends to lifespan that permeate throughout high-performance athlete populations. © 2018 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Zagelbaum, B M; Starkey, C; Hersh, P S; Donnenfeld, E D; Perry, H D; Jeffers, J B
To investigate the epidemiology of eye injuries sustained by professional basketball players in the National Basketball Association (NBA). A prospective study involving all NBA athletes who sustained eye injuries between February 1, 1992, and June 20, 1993, was conducted. Twenty-seven NBA team athletic trainers, physicians, and ophthalmologists were provided data forms to complete for any player examined for an eye injury. Practice and game exposures during the preseason, regular season, playoffs, and championships were included. Of the 1092 injuries sustained by NBA players during the 17-month period, 59 (5.4%) involved the eye and adnexa. Eighteen (30.5%) of the injuries occurred while the player was in the act of rebounding, and 16 (27.1%) while the player was on offense. The most common diagnoses included 30 abrasions or lacerations to the eyelid (50.9%), 17 contusions (edema and/or ecchymosis) to the eyelid or periorbital region (28.8%), and seven corneal abrasions (11.9%). There were three orbital fractures (5.1%). Most injuries were caused by fingers (35.6%) or elbows (28.8%). Nine players (15.3%) missed subsequent games because of their injury. Fifty-seven players (96.6%) were not wearing protective eyewear at the time of injury. The incidence of eye injuries in NBA players during the 17-month period was 1.44 per 1000 game exposures. Frequent physical contact in professional basketball players leaves them at great risk for sustaining eye injuries. To prevent these injuries, protective eyewear is recommended.
Full Text Available The main goal of study is extension of information about combining psychological, athlete's physical and sports fitness qualification in playing sports in training process while studying in university. This study took place on 24 athletes, boys 18 - 21 years of different skills (the candidate for the master of sports - 9, first-class sportsman - 12, second-class sportsman - 3. It is proved that the effectiveness of sports and gaming activities in team sports will then be productive when there be a switch in the relationship between leading and famous players from the "subject - object" to "subject -subjective ". It was determined that the main precondition for the effectiveness of competitive activity is before head identification and formation of leadership behavior in teams players of team sports, where leadership is behavioral interaction process for individuals or teams to achieve established goals.
Full Text Available Special features of professional training of future specialists in extraordinary (emergency situations, increasing its quality with the use of interactive technologies have been considered in this article. The paper presents a research of modern interactive educational technologies, most widely used at higher educational institutions, promoting modernization of education as well as training of competitive future specialists. The article grounds possibility of formation and development of the culture of professional communication by interactive methods of learning, and business games, in particular. The research deals with kinds of business games as active methods of learning, their structural levels and features of use.
Xianjiang, Zhou; Bin, Zong; Xianwu, Wu
Adopting literature material method, survey and comparative method, the paper studies foreign competitive basketball, foreign competitive basketball on behalf of the State management system model, competitive basketball reserve personnel training and development mode system. Rely on different powers of the foreign competitive basketball from amateur to professional development; different modes of foreign competitive basketball management system; foreign competitive basketball back-up personnel training mode, the model on school training in America and other countries, mainly the club training mode in European countries; foreign model of development of competitive basketball, different from social guidance, in the combination operation mode of market regulation and government administrative intervention.
The convergence of digital technologies, sport, and gambling industry has multiplied the possible combinations of products that, having originated in one field, have evolved into something different. This article briefly examines eSports and gambling, as well as a brief examination of the convergence between professional gambling and professional video game playing.
a systematic mapping review methodology, the focus was to map and examine research in these types of games or game environments, and to identify potentials and gaps in the field to inform future research. 89 studies were identified through iterative searching and identification processes applying keywords......Due to the increasing significance of games where lay people are involved in generating knowledge for research or development, the current paper presents a mapping review of status and trends in research of games designed for citizen science, crowdsourcing or community driven research. Using...... they were involved and studies where participants develop knowledge for professional use. The 32 studies were selected for a grounded theory inspired qualitative review and six themes were identified: 1. Motivation; 2. Quality of participant contribution; 3. Learning/education; 4. System/task analysis; 5...
Hummel, Hans; Nadolski, Rob; Eshuis, Jannes; Slootmaker, Aad
Main problems with the current course Introduction to Psychology in our university is that students consider the content as too theoretical and insufficient in providing professional practice. Potential solutions are expected to come from mini-games that have proven to enable more active and
Gencer, Yildirim Gokhan; Coskun, Funda; Sarikaya, Mucahit; Kaplan, Seyhmus
The aim of this study is to investigate the effect of intensive basketball competitions (10 official basketball games in 12 days intensive competition period) on blood parameters of basketball players. Blood samples were taken from the basketball players of the university team. The players were training regularly and they had no regular health…
Delextrat, A; Gruet, M; Bieuzen, F
The aim of the current study was to compare the effects of 6 weeks of small-sided game (SSG) and high-intensity interval training (HIIT) on aerobic fitness and muscle oxygenation during a repeated sprint (RS) sequence in elite male junior basketball players. Twenty participants (14.3 ± 0.5 years; 176.8 ± 12.5 cm; 74.5 ± 9.8 kg) performed pre- and post-tests interspersed by 6-weeks of SSG or HIIT training. Testing sessions consisted of the 30-15 Intermittent Fitness Test and a RS sequence (two bouts of 15-s). During RS, muscle oxygenation parameters (tissue saturation index (TSI, %), post-sprint muscle reoxygenation rate) were measured by near-infrared spectroscopy (NIRS). The results showed that both training interventions similarly improved maximal aerobic speed (VIFT, 3.4 and 4.1%, respectively for HIIT and SSG, Ptraining interventions also resulted in a greater ΔTSI during the second sprint (47.8% to 114%, Ptrainings are applicable methodologies to improve in-season aerobic and anaerobic fitness capacities in junior basketball players.
Bhoopathi, P S; Sheoran, R; Adams, C E
Learning in general can be been a passive process. This review is aimed at evaluating the effectiveness of educational games as a teaching strategy in mental health professionals. We searched for all relevant randomised control trials (RCT) that compared educational games as teaching strategies with other methods of learning using electronic and reference searching, and by contacting trial authors. Data were extracted from selected trials and, individual person data was analysed using fixed effect Peto Odds Ratio (OR) and the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. We identified one trial (n = 34) of an educational game for mental health nursing students which followed up participants only over a few hours. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]'), those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more points than the control students on a test of questions relevant to psychosis set to the standard of the mental health nursing curriculum of the day (WMD 6 CI 2.63 to 9.37). Current limited evidence suggests educational games could help mental health students gain more points in their tests; however this interesting study should be refined and repeated.
Furley, Philip; Schweizer, Geoffrey
The goal of the present research was to test whether score-related changes in opponents' nonverbal behavior influence athletes' confidence in beating their opponents. In an experiment, 40 participants who were experienced basketball players watched brief video clips depicting athletes' nonverbal behavior. Video clips were not artificially created, but showed naturally occurring behavior. Participants indicated how confident they were in beating the presented athletes in a hypothetical scenario. Results indicated that participants' confidence estimations were influenced by opponents' score-related nonverbal behavior. Participants were less confident about beating a leading team and more confident about beating a trailing team, although they were unaware of the actual score during the depicted scenes. The present research is the first to show that in-game variations of naturally occurring nonverbal behavior can influence athletes' confidence. This finding highlights the importance of research into nonverbal behavior in sports, particularly in relation to athletes' confidence.
Hummel, Hans; Nadolski, Rob; Joosten-ten Brinke, Desirée; Baartman, Liesbeth
Serious games hold potential for fostering the acquisition of more complex problem solving skills in professional practice. However, until now the empirical evidence on these workplace learning effects of serious games has remained rather scarce. Therefore such games have hardly been adopted for
Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel
Abstract Studies examining student motivation levels suggest that this is a significant factor in students’ engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students’ previous exposure to TGM lessons, and the teachers’ training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce
Full Text Available Studies examining student motivation levels suggest that this is a significant factor in students’ engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs. The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM. Participants were 173 students (84 girls, 79 middle school (45 girls and 94 (39 girls elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle and 33 (elementary level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased and elementary school students (autonomy decreased and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased. Approximately 48%/42% (middle/elementary of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students’ previous exposure to TGM lessons, and the teachers’ training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce
Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel
Studies examining student motivation levels suggest that this is a significant factor in students' engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students' previous exposure to TGM lessons, and the teachers' training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce controlling
Puente, Carlos; Areces, Francisco
The aim of this study was to determine the effect of caffeine intake on overall basketball performance in experienced players. A double-blind, placebo-controlled, randomized experimental design was used for this investigation. In two different sessions separated by one week, 20 experienced basketball players ingested 3 mg of caffeine/kg of body mass or a placebo. After 60 min, participants performed 10 repetitions of the following sequence: Abalakov jump, Change-of-Direction and Acceleration Test (CODAT) and two free throws. Later, heart rate, body impacts and game statistics were recorded during a 20-min simulated basketball game. In comparison to the placebo, the ingestion of caffeine increased mean jump height (37.3 ± 6.8 vs. 38.2 ± 7.4 cm; p = 0.012), but did not change mean time in the CODAT test or accuracy in free throws. During the simulated game, caffeine increased the number of body impacts (396 ± 43 vs. 410 ± 41 impacts/min; p basketball players. PMID:28925969
António Paulo Ferreira
Full Text Available The present paper intends to link positive influence of the evolution in rules and the rising reduction casualty with the basketball game dynamics. Throughout a metaphoric perspective it assumes that casualty factors were somehow covered up since the game invention and they were somehow sleepy during the game evolution. This metaphoric point is justified with an historical analysis to Naismith’s goals, presuming the game was created and reinforced by the evolutionary trends of his rules across the time. It was concluded that casualty role in basketball performance was controlled by an evolutionary direction, where the value of merit, ability and expertise are seen as determinants of basketball dynamics.
José Simão Rodrigues Filho
Full Text Available The growth of participation of youth in sports is accompanied by an increase in the number of musculoskeletal injuries, especially in contact sports. Basketball gained prominence among contact sports not only for its plastic and beauty of their games, but because it is a sport that demands much of its practitioners, and in the case of young athletes, this requirement can endanger children and adolescents are not properly monitored for health professionals sports. In this study we can see that the ankle is the most affected, followed by knee and fingers and wrists. The mechanisms of injury most frequently reported were sprains, after the bruises and fractures. Highlight for disturbances dorsolumbar, pointed out by many authors. The prevention programs and pre-competition oriented properly treated as paramount by all the authors investigated, in order to reduce the number of injuries in young athletes.
Full Text Available The aim of this study was to determine the effect of caffeine intake on overall basketball performance in experienced players. A double-blind, placebo-controlled, randomized experimental design was used for this investigation. In two different sessions separated by one week, 20 experienced basketball players ingested 3 mg of caffeine/kg of body mass or a placebo. After 60 min, participants performed 10 repetitions of the following sequence: Abalakov jump, Change-of-Direction and Acceleration Test (CODAT and two free throws. Later, heart rate, body impacts and game statistics were recorded during a 20-min simulated basketball game. In comparison to the placebo, the ingestion of caffeine increased mean jump height (37.3 ± 6.8 vs. 38.2 ± 7.4 cm; p = 0.012, but did not change mean time in the CODAT test or accuracy in free throws. During the simulated game, caffeine increased the number of body impacts (396 ± 43 vs. 410 ± 41 impacts/min; p < 0.001 without modifying mean or peak heart rate. Caffeine also increased the performance index rating (7.2 ± 8.6 vs. 10.6 ± 7.1; p = 0.037 during the game. Nevertheless, players showed a higher prevalence of insomnia (19.0 vs. 54.4%; p = 0.041 after the game. Three mg of caffeine per kg of body mass could be an effective ergogenic substance to increase physical performance and overall success in experienced basketball players.
significant increase in the countermovement jump posttest jump results could suggest that the 4x4 were not played as quickly nor intensely as the 3x3. Decreases of the space and number of players in game allow greater self-recreation of players and greater intervention in game. Therefore, the heart rate response during the series displays a higher physiologic impact in 3x3 than in 4x4.
Full Text Available The purpose of our research was to investigate the relative frequencies of different types of basketball shots (above head, hook shot, layup, dunk, tip-in, some details about their technical execution (one-legged, two-legged, drive, cut, …, and shot success in different levels of basketball competitions. We analysed video footage and categorized 5024 basketball shots from 40 basketball games and 5 different levels of competitive basketball (National Basketball Association (NBA, Euroleague, Slovenian 1st Division, and two Youth basketball competitions. Statistical analysis with hierarchical multinomial logistic regression models reveals that there are substantial differences between competitions. However, most differences decrease or disappear entirely after we adjust for differences in situations that arise in different competitions (shot location, player type, and attacks in transition. Differences after adjustment are mostly between the Senior and Youth competitions: more shots executed jumping or standing on one leg, more uncategorised shot types, and more dribbling or cutting to the basket in the Youth competitions, which can all be attributed to lesser technical and physical ability of developing basketball players. The two discernible differences within the Senior competitions are that, in the NBA, dunks are more frequent and hook shots are less frequent compared to European basketball, which can be attributed to better athleticism of NBA players. The effect situational variables have on shot types and shot success are found to be very similar for all competitions.
Erčulj, Frane; Štrumbelj, Erik
The purpose of our research was to investigate the relative frequencies of different types of basketball shots (above head, hook shot, layup, dunk, tip-in), some details about their technical execution (one-legged, two-legged, drive, cut, …), and shot success in different levels of basketball competitions. We analysed video footage and categorized 5024 basketball shots from 40 basketball games and 5 different levels of competitive basketball (National Basketball Association (NBA), Euroleague, Slovenian 1st Division, and two Youth basketball competitions). Statistical analysis with hierarchical multinomial logistic regression models reveals that there are substantial differences between competitions. However, most differences decrease or disappear entirely after we adjust for differences in situations that arise in different competitions (shot location, player type, and attacks in transition). Differences after adjustment are mostly between the Senior and Youth competitions: more shots executed jumping or standing on one leg, more uncategorised shot types, and more dribbling or cutting to the basket in the Youth competitions, which can all be attributed to lesser technical and physical ability of developing basketball players. The two discernible differences within the Senior competitions are that, in the NBA, dunks are more frequent and hook shots are less frequent compared to European basketball, which can be attributed to better athleticism of NBA players. The effect situational variables have on shot types and shot success are found to be very similar for all competitions.
Kester, Benjamin S; Behery, Omar A; Minhas, Shobhit V; Hsu, Wellington K
To identify the impact of anterior cruciate ligament (ACL) reconstruction on performance and career longevity for National Basketball Association (NBA) players. Seventy-nine players (80 knees) with acute ACL tears in the NBA between the 1984-2014 seasons, and 112 age, height, weight, and performance-matched controls were identified. Pre- and post-injury performance outcomes including seasons played, games played, games started, minutes per game, points per game, field goals, 3-point shots, rebounds, assists, steals, blocks, turnovers, personal fouls, usage percentage and player efficiency ratings were compared between cases and controls using independent samples t tests and Fisher's exact tests. Sixty-eight of seventy-nine players (86.1 %) returned to play in the NBA following ACL reconstruction. Mean length of post-operative play was 1.84 years shorter than matched controls (P = 0.001). There was a significantly higher rate of attrition from professional basketball for players with a history of ACL reconstruction (P = 0.014). In the first full season following surgery, players started in 15.5 fewer games (P = 0.001), they played in 17.3 fewer games (P NBA following ACL reconstruction, although playing time, games played, player efficiency ratings and career lengths are significantly impacted in the post-operative period. These data should be used to manage patients' expectations regarding their abilities to return to elite levels of athletic performance.
Carmo, Denis Válter Abreu
Project submitted as partial requirement for the conferral of Master of Science in Business Administration / JEL classification system: M 10: General Business Administration L10: General The unquestionable popularity of video games has propelled the evolution of professional gaming to become an important part of today’s youth culture. More than simply playing video games, millions watch carefully as professional gamers showcase their abilities against one another. Despite fa...
The purpose of this study was to investigate the relationship between isokinetic knee strength, anaerobic performance, sprinting ability, agility and vertical jump performance in first division basketball players. Twelve male first division basketball players participated in this study. The mean age was 25.1 ± 1.7 yrs; mean body height 194.8 ± 5.7 cm; mean body mass 92.3± 9.8 kg; mean PBF 10.1± 5.1; and mean VO2max 50.55 ± 6.7 ml/kg/min Quadriceps and hamstrings were measured at 60° and 180°/s, anaerobic performance was evaluated using the Wingate anaerobic power test, sprint ability was determined by single sprint performance (10-30 m), jump performance was evaluated by countermovement (CMJ) and squat jump (SJ) tests and agility performance was measured using the T drill agility test. Quadriceps strength was significantly correlated with peak power at all contraction velocities. However, for mean power, significant correlation was only found between the 60° left and 180° right knee quadriceps measurements. No measure of strength was significantly related to the measurements from/results of field tests. Moreover, strong relations were found between the performance of athletes in different field tests (p< 0.05). The use of correlation analysis is the limitation of the this study.
Full Text Available This paper explores the psychological contracts of male players and coaches in British commercial basketball, and the ways in which these might be shaped by the constraining and enabling pressures of athletic talent migration. It draws on qualitative interview data to argue that commercialising changes in the game’s recent history have led to the emergence of divergent forms of psychological contract between coaches and players. These have promoted the interests of the game’s migrant Americans at the expense of its indigenous athletes. In particular, while the Americans reap the benefits of a high social reputation, material rewards and career development, many indigenous athletes working in the top-flight clubs struggle to gain remuneration and court-time and must fall back on their own resources to build self-confidence and self-respect. It is argued that this marginalising process was intensified following the Bosman ruling of 1995, which led to the exodus of many skilled indigenous players from the UK and prompted the commercial league to make more extensive use of Americans. Interpretation of the study’s findings is informed by Elias’ theory of established-outsider relations.
Altenburger, Peter; Wilson, Anne M
The purpose of this study was to assess the change in perceptions of student-athletes, physical therapy students, and parents of children who helped to facilitate an athletic skills camp for children with disabilities. Participants experienced 3 hours of basketball activity yearly. Data were collected for 3 consecutive years from a total of 51 parents, 15 student-athletes, and 22 physical therapy students. Pre- and post-survey data were evaluated by two independent researchers. Common themes were developed for all participant groups and cross-group comparisons were evaluated. Findings indicated a synergistic benefit for student-athletes and physical therapy students derived from their impact and children with disabilities. Perceptual changes in students included a decrease in fear in working with disabled children, an appreciation for the value of having fun, and increased growth in civic identity and desire to volunteer.
... Staying Safe Videos for Educators Search English Español Safety Tips: Basketball KidsHealth / For Parents / Safety Tips: Basketball ... make sure they follow these tips. Why Basketball Safety Is Important Fortunately, very few basketball injuries are ...
Rugg, Caitlin; Kadoor, Adarsh; Feeley, Brian T; Pandya, Nirav K
Athletes who specialize in their sport at an early age may be at risk for burnout, overuse injury, and reduced attainment of elite status. Timing of sport specialization has not been studied in elite basketball athletes. National Basketball Association (NBA) players who played multiple sports during adolescence would be less likely to experience injury and would have higher participation rates in terms of games played and career length compared with single-sport athletes. Descriptive epidemiology study. First-round draft picks from 2008 to 2015 in the NBA were included in the study. From publically available records from the internet, the following data were collected for each athlete: participation in high school sports, major injuries sustained in the NBA, percentage of games played in the NBA, and whether the athlete was still active in the NBA. Athletes who participated in sports in addition to basketball during high school were defined as multisport athletes and were compared with athletes who participated only in basketball in high school. Two hundred thirty-seven athletes were included in the study, of which 36 (15%) were multisport athletes and 201 (85%) were single-sport athletes in high school. The multisport cohort played in a statistically significantly greater percentage of total games (78.4% vs 72.8%; P NBA (94% vs 81.1%; P = .03). While a minority of professional basketball athletes participated in multiple sports in high school, those who were multisport athletes participated in more games, experienced fewer major injuries, and had longer careers than those who participated in a single sport. Further research is needed to determine the reasons behind these differences.
Harris, Joshua D; Walton, David M; Erickson, Brandon J; Verma, Nikhil N; Abrams, Geoffrey D; Bush-Joseph, Charles A; Bach, Bernard R; Cole, Brian J
Use of microfracture in the knees of National Basketball Association (NBA) players is controversial. (1) There would be a high rate of return to sport (RTS) in NBA players following microfracture, (2) players would RTS the season following surgery, (3) preoperative player performance would not be significantly different on RTS, and (4) there would be no significant difference in RTS rate or postoperative performance in players undergoing microfracture in comparison with an age-, position-, NBA experience-, and performance-matched control group. Cohort study; Level of evidence, 3. NBA players undergoing microfracture were evaluated. Age-, body mass index-, position-, NBA experience-, and performance-matched controls were selected from the NBA during the same years as those undergoing microfracture. An index year was selected (controls) to match the number of seasons of NBA experience in microfracture cases. RTS and performance were analyzed and compared between cases and controls. Student t tests were performed for analysis of within- and between-group variables. A total of 41 NBA players underwent microfracture and were compared with 41 demographic- and performance-matched controls. Rate of RTS after microfracture was 73% in the NBA and 83% in professional basketball (NBA, D-league, and International Basketball Federation [FIBA]). Time to RTS in NBA was 9.20 ± 4.88 months. Seventy-one percent (29/41) of players RTS the season following microfracture. Length of NBA career following microfracture (4.10 ± 3.91 years) was not significantly different from controls. After microfracture, case athletes played fewer games per season and with fewer points and steals per game (relative to premicrofracture; P NBA players undergoing microfracture returned to professional basketball. Career length was not significantly different between players undergoing microfracture and controls. However, following microfracture, players competed in fewer games per season with fewer points
Torres-Ronda, Lorena; Ric, Angel; Llabres-Torres, Ivan; de Las Heras, Bernat; Schelling I Del Alcazar, Xavi
The purpose of this study was to measure differences in the cardiovascular workload (heart rate [HR]) and time-motion demands between positional groups, during numerous basketball training drills, and compare the results with in-game competition demands. A convenience sample of 14 top-level professional basketball players from the same club (Spanish First Division, ACB) participated in the study. A total of 146 basketball exercises per player (performed over an 8-week period in 32 team training sessions throughout the competitive season) and 7 friendly matches (FM) played during the preparatory phase were analyzed. The results reveal that HRavg and HRpeak were the highest in FM (158 ± 10; 198 ± 9 b · min(-1), respectively). Time-motion analysis showed 1v1 to be the most demanding drill (53 ± 8 and 46 ± 12 movements per minute for full and half court, respectively). During FM, players performed 33 ± 7 movements per minute. Positional differences exist for both HR and time-motion demands, ranging from moderate to very large for all basketball drills compared with FM. Constraints such as number of players, court size, work-to-rest ratios, and coach intervention are key factors influencing cardiovascular responses and time-motion demands during basketball training sessions. These results demonstrate that systematic monitoring of the physical demands and physiological responses during training and competition can inform and potentially improve coaching strategy, basketball-specific training drills, and ultimately, match performance.
Meredith, Tamara R.
Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…
Callaghan, M. N.; Long, J. J.; van Es, E. A.; Reich, S. M.; Rutherford, T.
As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use…
Kiley, Dilan Patrick; Reagan, Andrew J.; Mitchell, Lewis; Danforth, Christopher M.; Dodds, Peter Sheridan
Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of "game stories," we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here we explore the game story space afforded by a data set of 1310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories rather than distinct clusters. We show how coarse graining reveals identifiable motifs ranging from last-minute comeback wins to one-sided blowouts. Through an extensive comparison with biased random walks, we show that real AFL games deliver a broader array of motifs than null models, and we provide consequent insights into the narrative appeal of real games.
Gaca, Ana Maria
Basketball is a popular, worldwide sport played outdoors and indoors year-round. Patterns of injury are related to abrupt changes in the athlete's direction, jumping, contact between athletes, the hard playing surface and paucity of protective equipment. Intensity of play and training in the quest of scholarships and professional careers is believed to contribute to an increasing occurrence of injury. Radiologists' appreciation of the breadth of injury and its relation to imaging and clinical findings should enhance the care of these children. Some of the patterns of injury are well known to radiologists but vary due to age- and size-related changes; the growing skeleton is affected by differing susceptibilities from biomechanical stresses at different sizes. Beyond screening radiographs, the accuracy of MRI and CT has improved diagnosis and treatment plans in this realm. Investigations to detect symptoms and signs in an attempt to prevent the tragedy of sudden cardiac death in basketball players may lead to MRI and CTA studies that compel radiologists to evaluate cardiac function along with myocardial and coronary artery anatomy. Worthy of mention also is the female athlete triad of disordered eating, amenorrhea, and osteoporosis that is observed in some young women participating in this and other sports. (orig.)
Gaca, Ana Maria [Duke University Health Systems, Division of Pediatric Radiology, Department of Radiology, Durham, NC (United States); McGovern-Davison Children' s Health Center, Division of Pediatric Radiology, Department of Radiology, Durham, NC (United States)
Basketball is a popular, worldwide sport played outdoors and indoors year-round. Patterns of injury are related to abrupt changes in the athlete's direction, jumping, contact between athletes, the hard playing surface and paucity of protective equipment. Intensity of play and training in the quest of scholarships and professional careers is believed to contribute to an increasing occurrence of injury. Radiologists' appreciation of the breadth of injury and its relation to imaging and clinical findings should enhance the care of these children. Some of the patterns of injury are well known to radiologists but vary due to age- and size-related changes; the growing skeleton is affected by differing susceptibilities from biomechanical stresses at different sizes. Beyond screening radiographs, the accuracy of MRI and CT has improved diagnosis and treatment plans in this realm. Investigations to detect symptoms and signs in an attempt to prevent the tragedy of sudden cardiac death in basketball players may lead to MRI and CTA studies that compel radiologists to evaluate cardiac function along with myocardial and coronary artery anatomy. Worthy of mention also is the female athlete triad of disordered eating, amenorrhea, and osteoporosis that is observed in some young women participating in this and other sports. (orig.)
Full Text Available Considered the leading position of the preparation of basketball teams in high schools. The system includes the following: reliance on top-quality players in the structure of preparedness, widespread use of visual aids, teaching movies and cartoons with a record of technology implementation of various methods by professional basketball players, the application of the methods of autogenic and ideomotor training according to our methodology. The study involved 63 students 1.5 courses from various universities of Kharkov 1.2 digits: 32 experimental group and 31 - control. The developed system of training students, basketball players used within 1 year. The efficiency of the developed system in the training process of students, basketball players.
Swacha, Jakub; Skrzyszewski, Adam; Syslo, Wojciech A.
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present…
Wen, Neal; Dalbo, Vincent J; Burgos, Bill; Pyne, David B; Scanlan, Aaron T
Numerous foundational movements performed during basketball are predicated on underlying power-related attributes, including speed, change-of-direction, and jumping. Accordingly, fitness testing batteries for basketball have incorporated an assortment of linear speed tests, change-of-direction tests, and jump tests. However, due to the wide variety of testing options it is difficult for basketball practitioners to select appropriate testing protocols for the assessment of power-related attributes. As a result, there is a need to review the relevant literature to identify game-specific, power-related attributes important in basketball and the most appropriate tests available to assess power-related attributes for basketball practitioners. Therefore, the aims of this review were to: (1) identify essential power-related attributes important in basketball; (2) discuss the suitability of common and novel power-related tests; and (3) provide recommendations for future research and best practice approaches for basketball coaching staff. In this review, we propose a series of novel tests that are more targeted and specific to basketball movements including: (1) 5-m and 10-m linear sprints, (2) Modified Agility T-Test, (3) Change-of-Direction Deficit, (4) lateral bound, (5) Sargent jump, (6) one-step jump, and (7) isometric midthigh pull test. Improved testing of power-related attributes should enable basketball practitioners to develop targeted training plans for enhancing player performance.
Morse, Kyle W; Hearns, Krystle A; Carlson, Michelle Gerwin
Hand injuries can result in significant time away from competition for professional basketball players. Time to return to play after hand injuries in elite athletes has not been well described. To report the return to play from metacarpal fractures, phalangeal fractures, and thumb ligament tears in National Basketball Association (NBA) players over a 5-year period. Descriptive epidemiology study. The NBA transaction report was analyzed from January 2009 to May 2014. Players were identified if they were added to the inactive list (IL), missed games due to their injury, or underwent surgery as a result of hand injury. Number of games missed due to injury, days spent on the IL, and age at injury were calculated by injury type and location. One hundred thirty-seven injuries were identified: 39 injuries to the hand and 98 injuries to the finger. Three major injury patterns were identified and analyzed: metacarpal fractures (n = 26), phalangeal fractures (n = 33), and thumb ligament tears (n = 9). The type of injury sustained affected return to play ( P basketball players can lead to prolonged periods of time away from competition, especially after surgery. This study provides guidelines on expected return to play in the NBA after these common hand injuries.
Nabli, Mohamed Ali; Ben Abdelkrim, Nidhal; Castagna, Carlo; Jabri, Imed; Batikh, Tahar; Chamari, Karim
This study aimed to examine the physical and physiological demands of basketball refereeing. 16 elite-level basketball referees were studied during U-19 basketball games (n=8) for time-motion analyses, exercise heart rates (HR) and blood lactate concentration [La]. Game activities were considered as time spent and distance covered in five locomotors activities (standing, walking, jogging, running and sprinting). Referees spent more time (pbasketball refereeing is a moderate intensity activity where referees spent 81% of total game time at low-intensity with bouts of high-intensity activities throughout the game.
Full Text Available A program for improving the effectiveness of tactical training of basketball teams of students with techniques to enhance the perception of figurative elements of technique and tactics of basketball on the basis of modern information technology. The study involved 23 female basketball players of 18-23 years of student teams, 11 of which were experimental group and 12 - control. Established that the developed system improves the quality of performance technique techniques of basketball, the effectiveness of actions in the game, raising the number of implemented in-game tactical interactions.
Minhas, Shobhit V; Kester, Benjamin S; Hsu, Wellington K
Professional basketball players are at risk for lumbar disc herniation (LDH), yet the evidence guiding treatment after operative or nonoperative management of this condition in the National Basketball Association (NBA) is limited. NBA players with LDH will have different performance outcomes based on treatment type. Case-control study. Level 4. Athletes in the NBA with an LDH were identified through team injury reports, transaction records, and public sports archives. A 1:2 case-control study was performed in which LDH players and players without LDH were matched for player variables. Statistical analysis was employed to compare pre- and postindex season performance (games played and player efficiency rating [PER]) and career longevity between test subjects and controls in the operatively treated (OT) and nonoperatively treated (NOT) cohorts. A total of 61 NBA players with LDH were included, of whom 34 underwent discectomy and 27 were managed nonoperatively. Return-to-play (RTP) rates did not differ between NOT and OT players (77.8% vs. 79.4%). When compared with controls, OT players played significantly fewer games and had a lower PER than controls during the first postoperative season, but no difference was seen 2 and 3 years after surgery, with no difference in postoperative career length. In contrast, no difference in games played or PER was seen between NOT players and controls, although NOT players played significantly fewer postindex seasons. NBA players have a high RTP rate regardless of type of treatment for LDH; however, postindex performance differs between surgically and nonoperatively managed patients when compared with players without an LDH. However, further studies with a larger sample size are required for more definitive recommendations. There is a high RTP rate after LDH in the NBA, although postindex performance may differ based on operative versus nonoperative treatment. © 2015 The Author(s).
Full Text Available BACKGROUND: Sport, as social phenomena, may achieve a very positive influence on health and the social state of people with disability who practice it. In sport activities of athletes with disability, team sports may take a very important place. OBJECTIVE: The aims of this study were: a to investigate personality characteristics of male professional basketball players and wheelchair basketball players, b to compare these characteristics of two kinds of athletes. METHODS: For the purposes of this study, professional basketball players (N = 29 and wheelchair basketball players (N = 25 had completed a Cattell 16PF questionnaire which estimated personality characteristics. Differences between two groups of participants were calculated by t-test for small samples. RESULTS: Results demonstrated the existence of differences in the expression of certain forms of behaviour within certain dimensions of personality between these two groups. Wheelchair basketball players had higher scores at factor M – Abstractedness (t = -1.889; p = 0.046, which means that they are more preoccupied by themselves and their inner mental life. Wheelchair basketball players had lower scores, on factors: C – Emotional Stability (t = 2.097; p = 0.041, E – Dominance (t = 3.530; p = 0.001, F – Liveliness (t = 2.658; p = 0.010 and N – Privateness (t = 2.527; p = 0.015. CONCLUSIONS: Wheelchair basketball players are, compared with professional basketball players, more emotive; they have a lack of self-esteem, less ready for teamwork and collaboration; they are naive and unpretentious. Considering these results, coaches who are involved in work with wheelchair basketball players have to adjust their methods of trainings, especially those coaches who were working with basketball players without disability. Also, coaches' influence can stimulate eventual changes in some above mentioned characteristics of wheelchair basketball players in more desirable course
The Commission Game is an experiment-based experiential learning activity designed to elicit students' sincere ethical decision making in an ambiguous sales context. The activity includes multiple relevant stakeholders as well as tangible, shared risk/reward elements. The activity's design encourages students to contemplate their own personal code…
The modified basketball game as a way into participative physical recreation process for masculine young people between 17 – 23 years old in The Ceferino Fernández Viñas Popular Council in Pinar del Río
Marilín Páez Basabe
Full Text Available The participative physical recreation is based in the recreational sport’s functions that allow to offer an spectacle focussed in satisfying the population’s tastes, preferences and needs throughout its elective and participative action. The general objective of this research is to increase the options for the modified basketball practice in the popular councils like an answer to the problem found in the community among masculine young people between 17 and 23 years old. This game is use for its highest preference in the sportsmen and nowadays it is dynamic, flexible and changing according to the circumstances. The game is based on the Basketball International Association official rules, what allows adaptations to play in the community fields being available for the majority. This investigation wants to strengthen the mass organizations and social nets leading their roles in the solution of community problems providing more interest for the resident’s life even for those ones that are unemployed.
HORVAT, JOHN J.
IN AN APPLICATION OF GAME THEORY TO PREPARE PARTICIPATING PERSONNEL FOR EFFECTIVE PROFESSIONAL NEGOTIATION IN EDUCATION, THREE FORMS OF COLLECTIVE BARGAINING ARE SIMULATED--ONE FOR A FOUR- TO EIGHT-HOUR TIME PERIOD, A SECOND FOR A TWO- TO FOUR-DAY TIME PERIOD, AND A THIRD FOR A ONE- TO THREE-WEEK WORKSHOP OR SEMINAR. LONGER FORMS PRESENT MORE…
Full Text Available Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men's league. The independent variables were game location (home or away and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i variables related to goals scored; (ii variables related to offense and (iii variables related to defense. A univariate (t-test and Mann-Whitney U and multivariate (discriminant analysis analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form
Szczepańska, Elzbieta; Spałkowska, Agnieszka
In sports, such as basketball and volleyball, players must demonstrate the speed, strength, stamina and concentration. Correct nutrition affects the strength of the muscles and the extension of capacity. It is also necessary for the proper functioning of the nervous system and determines the rate of regeneration after physical effort. The aim of this study was to assess dietary behaviours of professional volleyball and basketball players and compare the prevalence of correct behaviours in both groups. 209 professional volleyball and basketball players from sports clubs localized in six Silesian cities were survived with the mean of author questionnaire. The chi-square test was used to examine differences in the prevalence of the correct behaviours among players. Analysis of the results obtained showed that 52% of the players had 4-5 meals a day. 35% of respondents had wholemeal bread and/or groats daily. Milk and dairy products daily ate 71% of surveyed players, meat and sausages 70% respectively. 41% of respondents had cottage cheese and 28% had fish several times a week. Vegetables and fruit were eaten by 21% and respectively 23% of respondents. Sweets were eaten daily by 40% of surveyed, while fast-food were eaten several times a week by 17% of players. Nutrients for athletes were used by 32%, and vitamin supplementation by 48% of respondents. Prevalence of correct dietary behaviour in the group of professional volleyball and basketball players differed. Basketball players statistically more frequently than volleyball players had 4-5 meals a day, had wholemeal bread and/or thick groats, milk and dairy products, meat and sausages, especially poultry. They had raw vegetables and fruit several times a day. They drank more than 2.5 liters of fluids per day. They also significantly more frequently than volleyball players consumed the fast-food occasionally or never. Dietary behaviours of surveyed players were incorrect. Comparison of prevalence of proper behaviours
de Witte, A.M.H.; Hoozemans, M.J.M.; Berger, M.A.; van der Woude, L.H.V.; Veeger, H.E.J.
Improved understanding of mobility performance in wheelchair basketball is required to increase game performance. The aim of this study was to quantify the wheelchair-athlete activities of players in different field positions and of different playing standard during wheelchair basketball matches.
Fox, Jordan L.; Stanton, Robert; Scanlan, Aaron T.
Purpose: The purpose of this study was to quantify and compare training and competition demands in basketball. Methods: Fifteen semiprofessional male basketball players wore microsensors during physical conditioning training (PCT), games-based training (GBT), and competition to measure absolute and relative (·min[superscript -1]) PlayerLoad™ (PL)…
Latzel, Richard; Hoos, Olaf; Stier, Sebastian; Kaufmann, Sebastian; Fresz, Volker; Reim, Dominik; Beneke, Ralph
To analyze the energetic profile of the basketball exercise simulation test (BEST). 10 male elite junior basketball players (age: 15.5±0.6yrs, height: 180±9cm, body mass: 66.1±11.2kg) performed a modified BEST (20 circuits consisting of jumping, sprinting, jogging, shuffling, and short breaks) simulating professional basketball game play. Circuit time, sprint time, sprint decrement, oxygen uptake (VO2), heart rate (HR), and blood lactate concentration (BLC) were obtained. Metabolic energy and metabolic power above rest (W tot , P tot ) as well as energy share in terms of aerobic (W aer ), glycolytic (W blc ), and high energy phosphates (W PCr ) were calculated from VO2 during exercise, net lactate production, and the fast component of post-exercise VO2 kinetics, respectively. W aer , W blc , and W PCr reflect 89±2%, 5±1%, and 6±1% of total energy needed, respectively. Assuming an aerobic replenishment of PCr energy stores during short breaks, the adjusted energy share yielded W aer : 66±4%, W blc : 5±1%, and W PCr : 29±1%. W aer and W PCr were negatively correlated (-0.72, -0.59) with sprint time, which was not the case for W blc . Consistent with general findings on energy system interaction during repeated high intensity exercise bouts, the intermittent profile of the BEST relies primarily on aerobic energy combined with repetitive supplementation by anaerobic utilization of high energy phosphates.
Gabel, Alan; Redner, Sidney
We analyze NBA basketball play-by-play data and found that scoring is well described by a weakly-biased, anti-persistent, continuous-time random walk. The time between successive scoring events follows an exponential distribution, with little memory between events. We account for a wide variety of statistical properties of scoring, such as the distribution of the score difference between opponents and the fraction of game time that one team is in the lead.
Csapo, Peter; Avugos, Simcha; Raab, Markus; Bar-Eli, Michael
Previous research has shown that changes in shot difficulty may have rendered the hot-hand effect in basketball unobservable and are potentially a result of defensive adjustments. However, it has not been directly analysed whether strategic changes indeed take place in response to streakiness and whether they are effective with respect to winning games. The current work consists of an experimental study with 18 professional coaches and 20 players based on video sequences from National Basketball Association games, where the shown player displayed a streaky performance in half of the sequences. While coaches were asked to devise a defensive strategy after each viewed sequence, players had to assume the role of the shown player and decide whether to shoot or pass the ball. We find that coaches tended to increase the defensive pressure significantly more often on presumably hot players and thus make use of the hot-hand heuristic. Meanwhile, players chose to shoot more frequently in low-pressure and streaky situations but selected "pass" regardless of the previous performance when they faced increased defensive pressure. Assuming that a streaky player's performance is indeed elevated during hot phases, hot-hand behaviour can be considered adaptive in certain situations as it led hot players to pass instead of shoot.
Full Text Available Purpose: to compare the physical and technical readiness women basketball teams of Ukraine and Lithuania. Material : participated in the study of female athletes team of Ukraine and Lithuania (n = 24. Athletes age - 25-30 years. Teacher testing was conducted physical and technical readiness. Ukrainian team trained by the author's method with the use of innovative technologies. Included the use of technology in the training process of copyright video tutorials with animated illustrations and LED linear luminaire. Results : the results indicated significant improvement of athletes Ukrainian team in the tests: a standing jump, cross 2000 meters, throwing a medicine ball with a running start, lifting the trunk in 30 seconds from a prone position, speed equipment, three points shots, special endurance. The proposed new management training process helped increase mobility, intensity and complexity of team training in Ukraine. Conclusions : It is recommended to use a program of technical and tactical training with the use of innovative technologies in the training process basketball players are hearing impaired.
Lopezosa-Reca, Eva; Gijon-Nogueron, Gabriel; Morales-Asencio, Jose Miguel; Cervera-Marin, Jose Antonio; Luque-Suarez, Alejandro
Several studies have shown that foot posture is related to the incidence of ankle sprains in athletes and in nonathletic populations, but this association has not previously been considered in basketball players. This study investigates the relationship between foot posture and lower limb injuries in elite basketball players. Two hundred twenty participants were recruited as a convenience sample. The players had a mean age of 22.51 ± 3.88 years and a body mass index of 23.98 ± 1.80. The players' medical records were accessed from the preceding 10 years, and injuries were recorded according to their location (knee, foot, and/or ankle). In addition, the Foot Posture Index (FPI) was scored for each player, and their playing positions were noted. An average FPI score of 2.66 was obtained across all players, with guards presenting a significantly lower average FPI of -0.48 (P patellar tendinopathy (n = 126). Patellar tendinopathy was more common in supinated feet (30.08%) compared with 20.7% and 19.8% in pronated and neutral feet, respectively. The most common lower limb injuries observed in basketball players were lateral ankle sprain and patellar tendinopathy. Patellar tendinopathy was more commonly associated with the supinated feet. Guard players tended to have a more supinated foot, whereas centers presented a more pronated foot.
Drakos, Mark C; Domb, Benjamin; Starkey, Chad; Callahan, Lisa; Allen, Answorth A
Injury patterns in elite athletes over long periods continue to evolve. The goal of this study was to review of the injuries and medical conditions afflicting athletes competing in the National Basketball Association (NBA) over a 17-year period. Descriptive epidemiological study. Injuries and player demographic information were reported by each team's athletic trainer. Criteria for reportable injuries were those that resulted in (1) physician referral, (2) a practice or game being missed, or (3) emergency care. The demographics, frequency of injury, time lost, and game exposures were tabulated, and game-related injury rates and 95% confidence intervals were calculated. A total of 1094 players appeared in the database 3843 times (3.3 ± 2.6 seasons). Lateral ankle sprains were the most frequent orthopaedic injury (n, 1658; 13.2%), followed by patellofemoral inflammation (n, 1493; 11.9%), lumbar strains (n, 999; 7.9%), and hamstring strains (n, 413; 3.3%). The most games missed were related to patellofemoral inflammation (n, 10 370; 17.5%), lateral ankle sprains (n, 5223; 8.8%), knee sprains (n, 4369; 7.4%), and lumbar strains (n, 3933; 6.6%). No correlations were found between injury rate and player demographics, including age, height, weight, and NBA experience. Professional athletes in the NBA experience a high rate of game-related injuries. Patellofemoral inflammation is the most significant problem in terms of days lost in competition, whereas ankle sprains are the most common injury. True ligamentous injuries of the knee were surprisingly rare. Importantly, player demographics were not correlated with injury rates. Further investigation is necessary regarding the consequences and sport-specific treatment of various injuries in NBA players. Knowledge of these injury patterns can help to guide treatments and provide more accurate guidelines for an athlete to return to play.
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.
Ostojic, Sergej M; Mazic, Sanja; Dikic, Nenad
The purpose of this study was to describe structural and functional characteristics of elite Serbian basketball players and to evaluate whether players in different positional roles have different physical and physiological profiles. Five men's basketball teams participated in the study and competed in the professional First National League. Physiological measurements were taken of 60 players during the final week of their preparatory training for competition. According to positional roles, players were categorized as guards (n = 20), forwards (n = 20), and centers (n = 20). Guards were older (p Vertical jump power was significantly higher in centers (p basketball.
Billings, Andrew C.; MacArthur, Paul J.; Wu, Dan; Ličen, Simon
Media renderings of the Olympics continue to offer opportunities for hypernationalism. This study analyzes the same basketball game (U.S. vs. Chinain men's basketball at the 2008 Summer Olympics) through the lens of 4 different telecasts in the United States, China, Slovenia, and Canada. Results illuminate us/them and collectivist/individualist dichotomies, differing themes of redemption and expectation, and stark contrasts in network style and content in game coverage. Ramifications for theo...
The objective of this project is to help basketball players to become better players by improving their athletic appearance, and to provide players and coaches with the teaching video that will include the technique points and lifts that are useful for basketball players. The video consists of three main chapters: written part, introduction, and exercises. Each chapter is divided in subcategories. Written part includes information about safety procedures, learning and teaching the lifts, a...
Fewell, Jennifer H.; Armbruster, Dieter; Ingraham, John; Petersen, Alexander; Waters, James S.
We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1) whether teams consistently moved the ball towards their shooting specialists, measured as “uphill/downhill” flux, and (2) whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players) and network entropy (unpredictability of ball movement) had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness. PMID:23139744
Fewell, Jennifer H; Armbruster, Dieter; Ingraham, John; Petersen, Alexander; Waters, James S
We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1) whether teams consistently moved the ball towards their shooting specialists, measured as "uphill/downhill" flux, and (2) whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players) and network entropy (unpredictability of ball movement) had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness.
Jennifer H Fewell
Full Text Available We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1 whether teams consistently moved the ball towards their shooting specialists, measured as "uphill/downhill" flux, and (2 whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players and network entropy (unpredictability of ball movement had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness.
Graafland, Maurits; Ten Cate, Olle; van Seventer, Jan-Pieter; Schraagen, Jan Maarten C; Schijven, Marlies P
Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency training programs. The aim of this study was to identify highly valued entrustable professional activities (EPAs) to support designers in the development of new, serious games built on a valid needs-assessment. All 149 licensed medical specialists from seven specialties in one academic hospital participated in seven different Delphi expert panels. They filled out a two-round Delphi survey, aimed at identifying the most valuable EPAs in their respective curricula. Specialists were asked to name the most highly valued EPA in their area in the first Delphi round. In the second round, the generated responses were presented and ranked according to priority by the medical specialists. Sixty-two EPAs were identified as valuable training subjects throughout five specialties. Eleven EPAs--"management of trauma patient," "chest tube placement," "laparoscopic cholecystectomy," "assessment of vital signs," "airway management," "induction of general anesthesia," "assessment of suicidal patient," "psychiatric assessment," "gastroscopy," "colonoscopy," and "resuscitation of emergency patients"--were consistently given a high score. The future medical specialist is an active learner, comfortable with digital techniques and learning strategies such as serious gaming. In order to maximize the impact and acceptance of new serious games, it is vital to select the most relevant training subjects. Although some serious games have already targeted top-priority EPAs, plenty of opportunities remain.
Han, Doug Hyun; Lyoo, In Kyoon; Renshaw, Perry F.
Patients with on-line game addiction (POGA) and professional video game players play video games for extended periods of time, but experience very different consequences for their on-line game play. Brain regions consisting of anterior cingulate, thalamus and occpito-temporal areas may increase the likelihood of becoming a pro-gamer or POGA. Twenty POGA, seventeen pro-gamers, and eighteen healthy comparison subjects (HC) were recruited. All magnetic resonance imaging (MRI) was performed on a 1.5 Tesla Espree MRI scanner (SIEMENS, Erlangen, Germany). Voxel-wise comparisons of gray matter volume were performed between the groups using the two-sample t-test with statistical parametric mapping (SPM5). Compared to HC, the POGA group showed increased impulsiveness and perseverative errors, and volume in left thalamus gray matter, but decreased gray matter volume in both inferior temporal gyri, right middle occipital gyrus, and left inferior occipital gyrus, compared with HC. Pro-gamers showed increased gray matter volume in left cingulate gyrus, but decreased gray matter volume in left middle occipital gyrus and right inferior temporal gyrus compared with HC. Additionally, the pro-gamer group showed increased gray matter volume in left cingulate gyrus and decreased left thalamus gray matter volume compared with the POGA group. The current study suggests that increased gray matter volumes of the left cingulate gyrus in pro-gamers and of the left thalamus in POGA may contribute to the different clinical characteristics of pro-gamers and POGA. PMID:22277302
dr. Lars B. Borghouts; Greet Cardon; drs Menno Slingerland; Leen Haerens
Creating environments in physical education (PE) that foster perceived competence and physical activity during gender-mixed game play lessons is a challenge, especially with adolescent girls. This study is a small experiment in one PE lesson that aimed to increase the perceived competence and
Harvey, Stephen; Smith, Megan L.; Song, Yang; Robertson, David; Brown, Renee; Smith, Lindsey R.
The Tactical Games Model (TGM) prefaces the cognitive components of physical education (PE), which has implications for physical activity (PA) accumulation. PA recommendations suggest students reach 50% moderate-vigorous physical activity (MVPA). However, this criterion does not indicate the contribution from vigorous physical activity (VPA).…
Slingerland, Menno; Haerens, Leen; Cardon, Greet; Borghouts, Lars
Creating environments in physical education (PE) that foster perceived competence and physical activity during gender-mixed game play lessons is a challenge, especially with adolescent girls. This study is a small experiment in one PE lesson that aimed to increase the perceived competence and in-class physical activity in girls, by applying a…
Afman, Gregg; Garside, Richard M; Dinan, Neal; Gant, Nicholas; Betts, James A; Williams, Clyde
Current recommendations for nutritional interventions in basketball are largely extrapolated from laboratory-based studies that are not sport-specific. We therefore adapted and validated a basketball simulation test relative to competitive basketball games using well-trained basketball players (n = 10), then employed this test to evaluate the effects of two common preexercise nutritional interventions on basketball-specific physical and skilled performance. Specifically, in a randomized and counterbalanced order, participants ingested solutions providing either 75 g carbohydrate (sucrose) 45 min before exercise (Study A; n = 10) or 2 × 0.2 g · kg(-1) sodium bicarbonate (NaHCO3) 90 and 20 min before exercise (Study B; n = 7), each relative to appropriate placebos (H2O and 2 × 0.14 g · kg(-1) NaCl, respectively). Heart rate, sweat rate, pedometer count, and perceived exertion did not systematically differ between the 60-min basketball simulation test and competitive basketball, with a strong positive correlation in heart rate response (r = .9, p basketball simulation test provides a valid reflection of physiological demands in competitive basketball and is sufficiently sensitive to detect meaningful changes in physical and skilled performance. While there are benefits of preexercise carbohydrate or sodium bicarbonate ingestion, these should be balanced against potential negative side effects.
Propuesta Metodológica del Entrenamiento de la Resistencia en Baloncesto mediante la Modificación de Factores Formales y Estructurales del Juego. [Methodological Proposals for Endurance Training in Basketball by Modifying Structural and Formal Aspects of the Game].
Full Text Available El objetivo del presente artículo fue plantear una propuesta metodológica para equipos técnicos en relación a la utilización y modificación de los diferentes parámetros del juego para el trabajo de la resistencia específica en baloncesto desde una perspectiva integrada. Para ello, se elaboró una revisión en relación al estado actual sobre los juegos en espacio reducido en baloncesto, estudiando el efecto de las distintas variables del juego sobre la frecuencia cardíaca y la intensidad de juego. Durante el proceso de selección de artículos de la revisión, se consultaron diversas palabras claves como conditioning y basketball en bases de datos como Pubmed y ISI web of knowledge. Finalmente, se incluyeron en la revisión 12 artículos que evidenciaron que la modificación de parámetros de juego como el número de jugadores, el espacio, el tiempo y las normas, pueden condicionar la orientación del trabajo de la resistencia. En base a estas conclusiones, se formuló una propuesta metodológica sobre cómo utilizar los distintos parámetros de juego con el fin de planificar y/o controlar las cargas de resistencia específica en baloncesto de forma integrada en el juego. Sin embargo, se debe tener presente que los estudios en los que se ha fundamentado la propuesta, únicamente han analizado efectos simples de los diferentes parámetros. De éste modo, futuros estudios deberían estudiar los efectos de interacción entre los diferentes parámetros para validar la propuesta. Aun así, creemos que ésta propuesta puede ayudar a integrar el entrenamiento de la resistencia con la técnica y la táctica. Abstract The aim of the present study was to create a methodological proposal for coaching staff, which consist in using the game parameters during small sided games in order to integrate endurance training with technical and tactical drills in basketball. For this reason, a systematic review was carried out so as to study the changes in
Full Text Available The main purpose of the present study was to give a try for clarifying if there is difference present and how the level of differences is in morphologic characteristics and motor abilities (basic and situational specific to basketball abilities between junior basketball club players and their peers –students from secondary high school and to examine some of the properties(causes reasons of the difference. According to the findings obtained from the research, there was not found any statistically significant difference between scores of the participant sample group (n=24 (young basketball players (12 vs high school students (12. Acoording to the study results obtained, basketball coaches should follow the new strategies and developments of modern basketball if they want to fulfill the goals and objectives of every single team. The lack of expertise and competencies of professional staff (coaches-trainers to fulfill their duties and responsibilities correctly is evident in Kosovo’s Junior Basketball League.
Chaouachi, Anis; Brughelli, Matt; Chamari, Karim; Levin, Greg T; Ben Abdelkrim, Nidhal; Laurencelle, Louis; Castagna, Carlo
The aims of this study were to examine the relationship between squat 1 repetition maximum (1RM) and basketball-relevant tests and the variables that influence agility (T-test) in elite male professional basketball players (n = 14, age 23.3 +/- 2.7 years, height 195.6 +/- 8.3 cm, body mass 94.2 +/- 10.2 kg). T-test performance was significantly related to body mass (r = 0.58, p = 0.03) and to percentage of body fat (r = 0.80, p agility. Squat 1RM performance was the best single predictor of 5-m and 10-m sprint times (p agility should be regarded as a per se physiological ability for elite basketball players. Consequently, basketball-specific agility drills should be stressed in elite basketball training. Given the association between squat 1RM performance and short sprint times, squat exercises should be a major component of basketball conditioning.
Concussions are common incidences in sports. However, game-specific characteristics such as tactics, field positions, etc. might positively/negatively contribute to the occurrence of mild traumatic brain injuries (mTBI) in various sports such as soccer, volleyball, handball, or basketball. Thus, the intention of this study was to analyze game-specific characteristics of concussive incidents in active players from the perspective of different sportive disciplines. Four sport-specific questionnaires for soccer, handball, volleyball and basketball were established using an online survey tool. A total of 3001 participants completed the questionnaires. 18% of the participants answered that they had experienced a concussion which significantly differed depending on the sport practiced (χ2(3)=56.868, Pconcussions on the amateur level, volleyball players experienced most on the professional level and basketball players during leisure play (χ2(9)=112.667, Pconcussions by a collision with another player, volleyball players instead experienced most concussions by hits from the ball (χ2(6)=211.260, Pconcussive incidences (χ2(7)=19.638, Pconcussions (χ2(6)=13.617, Pconcussions are sport-specific and particularly concern amateurs. This indicates that most concussions in ball games appear in situations, where medical care units are not necessarily present. Preventive measures should therefore especially address amateurs in ball sports.
Full Text Available Purpose : develop and prove experimentally comprehensive training program on the Ukrainian national team basketball with hearing impairment in the annual cycle for the major competitions. Material : The study involved 12 basketball hearing impaired 20-25 years old - female players team of Ukraine on basketball. Also analyzed the test results and competitive activity 12 basketball players with hearing impairments - Lithuanian team players. Results : We showed the need for a qualitative change in the training process through the development and application of innovative technologies. This allows a greater level of communication between the coach and athletes to intensify training process. Developed and experimentally substantiated comprehensive training program for the Ukrainian national team. In technical training device used light. This increased mobility, agility, activity and intensity workouts. In tactical training improved situational and planned change tactical drawing game using copyright protection of video tutorials with animated illustrations. Conclusions : A positive impact of the developed system for basketball training result in major competitions.
Adams, Ernest; Dormans, Joris
Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing
Nwachukwu, Benedict U; Anthony, Shawn G; Lin, Kenneth M; Wang, Tim; Altchek, David W; Allen, Answorth A
To investigate return to play (RTP) and functional performance after anterior cruciate ligament reconstruction (ACLR) in National Basketball Association (NBA) players and to perform a systematic review of the literature to understand RTP after ACLR in professional basketball. NBA players undergoing ACLR between 2008 and 2014 by two surgeons were identified. RTP and performance were assessed based on a review of publically available statistics. A systematic review of the literature was performed using the MEDLINE database. Inclusion criteria were: English language, ACL surgery outcome, professional basketball and RTP outcome. We reviewed studies for RTP rates and RTP performance. Our study included 12 professional basketball players with NBA level experience. Eleven of the 12 players returned to their prior level of play. Eight of the 9 (88.9%) players actively playing in the NBA returned to play in the NBA at a mean 9.8 months. Among players returning to NBA play, during RTP season 1, mean per game statistics decreased for the following: minutes, points, rebounds, assists, steals, blocks, turnovers and personal fouls - none of these changes reached statistical significance. Player efficiency ratings significantly declined from pre-injury (12.5) to the first RTP season (7.6) (p = 0.05). By RTP season 2, player performance metrics approximated pre-injury levels and were not significantly different. Six studies met inclusion criteria; reported RTP rates ranged from 78-86%. Identified studies similarly found a decline in functional performance after RTP. There is a high rate (89%) of return to NBA play for NBA players undergoing ACLR. After RTP, however, there is a quantitative decline in initial season 1 RTP statistics with a significant decrease in player efficiency rating. By RTP season 2, performance metrics demonstrated an improvement compared to RTP season 1 but did not reach pre-injury functional performance, though performance metrics are not significantly
Peña, Javier; Casals, Martí
The present study was designed to assess the relevance of game-related performance factors as outcome predictors in high-level volleyball. To carry out the analysis, the official box scores of 399 matches played by 47 different teams in four different European male professional volleyball leagues (Italy, Poland, Germany and Turkey) during the 2013-14 regular season were analyzed. A logistic mixed model was performed to determine the effects of different variables in matches' outcomes. According to the multivariate analysis the following factors were significantly associated with winning matches: the number of scorers (OR = 1.32; CI: 1.09 - 1.59), service errors (OR = 0.91; CI: 0.87 - 0.95), service points (OR = 1.25; CI: 1.15 -1.36), reception errors (OR = 0.79; CI: 0.74 - 0.84), the percentage of positive receptions (OR = 1.02; CI: 1.00 -1.04) and blocked balls (OR = 1.17; CI: 1.11 - 1.26). Team category 2 (OR = 0.39; CI: 0.24 - 0.63) and team category 3 (OR = 0.15; CI: 0.09 - 0.25) were significantly associated with losing matches. These findings can contribute to a better understanding of performance indicators in professional volleyball, helping coaches and decision makers to better determine the importance of particular game factors.
Full Text Available The present study was designed to assess the relevance of game-related performance factors as outcome predictors in high-level volleyball. To carry out the analysis, the official box scores of 399 matches played by 47 different teams in four different European male professional volleyball leagues (Italy, Poland, Germany and Turkey during the 2013-14 regular season were analyzed. A logistic mixed model was performed to determine the effects of different variables in matches’ outcomes. According to the multivariate analysis the following factors were significantly associated with winning matches: the number of scorers (OR = 1.32; CI: 1.09 – 1.59, service errors (OR = 0.91; CI: 0.87 – 0.95, service points (OR = 1.25; CI: 1.15 -1.36, reception errors (OR = 0.79; CI: 0.74 – 0.84, the percentage of positive receptions (OR = 1.02; CI: 1.00 -1.04 and blocked balls (OR = 1.17; CI: 1.11 – 1.26. Team category 2 (OR = 0.39; CI: 0.24 – 0.63 and team category 3 (OR = 0.15; CI: 0.09 – 0.25 were significantly associated with losing matches. These findings can contribute to a better understanding of performance indicators in professional volleyball, helping coaches and decision makers to better determine the importance of particular game factors.
Han, Doug Hyun; Lyoo, In Kyoon; Renshaw, Perry F
Patients with on-line game addiction (POGA) and professional video game players play video games for extended periods of time, but experience very different consequences for their on-line game play. Brain regions consisting of anterior cingulate, thalamus and occpito-temporal areas may increase the likelihood of becoming a pro-gamer or POGA. Twenty POGA, seventeen pro-gamers, and eighteen healthy comparison subjects (HC) were recruited. All magnetic resonance imaging (MRI) was performed on a 1.5 Tesla Espree MRI scanner (SIEMENS, Erlangen, Germany). Voxel-wise comparisons of gray matter volume were performed between the groups using the two-sample t-test with statistical parametric mapping (SPM5). Compared to HC, the POGA group showed increased impulsiveness and perseverative errors, and volume in left thalamus gray matter, but decreased gray matter volume in both inferior temporal gyri, right middle occipital gyrus, and left inferior occipital gyrus, compared with HC. Pro-gamers showed increased gray matter volume in left cingulate gyrus, but decreased gray matter volume in left middle occipital gyrus and right inferior temporal gyrus compared with HC. Additionally, the pro-gamer group showed increased gray matter volume in left cingulate gyrus and decreased left thalamus gray matter volume compared with the POGA group. The current study suggests that increased gray matter volumes of the left cingulate gyrus in pro-gamers and of the left thalamus in POGA may contribute to the different clinical characteristics of pro-gamers and POGA. Copyright Â© 2012 Elsevier Ltd. All rights reserved.
Full Text Available The expansion of basketball game, just like up-to-date sports results represent the stimulus for further fundamental researches in the aim of improvement scientific and methodological basis of a training work and all other factors connected to the improvement of a training process and top sports creativity. The research was conducted with the aim to determine the specifics of motor abilities in basketball players of the junior rank of competition. All the examinees were male, 16 (+/-6 months years old, 132 in total, all of them were basketball players of the basketball club ”Student” from Nis. The batery of tests for the evaluation of motor abilities included tests for the evaluation of coordination, strength (explosive, repetitive and static, flexibility and stamina and it consisted of 13 motor tests in total. The gained results were processed by the program system for multivariant analysis of data, especially made by Popovic D. for personal computers. The gained results are shown in tables and they give insight into the structure of latent dimensions of basketball players. The motor structure of basketball players is explained by 72.3% of common variance. From the matrix of intercorrelations, four main components were gained. The fist defines tests of static strength, flexibility and repetitive strength; the second is saturated by the test for the evaluation of explosive strength, balance and two tests for the evaluation of repetitive strength. The third is the best explained by the test for the evaluation of balance, flexibility and coordination. The fourth main component is defined by explosive strength. Then, the rotation of components into the oblimin solution is conducted and some better structure of latent dimensions is gained that way. In basketball and other popular sports games in our country, scientific and expert methods and possibilities of scientific fundation of the trainig work are very slowly but surely accepted.The trend
Full Text Available The purpose of this study was two-fold, firstly, to evaluate the anthropometric profile of Indian interuniversity basketball players and, secondly, to search the correlation of body mass index, % body fat, hand grip strength (right dominant and Vo2max,with other anthropometric characteristics studied. Eleven anthropometriccharacteristics, four body composition parameters, two physical and two physiological variables were measured on randomly selected 60 inter-university Indian basketball players (35 males and 25 females aged 18–25 years from Guru Nanak Dev University, Amritsar, Punjab, India with adequate controls (n = 102, 52 males and 50 females. The results indicated that male basketball players were taller (6.63% and heavier (7.31% and female basketball players were slightly taller (0.31% and lighter (3.74% than their control counterparts. One way analysis of variance showed significant (p ≤ .004 - .000 between group differences in all the variables (excepthip circumference between basketball players and controls. In basketball players, significantly positive correlations were found with BMI and other 12 variables, with percent body fat and 7 variables, with right hand grip strength and 12 variables and with Vo2max and other 9 variables, and significantly negative correlationswere found with BMI and other 1 variable (% lean body mass, with percent body fat and other 6 variables, with right hand grip strength and other 2 variables and with Vo2max with other 3 variables. The findings of the present study might be useful in future investigation on player selection, talent identification in the game of basketball and its training program development.
Nicolaidou, Iolie; Antoniades, Athos; Constantinou, Riana; Marangos, Charis; Kyriacou, Efthyvoulos; Bamidis, Panagiotis; Dafli, Eleni; Pattichis, Constantinos S
Serious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students' preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals. The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: "What are professionals' perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?" The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game. Overall, the results were
Florian Miftari; Hasim Rushiti; Bahri Gjinovci
In general the problematic of diagnosing basic and specific motor movement information of the basketball game in found in the works of a considerable number of world authors. In this work a youth population of an age group between 13-14 years old will be treated. The total number of participants is defined to an amount of 100 of young basketball players, members of two different basketball academies. In this experiment, the subjects will conduct tests in 5 basic motor skills variables such as...
Full Text Available Introduction. Each change in the rules of a sport affects the way it is performed. Therefore, changes in regulations require that new training models be developed. The aim of the study was to determine whether FIBA’s introduction of new regulations in the 2010/2011 season pertaining to the dimensions of certain parts of the playing area, which changed the conditions under which the game was played, impacted the offensive actions of the top three teams in the Polish Basketball League. Material and methods. The study analysed qualitative data describing the offences (n = 16,694 performed during 200 matches of the Polish Basketball League, that is the highest-level men’s professional basketball league in Poland, during two periods: the 2009/2010 season (110 matches; n = 9,343 offences, before the regulations were modified, and the 2010/2011 season (90 matches; n = 7,351 offences, after they were changed. The research involved the players of three teams who received the gold, silver, and bronze medals in the final standings of the Polish National Championship in the 2009/2010 season. Results. The study found a statistically significant (p < 0.001 decrease in the overall number of tactical offensive actions of 3.84% and a significant (p < 0.05 5% decrease in the mean number of points scored. A significant (p < 0.05 decrease in half-court offences, amounting to almost 2% was also observed. This offensive system was characterised by a minor shift toward individual offences with the back to the basket and pick-and-roll offences; these changes, however, did not cause an increase in the level of effectiveness. Conclusions. The direction of the changes observed have been determined, which consisted in a reduction in the overall number of offensive actions and a shift in the place where they were completed, from the three-point area in particular, to the two-point area.
Fryer, Ashley Marie; Tenenbaum, Gershon; Chow, Graig M
This study was aimed at examining how basketball players view unexpected performance errors in basketball, and under what conditions they perceive them as choking. Fifty-three basketball players were randomly assigned into 2 groups (game half) to evaluate the linkage between performance decline and choking as a function of game-time, score gap and game half. Within each group, players viewed 8 scenario clips, which featured a different player conducting an error, and subsequently rated the extent of performance decline, the instance of choking and the salience of various performance attributions regarding the error. The analysis revealed that choking was most salient in the 2nd half of the game, but an error was perceived as choking more saliently in the beginning of the 2nd half. This trend was also shown for players' perception of performance decline. Players' ratings of the attributions assigned to errors, however, revealed that during the end of the 2nd half, time pressure and lack of concentration were the causes of errors. Overall, the results provide evidence towards a conceptual framework linking performance decline to the perception of choking, and that errors conducted by players are perceived as choking when there is not a salient reason to suggest its occurrence.
To strengthen the professional competence and basic ability is the objective requirements of the Chinese higher vocational college English teaching, while the positioning of the teaching objectives is partial to a "prisoner's dilemma" in game situations that any party will result in. To get rid of the "dilemma", we have to…
de Amorin, Wellington Mendonça; Barreira, Ieda de Alencar
This is a historical-social description study supported on the thought of Pierre Bourdieu based on documental analysis. It describes the sanitarists and psychiatrists' actions from the reformulation of Education and Public Health Ministry into Education and Health Ministry in the beginning of New State and analyse the fight's strategies of the main agents to take advantage on their proposals of Professional Nursing School's reorganization. The fight's strategies that psychiatrists, sanitarists and certificated nurses had used to stake their projects, characterized a difficult battle inserted in a hard major game. The analyse of the ten course's months of the main document shows the conflict between those agents to impose a new rule to the school.
Schelling, Xavi; Calleja-González, Julio; Torres-Ronda, Lorena; Terrados, Nicolás
The purpose of this study was to determine the responses of testosterone and cortisol, with special reference to playing positions, playing time (PT), and phase of the season. We performed a follow-up study during 4 consecutive seasons to investigate the effects of PT, positional role, and phase of the season on anabolic-catabolic biomarkers (plasma total testosterone -TT- and cortisol -C-) on 20 professional male basketball players (27.0 ± 4.2 years; 24.4 ± 1.2 kg·m). First blood samples were collected right after the off-season period and considered as baseline. Samples were taken periodically every 4-6 weeks, always after a 24- to 36-hour break after the last game played. Statistical procedures were nonparametric mainly. Hormonal status was playing position-dependent, power forward (PF) showed the lowest TT values (median ± interquartile range [IQR]; PF: 18.1 ± 4.9; nmol·L), and small forwards showed the highest ones of cortisol (0.55 ± 0.118 μmol·L). Players who played between 13 and 25 minutes per game showed the highest values of TT (22.8 ± 6.9 nmol·L) and TT/C (47.1 ± 21.2). March and April showed the most catabolic or stressed hormonal state (low TT/C values and high ones of cortisol) and that is necessary to take into account according to PT (>25-minute per game) and specific playing position. Monitoring plasma TT and cortisol is recommended to prevent excessive stress caused by professional basketball season requirements.
Park, In Sung; Lee, Kea Joo; Han, Jong Woo; Lee, Nam Joon; Lee, Won Teak; Park, Kyung Ah; Rhyu, Im Joo
The striatum is associated with the learning and retention of motor skills. Several studies have shown that motor learning induces neuronal changes in the striatum. We investigated whether macroscopic change in striatum volume occurs in a segment of the human population who learned basketball-related motor skills and practiced them throughout their entire athletic life. Three-dimensional magnetic resonance imaging volumetry was performed in basketball players and healthy controls, and striatum volumes were compared based on basketball proficiency, region and side. We identified morphological enlargement in the striatum of basketball players in comparison with controls. Our results suggest that continued practice and repetitive performance of basketball-related motor skills may induce plastic structural changes in the human striatum. Copyright © 2010 Elsevier B.V. All rights reserved.
To present an overview of the medical conditions experienced by athletes competing in the National Basketball Association (NBA) from the 1988-1989 through the 1997-1998 seasons. Athletic trainers completed profiles that provided demographic information for each player. Injury reports indicated when and where the injury occurred, pathology, onset, activity, and the mechanism of injury. The amount of time lost, injured list status, hospitalization, and surgery were also reported. Reportable injuries were those that resulted in (1) physician referral, (2) a practice or game being missed, or (3) emergency care being rendered. A total of 1094 players appeared in the database 3843 times (mean, 3.3 +/- 2.6 seasons). Mean player demographics were age 26.7 (+/- 3.7) years, NBA playing experience 4.1 (+/- 3.7) years, height 200.8 (+/- 9.9) cm, and weight 100.2 (+/- 13.5) kg. Players averaged 52 (+/- 34.7) games and 1263.1 (+/- 1073.8) minutes played. The frequency of injury, time lost, and game exposures were tabulated, and game-related injury rates were then calculated. Ankle sprains were the most frequently occurring orthopaedic injury (942, 9.4%), followed by patellofemoral inflammation (803, 8.1%), lumbar strains (491, 5.0%), and knee sprains (258, 2.3%). The greatest number of days missed were related to patellofemoral inflammation (7569, 11.5%), knee sprains (5712, 8.6%), ankle sprains (5122, 7.7%), and lumbar strains (3365, 5.1%). Professional athletes in the NBA experience a rate of game-related injuries that is twice as high as their collegiate counterparts. Patellofemoral inflammation is a significant problem among NBA players.
evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent...Interaction), using physiological indices for discriminating intrinsic and extrinsic stress, and SES (Synthetic Evidential Study). Project had to be...evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent
Graafland, Maurits; ten Cate, Olle; van Seventer, Jan-Pieter; Schraagen, Jan Maarten C.; Schijven, Marlies P.
Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency training
Graafland, M.; Cate, O. ten; Seventer, J.P. van; Schraagen, J.M.C.; Schijven, M.P.
Objective : Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency
Graafland, Maurits; Ten Cate, Olle; Van Seventer, Jan Pieter; Schraagen, Jan Maarten C.; Schijven, Marlies P.
Objective: Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency
Graafland, M.; ten Cate, TJ; Schraagen, J. M C; van Seventer, A.H.J.; Schijven, M.P.
Objective: Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency
Mangine, Gerald T; Hoffman, Jay R; Gonzalez, Adam M; Jajtner, Adam R; Scanlon, Tyler; Rogowski, Joseph P; Wells, Adam J; Fragala, Maren S; Stout, Jeffrey R
Professional basketball players have demanding schedules that, in combination with certain underlying physical characteristics and side-to-side strength and power imbalances, may make them vulnerable to lower extremity injuries. To examine the relationship among skeletal muscle architecture, lower body power, and games missed because of lower extremity injury (%MISS) in professional basketball players. Cross-sectional study. Setting : Human Performance Laboratory. Nine players under contract for Orlando Magic were assessed. We compared athletes who were injured (n = 4, height = 203.2 ± 5.5 cm, mass = 105 ± 7.5 kg, age = 25.0 ± 2.8 years) and those who remained healthy (n = 5, height = 200.2 ± 12.2 cm, mass = 100.1 ± 16.6 kg, age = 22.4 ± 1.9 years) during the season. Bilateral ultrasonographic measurements of muscle thickness, pennation angle, echo intensity, and cross-sectional area of the rectus femoris and vastus lateralis were collected before regular-season play. Subsequently, muscle thickness and pennation angle were used to compute fascicle length. Along with unilateral jumping power, inferences were made upon the magnitude of the relationship between the percentage bilateral difference in these measures and %MISS, as well as between injured and healthy athletes. The data indicated likely relationships between %MISS and age (r = 0.772), and between %MISS and bilateral differences in rectus femoris cross-sectional area (7.8% ± 6.4%; r = 0.657) and vastus lateralis cross-sectional area (6.2% ± 4.8%; r = 0.521), as well as a possible relationship with vastus lateralis muscle thickness (7.9% ± 8.9%; r = 0.444). Echo-intensity differences in the vastus lateralis were greater in injured (8.0% ± 2.4%) versus healthy athletes (3.2% ± 2.0%). Although a 2-fold difference in mean jumping power was observed between injured (26.3 ± 14.9 W) and healthy athletes (13.6 ± 8.7 W), these differences were not statistically significant (P = .20). In the present
Mangine, Gerald T.; Hoffman, Jay R.; Gonzalez, Adam M.; Jajtner, Adam R.; Scanlon, Tyler; Rogowski, Joseph P.; Wells, Adam J.; Fragala, Maren S.; Stout, Jeffrey R.
Context Professional basketball players have demanding schedules that, in combination with certain underlying physical characteristics and side-to-side strength and power imbalances, may make them vulnerable to lower extremity injuries. Objective To examine the relationship among skeletal muscle architecture, lower body power, and games missed because of lower extremity injury (%MISS) in professional basketball players. Design Cross-sectional study. Setting Human Performance Laboratory. Patients or Other Participants Nine players under contract for Orlando Magic were assessed. We compared athletes who were injured (n = 4, height = 203.2 ± 5.5 cm, mass = 105 ± 7.5 kg, age = 25.0 ± 2.8 years) and those who remained healthy (n = 5, height = 200.2 ± 12.2 cm, mass = 100.1 ± 16.6 kg, age = 22.4 ± 1.9 years) during the season. Main Outcome Measure(s) Bilateral ultrasonographic measurements of muscle thickness, pennation angle, echo intensity, and cross-sectional area of the rectus femoris and vastus lateralis were collected before regular-season play. Subsequently, muscle thickness and pennation angle were used to compute fascicle length. Along with unilateral jumping power, inferences were made upon the magnitude of the relationship between the percentage bilateral difference in these measures and %MISS, as well as between injured and healthy athletes. Results The data indicated likely relationships between %MISS and age (r = 0.772), and between %MISS and bilateral differences in rectus femoris cross-sectional area (7.8% ± 6.4%; r = 0.657) and vastus lateralis cross-sectional area (6.2% ± 4.8%; r = 0.521), as well as a possible relationship with vastus lateralis muscle thickness (7.9% ± 8.9%; r = 0.444). Echo-intensity differences in the vastus lateralis were greater in injured (8.0% ± 2.4%) versus healthy athletes (3.2% ± 2.0%). Although a 2-fold difference in mean jumping power was observed between injured (26.3 ± 14.9 W) and healthy athletes (13.6 ± 8.7 W
Full Text Available Decision making in sport emerges from the players' interaction with the game context (Araújo, Davids, & Hristovski, 2006. Results from studies on the one-on-one in basketball identified interpersonal distance and relative velocity as relevant variables (i.e., control parameters. These results are reinterpreted in the perspective of the General Tau Theory (Lee, 1998, in which movement is regarded as guided by controlling tau motion-gaps (time to fulfil a gap and taucouplings. Further empirical evidence for this argument, came from a recent study in a team ball sport, where the tau variable was considered and verified as significantly related to decisional behaviour. Following this, it is assumed that the focus in candidate control parameters that detach the spatial component from the temporal one, presented in previous studies, may not be sufficient to explain the decisional behaviour in basketball. In this way, the variable tau is proposed as more informative given that enfolds inextricably spatial-temporal information.
Rubajczyk, Krystian; Świerzko, Kamil; Rokita, Andrzej
The aim of this study was to identify the relative age effect (RAE) in young Polish male (n = 3849) and female (n = 3419) basketball players aged 14 to 22 years competing in the elite games of the Polish Youth Championships. The distribution of birth dates, body height, players' match statistics, and the results of teams participating in championships were identified. The RAE was observed in male and female group, regardless of players age. Nevertheless, the greatest disproportion in the distribution of dates of birth was found in U16 group of boys (V = 0.25, p born in the first half of a calendar year. The research results show the impact of the RAE on the success of youth basketball teams in Poland. The month of birth, body height and sex may determine sporting achievements in youth basketball. Coaches should consider the chronological age and pubertal growth acceleration (APHV-age at peak height velocity) of players to optimize the process of identifying gifted basketball players, especially among boys of 14 years of age.
Miko?ajec, Kazimierz; Maszczyk, Adam; Zaj?c, Tomasz
The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003?11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offen...
Full Text Available The aim of this istraživanjua is identifying the canonical correlation between two multidimensional space, the space of morphological characteristics and basic mo¬tor skills room, basketball od12 to 14 years of success on the result of situ¬atio¬nal-motor tests of basketball games. The study was conducted on a sample of 70 players.
Full Text Available Basketball players usually score points during the game using the jump shot. For this reason, the jump shot is considered to be the most important element of technique in basketball and requires a high level of performance. The aim of this study was to compare the biomechanical characteristics of the lower limbs during a jump shot without the ball and a countermovement jump without an arm swing. The differences between variables provide information about the potential that an athlete can utilise during a game when performing a jump shot. The study was conducted among 20 second-league basketball players by means of a Kistler force plate and the BTS SMART system for motion analysis. The variables measured included the take-off time, mean power, peak power, relative mean power, jump height, maximum landing force and calculated impact ratio. Surprisingly, more advantageous variables were found for the jump shot. This finding suggests a very high performance level in the jump shot in the studied group and a maximum utilisation of their motor abilities. Both types of jumps were characterised by high mean and peak power values and average heights. The high forces at landing, which result in considerable impact ratios, may have prompted the studied group to land softly. Use of the countermovement jump without an arm swing is recommended to assess and predict the progression of player’s jumping ability
Koz, D; Fraser-Thomas, J; Baker, J
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.
Duke, Richard D
Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor. Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode
Full Text Available Abstract AIMS The main objective of this study was to analyze the factors that preceded field goals made in the 2014 NBA finals considering the number of passes per offense, shooting conditions, and offense type variables. METHODS We assessed field goals attempted by 27 professional players that participated in the 2014 NBA finals. Data were collected by three researchers through an adapted version of the Technical-Tactical Performance Evaluation Tool in Basketball to systematically analyze all five games of those finals. Descriptive analysis consisted in absolute and relative frequency and inferential statistics were applied through Chi-Square test, Cohen’s D for effect size, and binary logistic regression test. Significance levels were set at 5% and all statistics were applied through SPSS 23.0. RESULTS Shooting efficacy was not associated with the number of passes made per offense. Regression statistics showed that shooting efficacy was highly associated with shooting condition rather than the offense type performed. However, fast breaks seem to lead to better shooting conditions (passively guarded and wide open when compared to set and regained offenses. CONCLUSION Evidence pointed to the importance of shooting condition as a determining factor in increasing the probability of field goals made throughout the games analyzed.
Veeger, Thom T.J.; De Witte, Annemarie M H; Berger, Monique A M; van der Slikke, Rienk M A; Veeger, Dirkjan H E J; Hoozemans, Marco J M
OBJECTIVE: This study aimed to investigate which characteristics of athlete, wheelchair and athlete-wheelchair interface are the best predictors of wheelchair basketball mobility performance. DESIGN: Sixty experienced wheelchair basketball players performed a wheelchair mobility performance test to
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among game developers, despite the fact that numerous studies have shown that video games are capable of awakening a vast array of emotions in their players. The purpose of this study is to see what exactly is discussed when the topic is brought up and to delineate how this discussion is connected to the potential of the video game medium. I will be using a method called affinity diagram to analyse...
Mangine, Gerald T; Hoffman, Jay R; Wells, Adam J; Gonzalez, Adam M; Rogowski, Joseph P; Townsend, Jeremy R; Jajtner, Adam R; Beyer, Kyle S; Bohner, Jonathan D; Pruna, Gabriel J; Fragala, Maren S; Stout, Jeffrey R
The purpose of this study was to determine the relationship between visual tracking speed (VTS) and reaction time (RT) on basketball-specific measures of performance. Twelve professional basketball players were tested before the 2012-13 season. Visual tracking speed was obtained from 1 core session (20 trials) of the multiple object tracking test, whereas RT was measured by fixed- and variable-region choice reaction tests, using a light-based testing device. Performance in VTS and RT was compared with basketball-specific measures of performance (assists [AST]; turnovers [TO]; assist-to-turnover ratio [AST/TO]; steals [STL]) during the regular basketball season. All performance measures were reported per 100 minutes played. Performance differences between backcourt (guards; n = 5) and frontcourt (forward/centers; n = 7) positions were also examined. Relationships were most likely present between VTS and AST (r = 0.78; p basketball-specific performance measures. Backcourt players were most likely to outperform frontcourt players in AST and very likely to do so for VTS, TO, and AST/TO. In conclusion, VTS seems to be related to a basketball player's ability to see and respond to various stimuli on the basketball court that results in more positive plays as reflected by greater number of AST and STL and lower turnovers.
Asadi, Abbas; Saez de Villarreal, Eduardo; Arazi, Hamid
Anterior cruciate ligament injuries are common in basketball athletes; common preventive programs for decreasing these injures may be enhancing postural control (PC) or balance with plyometric training. This study investigated the efficiency of plyometric training program within basketball practice to improve PC performance in young basketball players. Sixteen players were recruited and assigned either to a plyometric + basketball training group (PT) or basketball training group (BT). All players trained twice per week, but the PT + BT followed a 6-week plyometric program implemented within basketball practice, whereas the BT followed regular practice. The star excursion balance test (SEBT) at 8 directions (anterior, A; anteromedial, AM; anterolateral, AL; medial, M; lateral, L; posterior, P; posteromedial, PM; and posterolateral, PL) was measured before and after the 6-week period. The PT group induced significant improvement (p ≤ 0.05) and small to moderate effect size in the SEBT (A = 0.95, AM = 0.62, AL = 0.61, M = 0.36, L = 0.47, P = 0.27, PM = 0.25, PL = 0.24). No significant improvements were found in the BT group. Also, there were significant differences between groups in all directions except PM and PL. An integrated plyometric program within the regular basketball practice can lead to significant improvements in SEBT and consequently PC. It can be recommended that strength and conditioning professionals use PT to enhance the athletes' joint awareness and PC to reduce possible future injuries in the lower extremity.
Koopmann, Till; Steggemann-Weinrich, Yvonne; Baumeister, Jochen; Krause, Daniel
Purpose: In sports games, coaches often use tactic boards to present tactical instructions during time-outs (e.g., 20 s to 60 s in basketball). Instructions should be presented in a way that enables fast and errorless information processing for the players. The aim of this study was to test the effect of different orientations of visual tactical…
Fortunato, John A.
Identifies and analyzes the exposure and portrayal framing methods that are utilized by the National Basketball Association (NBA). Notes that key informant interviews provide insight into the exposure framing method and reveal two portrayal instruments: cameras and announcers; and three framing strategies: depicting the NBA as a team game,…
Rago, Vincenzo; Silva, João R; Mohr, Magni; Barreira, Daniel; Krustrup, Peter; Rebelo, António N
In Southern European countries it is very frequent to perform medium-sized games (MSG) as last training drill. We analyzed the individual variability and changes in activity patterns during MSG throughout the preseason. Activity profile during MSGs (10v10+goalkeepers, duration: 10-min, field length: 50 m, width: 90 m, area per player: 204.5 m2) was quantified using a GPS in 14 professional male players (6 defenders, 5 midfielders 5 and attackers). Inter-individual variability was higher for high-intensity (HIR), very-high speed (VHS), maximum acceleration (Accmax) and maximum deceleration (Decmax) distance (CV=25.2 to 43.3%), compared to total distance (TD), total acceleration (Acctot) and total deceleration (Dectot) distance (CV= 8.3 to 18.3 %). Defenders showed higher variability in TD, HIR, VHS, Acctot and Dectot (ES= 1.30 to 11.28) compared to the other field positions, whereas attackers showed higher variability in HIR, VHS Accmax and Decmax (ES=-4.92 to 2.07) than other the field positions. Variability in TD regularly increased (ES= -2.13 to -0.91) towards the end of the preseason, while HIR and VHS variability tended to increase over the 3rd and the 4th preseason week (ES=-0.94 to -3.05). However, the behavior of variability across the preseason period was more unpredictable for Acctot and Dectot, both decreasing in the 3rd week (ES= 0.70 to 1.20), while Decmax increased in the 4th week (ES=-0.91±0.59). During MSGs, individual variability of activity differs among field positions, and tends to increase with either speed or acceleration intensity, underlining the need of an individualized approach for training load monitoring.
Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan
Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…
Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…
Full Text Available There were two aims of this study: first, to investigate physical fitness and match performance differences between under-16 (U16 and under-18 (U18 female basketball players, and second, to evaluate the relationship between physical fitness and game-related performances. Twenty-three young, female, elite Spanish basketball players (16.2 1.2 years participated in the study. The sample was divided into two groups: U16 and U18 players. The average scores from pre- and post-season physical fitness measurements were used for subsequent analyses. Anthropometric variables were also measured. To evaluate game performance, game-related statistics, including the number of games and minutes played, points, rebounds, assists, steals and blocks per game, were recorded for every competitive match in one season. When anthropometric and physical performance variables were compared between groups, the U18 group demonstrated significantly (p<0.05 higher values in upper (+21.2% and lower (+27.11% limb strength compared to the U16 group. Furthermore, no significant differences between groups were observed in match performance outcomes. Only two performance variables, steals and assists per game, correlated significantly with jump capacity, speed, agility, anaerobic power, repeated sprint ability and aerobic power (p ≤ 0.005. These findings can help optimize training programs for young, elite female basketball players.
Minhas, Shobhit V; Kester, Benjamin S; Larkin, Kevin E; Hsu, Wellington K
Professional basketball players have a high incidence of injuries requiring surgical intervention. However, no studies in the current literature have compared postoperative performance outcomes among common injuries to determine high- and low-risk procedures to these athletes' careers. To compare return-to-play (RTP) rates and performance-based outcomes after different orthopaedic procedures in National Basketball Association (NBA) players and to determine which surgeries are associated with the worst postoperative change in performance. Cohort study; Level of evidence, 3. Athletes in the NBA undergoing anterior cruciate ligament reconstruction, Achilles tendon repair, lumbar discectomy, microfracture, meniscus surgery, hand/wrist or foot fracture fixation, and shoulder stabilization were identified through team injury reports and archives on public record. The RTP rate, games played per season, and player efficiency rating (PER) were determined before and after surgery. Statistical analysis was used to compare the change between pre- and postsurgical performance among the different injuries. A total of 348 players were included. The RTP rates were highest in patients with hand/wrist fractures (98.1%; mean age, 27.0 years) and lowest for those with Achilles tears (70.8%; mean age, 28.4 years) (P = .005). Age ≥30 years (odds ratio [OR], 3.85; 95% CI, 1.24-11.91) and body mass index ≥27 kg/m(2) (OR, 3.46; 95% CI, 1.05-11.40) were predictors of not returning to play. Players undergoing Achilles tendon repair and arthroscopic knee surgery had a significantly greater decline in postoperative performance outcomes at the 1- and 3-year time points and had shorter career lengths compared with the other procedures. NBA players undergoing Achilles tendon rupture repair or arthroscopic knee surgery had significantly worse performance postoperatively compared with other orthopaedic procedures. © 2016 The Author(s).
Pappano, Laura; Tracy, Allison J.
Tickets to college sports--and men's and women's Division I college basketball in particular--may appear on the surface no different than tickets members of the public may buy to attend professional sporting events. But unlike professional franchises, colleges are non-profit organizations and, in many cases, public institutions. Decisions around…
Kumamoto, David; Maeda, Yoshinobu
This literature review evaluates the significance of dental injuries and their relationship to a specific sport--basketball. Many studies have been published on individual sports or groups of sports, but most pertain to specific age groups or levels of competition. Research suggests that many sports that do not require mouthguards should encourage male and female participants to use orofacial protectors. Athletes, coaches, athletic directors, athletic trainers, parents, and members of the dental community should be aware of how individuals who participate in sporting activities are at risk for dental trauma. Any sport where the potential for dental trauma can exist, such as basketball, soccer, or wrestling, should consider utilizing mouthguards to protect the competitors. The establishment of mouthguard programs for athletes of all ages and genders who participate in basketball may help to reduce the incidence of dental trauma.
Full Text Available In general the problematic of diagnosing basic and specific motor movement information of the basketball game in found in the works of a considerable number of world authors. In this work a youth population of an age group between 13-14 years old will be treated. The total number of participants is defined to an amount of 100 of young basketball players, members of two different basketball academies. In this experiment, the subjects will conduct tests in 5 basic motor skills variables such as: 1. Steady Jump in length, 2 steady jump in height 3.20 meters run from a steady start, 4. Medicine Ball Throw and 5. Agility Test. While from specific motor movement skills are included: 1.20 Meters run with ball, 2. Basketball shooting for 30 seconds round-trip,3. Anaerobic durability with and without ball (kamikaze 4. Intensive Basketball shots-Change of direction and 5. Basketball shots from five positions. Subject to the number of subjects that will be treated in this study, their age and the amount of variables tested, the main objectives of this study, will be limited to achieving the goals. On the basis of test results, it can be concluded that there are no significant differences in the basic motor parameters between the two groups G1 and G2, mostly due to systematic practice effects rather than academy belonging itself.In the other hand, differences between the two groups in the specific basketball motor skills can be clearly identified, in typical basketball movement situations.In addition, comparing the test results of the individuals tested for the purpose if this diagnosis, a much more advanced level of motor skills compared to the normal population of the same group age that don’t engage in basketball activities can be identified. This experimental study carried out in the youth in the age group of 13(-+ 6 months years old that continuously in a systematic manner attend basketball academies in two different basketball schools, with
Variación de la testosterona y el cortisol en relación al estado de ánimo en jugadores de baloncesto de élite. [Variation in testosterone and cortisol with relation to mood state in professional basketball players].
testosterone-to-cortisol ratio (RTTC in relation to mood state (POMS subscales in a professional basketball team during a season. Methods: Blood samples were taken every 4-6 weeks (7 samples, at 8:00-9:00 AM, in fasting state and after 24 to 36 hours post-game, on a professional basketball team of the Spanish 1st Division (n=10; 26.0 ± 4.6 years; 90.9 ± 9.7 kg; 195.7 ± 8.4 cm; BMI 23.7 ± 1.2; 13.1 ± 2.2% fat. Results: We obtained a significant increase in TT and C in september -2nd sample- compared to august -1st sample- (TT: +2.8 nMol•L-1, p=0.030; C: +0.093 µMol•L-1, p=0.040. No significant changes were observed in any of the POMS subscales, and in the correlation between subscales analysis, and no correlation coefficient greater than 0.7 was obtained among subscales and hormonal variables. Conclusions: No relationship was found between the studied hormonal variables and the POMS subscales. We consider the POMS questionnaire an inadequate tool to evaluate the athletes recovery state, but a really good one to control the psychological stress level.http://dx.doi.org/10.5232/ricyde2013.03404
Luca P. Ardigò; Goran Kuvacic; Antonio D. Iacono; Giacomo Dascanio; Johnny Padulo; Johnny Padulo
The three-point shot (3S) is a fundamental basketball skill used frequently during a game, and is often a main determinant of the final result. The aim of the study was to investigate the effect of different metabolic conditions, in terms of heart rates, on 3S accuracy (3S%) in 24 male (Under 17) basketball players (age 16.3 ± 0.6 yrs). 3S performance was specifically investigated at different heart rates. All sessions consisted of 10 consecutive 3Ss from five different significant field spot...
Mehran, Nima; Williams, Phillip N; Keller, Robert A; Khalil, Lafi S; Lombardo, Stephen J; Kharrazi, F Daniel
Anterior cruciate ligament (ACL) injuries are significant injuries in elite-level basketball players. In-game statistical performance after ACL reconstruction has been demonstrated; however, few studies have reviewed functional performance in National Basketball Association (NBA)-caliber athletes after ACL reconstruction. To compare NBA Combine performance of athletes after ACL reconstruction with an age-, size-, and position-matched control group of players with no previous reported knee injury requiring surgery. We hypothesized that there is no difference between the 2 groups in functional performance. Cross-sectional study; Level of evidence, 3. A total of 1092 NBA-caliber players who participated in the NBA Combine between 2000 and 2015 were reviewed. Twenty-one athletes were identified as having primary ACL reconstruction prior to participation in the combine. This study group was compared with an age-, size-, and position-matched control group in objective functional performance testing, including the shuttle run test, lane agility test, three-quarter court sprint, vertical jump (no step), and maximum vertical jump (running start). With regard to quickness and agility, both ACL-reconstructed athletes and controls scored an average of 11.5 seconds in the lane agility test and 3.1 seconds in the shuttle run test (P = .745 and .346, respectively). Speed and acceleration was measured by the three-quarter court sprint, in which both the study group and the control group averaged 3.3 seconds (P = .516). In the maximum vertical jump, which demonstrates an athlete's jumping ability with a running start, the ACL reconstruction group had an average height of 33.6 inches while the controls averaged 33.9 inches (P = .548). In the standing vertical jump, the ACL reconstruction group averaged 28.2 inches while the control group averaged 29.2 inches (P = .067). In athletes who are able to return to sport and compete at a high level such as the NBA Combine, there is no
Fort-Vanmeerhaeghe, Azahara; Montalvo, Alicia; Latinjak, Alexander; Unnithan, Viswanath
There were two aims of this study: first, to investigate physical fitness and match performance differences between under-16 (U16) and under-18 (U18) female basketball players, and second, to evaluate the relationship between physical fitness and game-related performances. Twenty-three young, female, elite Spanish basketball players (16.2 1.2 years) participated in the study. The sample was divided into two groups: U16 and U18 players. The average scores from pre- and post-season physical fitness measurements were used for subsequent analyses. Anthropometric variables were also measured. To evaluate game performance, game-related statistics, including the number of games and minutes played, points, rebounds, assists, steals and blocks per game, were recorded for every competitive match in one season. When anthropometric and physical performance variables were compared between groups, the U18 group demonstrated significantly (pagility, anaerobic power, repeated sprint ability and aerobic power (p ≤ 0.005). These findings can help optimize training programs for young, elite female basketball players.
Montalvo, Alicia; Latinjak, Alexander; Unnithan, Viswanath
Abstract There were two aims of this study: first, to investigate physical fitness and match performance differences between under-16 (U16) and under-18 (U18) female basketball players, and second, to evaluate the relationship between physical fitness and game-related performances. Twenty-three young, female, elite Spanish basketball players (16.2 1.2 years) participated in the study. The sample was divided into two groups: U16 and U18 players. The average scores from pre- and post-season physical fitness measurements were used for subsequent analyses. Anthropometric variables were also measured. To evaluate game performance, game-related statistics, including the number of games and minutes played, points, rebounds, assists, steals and blocks per game, were recorded for every competitive match in one season. When anthropometric and physical performance variables were compared between groups, the U18 group demonstrated significantly (pjump capacity, speed, agility, anaerobic power, repeated sprint ability and aerobic power (p ≤ 0.005). These findings can help optimize training programs for young, elite female basketball players. PMID:28149421
Full Text Available The relationships among physical characteristics, performance, and functional ability classification of younger wheelchair basketball players have been barely investigated to date. The purpose of this work was to assess anthropometry, body composition, and performance in sport-specific field tests in a national sample of Italian younger wheelchair basketball players as well as to evaluate the association of these variables with the players' functional ability classification and game-related statistics. Several anthropometric measurements were obtained for 52 out of 91 eligible players nationwide. Performance was assessed in seven sport-specific field tests (5m sprint, 20m sprint with ball, suicide, maximal pass, pass for accuracy, spot shot and lay-ups and game-related statistics (free-throw points scored per match, two- and three-point field-goals scored per match, and their sum. Association between variables, and predictivity was assessed by correlation and regression analysis, respectively. Players were grouped into four Classes of increasing functional ability (A-D. One-way ANOVA with Bonferroni's correction for multiple comparisons was used to assess differences between Classes. Sitting height and functional ability Class especially correlated with performance outcomes, but wheelchair basketball experience and skinfolds did not. Game-related statistics and sport-specific field-test scores all showed significant correlation with each other. Upper arm circumference and/or maximal pass and lay-ups test scores were able to explain 42 to 59% of variance in game-related statistics (P<0.001. A clear difference in performance was only found for functional ability Class A and D.In younger wheelchair basketball players, sitting height positively contributes to performance. The maximal pass and lay-ups test should be carefully considered in younger wheelchair basketball training plans. Functional ability Class reflects to a limited extent the actual
Full Text Available This article represents the author’s preliminary research into an area of creative practice that he pursued for some 20 years, namely that of a full time professional computer game artist. Initially collaborating with academics as a part time lecturer and industrial consultant, for the past eight years his roles within academia have focused on developing pedagogical models of professional practice within games education. Through his interaction with students, employers and graduates, the author began to identify an area of keen personal interest – namely, the actual realities of being a professional game artist, and the potential consequences on creative practice. In identifying the constraints and influences that direct such an artist’s work, it is the intention that a broader discussion may then follow, exploring how such artists can protect their creative muse, when the evidence would suggest that many aspects of the games industry are an absolute anathema to individual expression. In addition to his own experiences and research, the author has drawn on interviews with other professionals from games development, as well as artists who work in other areas of professional artistic practice (such as Fine Art, Illustration, and Comics. In this way his intention is to identify the areas of practice common to other areas of art, while highlighting any of the more unique elements present specifically within games development itself. While there is a large body or research into game design principles and technologies, there is very little discussion that focuses on the very people that make them. It is the author’s hope that this article plays some small part in starting to redress this balance, and may help the reader to appreciate the challenges such artists face.
Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John
This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…
Schallmo, Michael S; Singh, Sameer K; Barth, Kathryn A; Freshman, Ryan D; Mai, Harry T; Hsu, Wellington K
The purpose of this study was to compare performance-based outcomes among professional athletes in four major North American sports following microfracture to treat symptomatic chondral defects of the knee. Major League Baseball (MLB), National Basketball Association (NBA), National Football League (NFL), and National Hockey League (NHL) athletes who underwent primary unilateral microfracture of the knee were identified through a previously reported protocol based on public sources. Successful return-to-play was defined as returning for at least one professional regular season game after surgery. Regular season player statistics and sport-specific performance scores were compiled for each player. Each player served as his own control, with the season prior to surgery defined as baseline. Comparisons across sports were enabled by adjusting for expected season and career length differences between sports and by calculating percent changes in performance. One hundred thirty one professional athletes who underwent microfracture were included. One hundred three athletes (78.6%) successfully returned to play. The ratio of games started-to-games played before surgery was found to be a significant positive independent predictor of returning (p = 0.002). Compared with their preoperative season, basketball and baseball players demonstrated significantly decreased performance one season after surgery (-14.8%, p = 0.029 and -12.9%, p = 0.002, respectively) that was recoverable to baseline by postoperative seasons 2-3 for baseball players but not for basketball players (-9.7%, p = 0.024). Knee microfracture surgery is associated with a high rate of return to the professional level. However, the impact of this procedure on postoperative performance varied significantly depending on sport. Copyright © 2018. Published by Elsevier B.V.
Full Text Available BACKGROUND: Basketball performance can be classified as an intermittent physical activity due to the changing situational game conditions and the number of intervening variables. It is necessary to have detailed knowledge about the performance of basketball players during a match as a background for more specific planning of the training process. OBJECTIVE: The aim of this study was to analyse the indicators of internal and external load of basketball player’s performance during a match of U18 top men basketball players as a background for the planning of specific training processes. METHODS: Thirty-two Czech top junior basketball players (male, aged 16.88 ± 0.72 years participated in this research. The heart rate was recorded and time-motion analysis was conducted during six warm-up matches. RESULTS: The average heart rate was measured to be 167.47 ± 13.01 beats • min.–1, which corresponded to 85.06 ± 6.40% of peak heart rate. The percentages of the total time spent over and under 85% were 63.12% and 36.88%, respectively. Average distance covered was measured to be 5,880.91 ± 831.01 meters. The average work : rest ratio was 1 : 7.95 ± 1.83, ranging from 1 : 4.80 to 1 : 10.92. CONCLUSIONS: The results from these matches suggest that the exercise intensity and sprint activity observed during junior basketball are dependent on the player's position and partly on the level of the performance. The heart rate during a match was not dependent on the positions, however, time-motion analysis revealed significant differences between three basketball positions during a match. The combination of heart rate and time-motion analysis is recommended.
Rago, Vincenzo; Silva, João R; Mohr, Magni
BACKGROUND: In Southern European countries it is very frequent to perform medium-sized games (MSG) as last training drill. We analyzed the individual variability and changes in activity patterns during MSG throughout the preseason. METHODS: Activity profile during MSGs (10v10+goalkeepers, duratio...
deNoyelles, Aimee; Raider-Roth, Miriam
This article details the results of an action research study which investigated how teachers used online learning community spaces to develop and support their teaching and learning of the Jewish Court of All Time (JCAT), a web-mediated, character-playing, simulation game that engages participants with social, historical and cultural curricula.…
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Conte, Daniele; Kolb, Nicholas; Scanlan, Aaron T; Santolamazza, Fabrizio
this study aimed to characterize the weekly training load (TL) and well-being in college basketball players during the in-season phase. Ten (6 guards and 4 forwards) male basketball players (age: 20.9 ± 0.9 years; stature: 195.0 ± 8.2 cm; body mass: 91.3 ± 11.3 kg) from the same Division I National Collegiate Athletic Association team were recruited to participate in this study. Individualized training and game loads were assessed using the session rating of perceived exertion (sRPE) at the end of each training and game session, while well-being status was collected before each session. Weekly changes (%) in TL, acute:chronic workload ratio (ACWR) and well-being were determined. Differences in TL and well-being between starting and bench players and between 1-game and 2-game weeks were calculated using magnitude-based statistics. Total weekly TL and ACWR demonstrated high week-to-week variation with spikes up to 226% and 220%, respectively. Starting players experienced a higher (most likely negative) total weekly TL and similar (unclear) well-being status compared to bench players. Game scheduling influenced TL with 1-game weeks demonstrating a higher (likely negative) total weekly TL and similar (most likely trivial) well-being status compared to 2-game weeks. These findings provide college basketball coaches information to optimize training strategies during the in-season phase. Basketball coaches should concurrently consider the number of weekly games and player status (starting vs. bench player) when creating individualized periodization plans, with increases in TL potentially needed in bench players, especially in 2-game weeks.
Sturikova, Marina V.; Albrekht, Nina V.; Kondyurina, Irina M.; Rozhneva, Svetlana S.; Sankova, Larisa V.; Morozova, Elena S.
The relevance of the research problem driven by the necessity of formation of future specialists' communicative competence as a component of professional competence with the aim of further professional mobility of graduates. The purpose of the article is to justify the possibility and necessity of formation of the required competencies in language…
Rapanta, Chrysi; Cantoni, Lorenzo
The phenomenon of endorsing people for their professional skills on LinkedIn is more and more evident, and it grows along with the expansion of this broadly used professional networking website. This article focuses on the ease with which people endorse others and also accept endorsements and the potential impact of this action on people's…
Full Text Available Purpose: to develop information technology for technical and tactical training of skilled basketball players with hearing impairments. Material : the study involved 24 women's national team athletes Ukrainian Basketball hearing impaired (age - 25-30 years. Technical protocols were processed 12 games from the World Cup and Europe, XXII Summer Deaflympics. Fixed number of shots and hit free throws, steals, rebounds and on its offensive rebounds, fouls and errors. Results : the developed system of tactical training basketball players with hearing impairments. Accentuation was made of the prevalence of method visibility while developing tactical interactions. The main result was the development of the author's method of video tutorials with animated illustrations. Also, use the lamp LS Line-3-65-12-C to control the training process athletes. Conclusions : there was a significant improvement in competitive activity athletes. Athletes performed significantly more hits from the foul line and successful shots from long range compared to main rivals. Also increased the number of interceptions in games. Application of information technology had an impact on the competitive result: basketball team of Ukraine took the second place in the Deaflympics in Sofia in 2013.
Martín-González, Juan Manuel; de Saá Guerra, Yves; García-Manso, Juan Manuel; Arriaza, Enrique; Valverde-Estévez, Teresa
Team sports are frequently studied by researchers. There is presumption that scoring in basketball is a random process and that can be described using the Poisson Model. Basketball is a collaboration-opposition sport, where the non-linear local interactions among players are reflected in the evolution of the score that ultimately determines the winner. In the NBA, the outcomes of close games are often decided in the last minute, where fouls play a main role. We examined 6130 NBA games in order to analyze the time intervals between baskets and scoring dynamics. Most numbers of baskets (n) over a time interval (ΔT) follow a Poisson distribution, but some (e.g., ΔT = 10 s, n > 3) behave as a Power Law. The Poisson distribution includes most baskets in any game, in most game situations, but in close games in the last minute, the numbers of events are distributed following a Power Law. The number of events can be adjusted by a mixture of two distributions. In close games, both teams try to maintain their advantage solely in order to reach the last minute: a completely different game. For this reason, we propose to use the Poisson model as a reference. The complex dynamics will emerge from the limits of this model.
Gruber, Joseph J.; Gray, Gary R.
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.…
Full Text Available This article presents part of the research performed within the scope of the national project “Conceptual Metaphors in Public Discourse,”1 financed by the Research Council of Lithuania. The aim of the present paper is to analyze conceptual metaphors in the discourse of the European Basketball Championship which took place in Kaunas, Lithuania in 2011, as well as to determine the source concepts. The analysis allows certain features of the images which are used while conceptualizing the entities related to basketball to be described. The metaphorical collocations drawn from the Lithuanian language corpora and web portals (www.delfi.lt and www.lrytas.lt were selected and analyzed from 31 August 2011 to 18 September 2011. A conceptual metaphor is defined as an interaction of two conceptual fields (source and target concepts. On the basis of the analyzed conceptual sayings, the reconstructed conceptual metaphors proved that the most prolific metaphors are of war, ontology, and scale. In basketball discourse, the war metaphor is characterized by the fact that the image of sport is war is supplemented by other source concepts (e.g.,a person, a building, a thing, a material, a scale. The features of two or sometimes even three source concepts are ascribed to the target concept.
Doma, Kenji; Leicht, Anthony; Sinclair, Wade; Schumann, Moritz; Damas, Felipe; Burt, Dean; Woods, Carl
The purpose of this study was two-fold. First, to examine the impact exercise-induced muscle damage (EIMD) on physical fitness qualities following a basketball-specific training session. Secondly, to determine the reproducibility of the sport-specific performance measures in elite female basketball players. Ten elite female basketball players (age 25.6 ± 4.5 years; height 1.8 ± 0.7m; body mass 76.7 ± 8.3kg) undertook a 90-minute training session involving repeated jumping, sprinting and game-simulated training. Indirect muscle damage markers (i.e., countermovement jump [CMJ], delayed-onset of muscle soreness [DOMS] and creatine kinase [CK]) and sport-specific performances (i.e., change of direction [COD] and suicide test [ST]) were measured prior to and 24 hours post training. These measures were also collected one week following training to determine the reproducibility of the basketball-specific performance measures. A significant reduction in lower-body power (-3.5±3.6%; P0.05). The intra-class correlation coefficient and coefficient of variation for the COD and ST were 0.81 and 0.90, respectively, and 1.9% and 1.5%, respectively. In conclusion, appropriate recovery should be considered the day following basketball-specific training sessions in elite basketball players. Furthermore, this study showed the usability of performance measures to detect changes during periods of EIMD, with acceptable reproducibility and minimal measurement error.
Andersen, Christian Ulrik
software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...
Shaffer, David Williamson
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
The main content of this paper is the research of basketball of warfare and the point of view of the study is from the against the law, this paper analyzed the current basketball game against both in the process of technology function, requi-rement, action essentials such as. The characteristics of basketball technology is the most basic and most important is its an-tagonism. In the basketball game in the process of the two sides is the basketball technology of the competition based on fair competition, this is a prerequisite and constraint form competition. Analysis of basketball technology is to provide theory and practice basis for basketball.%本文研究的主要内容是对篮球对战技术的研究，该研究的角度是从对抗性规律入手，分析了当前篮球比赛双方对抗过程中的技术的功能、要求以及动作要领等。篮球技术最基本也是最重要的特点在于它的对抗性。在篮球比赛过程中双方是在公平公正的基础上进行篮球技术上的比拼，这种比拼是一种有前提条件和约束形式的竞争方式。篮球对抗技术的分析工作的目的是为篮球运动提供理论研究和实践的依据。
Oudejans, R.R.D.; Heubers, S.; Ruitenbeek, J-R.J.A.C.; Janssen, T.W.J.
We examined the effects of visual control training on expert wheelchair basketball shooting, a skill more difficult than in regular basketball, as players shoot from a seated position to the same rim height. The training consisted of shooting with a visual constraint that forced participants to use
Oudejans, Raoul R. D.; Heubers, Sjoerd; Ruitenbeek, Jean-Rene J. A. C.; Janssen, Thomas W. J.
We examined the effects of visual control training on expert wheelchair basketball shooting, a skill more difficult than in regular basketball, as players shoot from a seated position to the same rim height. The training consisted of shooting with a visual constraint that forced participants to use target information as late as possible.…
Full Text Available We analyzed the interaction between offensive (i.e. space creation dynamics--SCDs and defensive (i.e. space protection dynamics--SPDs actions in six play outcomes (free shot, contested shot, new SCD, reset, foul, and turnover in Spanish professional basketball games.Data consisted of 1548 SCD-SPD-outcome triples obtained from six play-off games. We used Bayesian methods to compute marginal probabilities of six outcomes following five different SCDs. We also computed probabilities of the six outcomes following the 16 most frequent SCD-SPD combinations.The pick action (e.g. pick and roll, pop and pop was the most prevalent SCD (33%. However, this SCD did not produce the highest probability of a free shot (0.235. The highest probability of a free shot followed the SCD without ball (0.409. The pick was performed not only to attempt scoring but also to initiate offenses, as it produced the highest probability leading to a new SCD (0.403. Additionally, the SPD performed influenced the outcome of the SCD. This reinforces the notion that the opposition (offensive-defensive interaction should be considered. To the best of our knowledge, in team sports, this is the first study to successfully model the tactical features involved in offense-defense interactions. Our analyses revealed that the high frequency of occurrence of some SCDs may be justified not only by an associated high probability of free shots but also by the possibility of progressively create more space in the defense (i.e. a new SCD as outcome. In the second case, it evidences offensive strategic features of progressive disruption of the defensive system through the concatenation of subsequent offensive actions.
Lamas, Leonardo; Santana, Felipe; Heiner, Matthew; Ugrinowitsch, Carlos; Fellingham, Gilbert
We analyzed the interaction between offensive (i.e. space creation dynamics--SCDs) and defensive (i.e. space protection dynamics--SPDs) actions in six play outcomes (free shot, contested shot, new SCD, reset, foul, and turnover) in Spanish professional basketball games. Data consisted of 1548 SCD-SPD-outcome triples obtained from six play-off games. We used Bayesian methods to compute marginal probabilities of six outcomes following five different SCDs. We also computed probabilities of the six outcomes following the 16 most frequent SCD-SPD combinations. The pick action (e.g. pick and roll, pop and pop) was the most prevalent SCD (33%). However, this SCD did not produce the highest probability of a free shot (0.235). The highest probability of a free shot followed the SCD without ball (0.409). The pick was performed not only to attempt scoring but also to initiate offenses, as it produced the highest probability leading to a new SCD (0.403). Additionally, the SPD performed influenced the outcome of the SCD. This reinforces the notion that the opposition (offensive-defensive interaction) should be considered. To the best of our knowledge, in team sports, this is the first study to successfully model the tactical features involved in offense-defense interactions. Our analyses revealed that the high frequency of occurrence of some SCDs may be justified not only by an associated high probability of free shots but also by the possibility of progressively create more space in the defense (i.e. a new SCD as outcome). In the second case, it evidences offensive strategic features of progressive disruption of the defensive system through the concatenation of subsequent offensive actions.
Full Text Available The sport of basketball exposes athletes to frequent high intensity movements including sprinting, jumping, accelerations, decelerations and changes of direction during training and competition which can lead to acute and accumulated chronic fatigue. Fatigue may affect the ability of the athlete to perform over the course of a lengthy season. The ability of practitioners to quantify the workload and subsequent fatigue in basketball athletes in order to monitor and manage fatigue levels may be beneficial in maintaining high levels of performance and preventing unfavorable physical and physiological training adaptations. There is currently limited research quantifying training or competition workload outside of time motion analysis in basketball. In addition, systematic research investigating methods to monitor and manage athlete fatigue in basketball throughout a season is scarce. To effectively optimize and maintain peak training and playing performance throughout a basketball season, potential workload and fatigue monitoring strategies need to be discussed.
Ramachandran, Selvam; Pradhan, Binita
Sport specific training in basketball players should focus on vertical jump height and agility in consistent with demands of the sport. Since plyometrics training improves vertical jump height and agility, it can be useful training strategy to improve the performance of basketball players. A convenience sample of thirty professional basketball players were recruited. Following pre-intervention assessment, interventions using plyometrics training and dynamic stretching protocol was administered on the basketball players. The outcome measures were assessed before the intervention and at the end of first and second week. Statistically significant improvements in vertical jump height (31.68 ± 11.64 to 37.57 ± 16.74; P basketball players.
Šimonek, Jaromír; Horička, Pavol; Hianik, Ján
Complex reaction speed, acceleration, maximum speed, speed of whole-body change of direction and agility represent the basic components of sport performance mainly in sport games and combat sports. However, contradictory findings have been reported as to the extent of the relationship between the different speed and agility components. This study comprised 117 players (soccer – 56, basketball – 17, volleyball – 20, and handball – 24) playing youth leagues U15-U17 who were assessed for 10-m sp...
The problem of this work stems from the fact that the tactics (not just applications, but also to create the principles of basketball games and variants) belongs to the domain experts of this sport (coaches, theorists, etc.). Every devising, selecting and applying specific tactics should satisfy two main objectives, to: be the greater surprise and provide adequate "response" to the opponent's tactics. The possibility of surprising opponent is primarily associated with the phase of defense, ti...
Full Text Available Maintenance of the sporting activity of elite athletes in adapted sports can be difficult if a secondary disorder, such as a pressure ulcer, occurs. Pressure ulcers result from deep tissue injuries by external pressure. The purpose of this study was to use ultrasonography to investigate deep tissue injuries in male wheelchair basketball players of a Japanese national team, and to determine factors associated with the injuries (e.g., body mass index, class of wheelchair basketball, underlying disease, length of athletic career, and whether use of wheelchair is primarily for playing basketball. Twenty male Japanese wheelchair basketball players on the national team for the 2012 London Paralympic Games (12 representative players and eight candidate representative players participated in this study. The sacral region and bilateral ischial regions in each athlete were examined by ultrasonography to detect low-echoic lesions indicative of deep tissue injuries. Nine (45% players had low-echoic lesions, which were detected in 10 of 60 areas. Eight lesions were detected in the sacral region and two lesions were detected in the ischial region. More players with spinal cord injury had low-echoic lesions [9 (69.2% of 13 players], compared to players with skeletal system disease [0 (0% of 7 players, p = 0.002]. Players who used a wheelchair in daily life were more likely to have low-echoic lesions [8 (66.74% of 12 players], compared to players who primarily used a wheelchair for playing basketball [1 (12.5% of 8 players, p = 0.010]. Deep tissue injuries were detected in 45% of male Japanese wheelchair basketball players on the national team. Players with spinal cord injury and players who used a wheelchair in daily life were more likely to have deep tissue injuries, particularly in the sacral region. The lesions were small, but a periodic medical check should be performed to maintain athletes' sporting life.
Leppänen, M; Pasanen, K; Kulmala, J-P; Kujala, U M; Krosshaug, T; Kannus, P; Perttunen, J; Vasankari, T; Parkkari, J
Poor knee alignment is associated with increased loading of the joints, ligaments and tendons, and may increase the risk of injury. The study purpose was to compare differences in knee kinematics between basketball and floorball players during a vertical drop jump (VDJ) task. We wanted to investigate whether basketball players, whose sport includes frequent jump-landings, exhibited better knee control compared with floorball players, whose sport involves less jumping. Complete data was obtained from 173 basketball and 141 floorball players. Peak knee valgus and flexion angles during the VDJ were analyzed by 3D motion analysis.Larger knee valgus angles were observed among basketball players (- 3.2°, 95%CI -4.5 to - 2.0) compared with floorball players (- 0.9°, 95%CI -2.3 to 0.6) (P=0.022). Basketball players landed with a decreased peak knee flexion angle (83.1°, 95%CI 81.4 to 84.8) compared with floorball players (86.5°, 95%CI 84.6 to 88.4) (P=0.016). There were no significant differences in height, weight or BMI between basketball and floorball players. Female athletes exhibited significantly greater valgus angles than males. This study revealed that proper knee control during jump-landing does not seem to develop in young athletes simply by playing the sport, despite the fact that jump-landings occur frequently in practice and games. © Georg Thieme Verlag KG Stuttgart · New York.
Collou, Luuk Dirk; Bruinsma, Guido Wybe Jan; van Riemsdijk, Maarten
Configurational thinking in HRM is expected to increase understanding of the HRM-firm performance link and potentially aid HR professionals in the complex task of designing effective HRM. Here, we specify configurational theory in HRM to a level of detail that has been lacking. We present two
Saavedra, Serguei; Mukherjee, Satyam; Bagrow, James P.
Experience is an important asset in almost any professional activity. In basketball, there is believed to be a positive association between coaching experience and effective use of team timeouts. Here, we analyze both the extent to which a team's change in scoring margin per possession after timeouts deviate from the team's average scoring margin per possession--what we called timeout factor, and the extent to which this performance measure is associated with coaching experience across all teams in the National Basketball Association over the 2009-2012 seasons. We find that timeout factor plays a minor role in the scoring dynamics of basketball. Surprisingly, we find that timeout factor is negatively associated with coaching experience. Our findings support empirical studies showing that, under certain conditions, mentors early in their careers can have a stronger positive impact on their teams than later in their careers.
Bendtsen, Kristian Moss; Uekermann, Florian; Haerter, Jan O
Strong social capital is increasingly recognized as an organizational advantage. Better knowledge sharing and reduced transaction costs increase work efficiency. To mimic the formation of the associated communication network, we propose the Expert Game, where each individual must find a specific expert and receive her help. Participants act in an impersonal environment and under time constraints that provide short-term incentives for noncooperative behavior. Despite these constraints, we observe cooperation between individuals and the self-organization of a sustained trust network, which facilitates efficient communication channels with increased information flow. We build a behavioral model that explains the experimental dynamics. Analysis of the model reveals an exploitation protection mechanism and measurable social capital, which quantitatively describe the economic utility of trust.
Farias, Cláudio; Valério, Carla; Mesquita, Isabel
The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game
Full Text Available Basketball in its structure is very complicated and complex activity in which kinesiology success depends on the influence of a large number of anthropological traits and abilities, which are interconnected. Therefore, the aim of this paper is to determine the influence of morphological characteristics as anthropological characteristics of situational-motor, or the accuracy of the basketball game. The survey was conducted in 71 male subjects aged, 15 years ± 6 months, participants school basketball team “Drita” from Gjilani, Kosovo.The sample of variables obtained on the basis of 10 anthropometric measures in the IPB, under which, among other things, three possible estimates of latent anthropometric dimensions of two tests of situational-motor skills and precision. Regression analysis was applied in order to determine the statistical significance of the impact of the entire set of predictive variables on the criterion variable and individual impact of individual predictors on the criterion variable. Analyses were made to the program SPSS 14.0. From the data obtained by regression analysis can be concluded that the better the performance of situational-motor test, or test the accuracy of dribbling in a distance of 5 meters jump shot from the free throw line (MPSŠ in the patients who had a higher level (AVIS, had longer feet (ADUNA, who had a hand longer (ADURO, greater length of the foot (ADUS, the higher the upper arm (AONL and larger volume of lower leg (AOPK. The system of prediction of morphological variables has statistically significant effect on the criterion one free throw in the bin (MPSŠ at 0.000. Morphological analysis of individual predictor variables, we can conclude that a statistically significant effect on the variable with two morphological variables: length of the hand (ADUS and width of the hand (ASSA.
Ansdell, Paul; Dekerle, Jeanne
To investigate the development of neuromuscular fatigue during a basketball game simulation and ascertain whether sodium bicarbonate (NaHCO3) supplementation attenuates any neuromuscular fatigue that persists. Ten participants ingested 0.2 g.kg of NaHCO3 (or an equimolar placebo dosage of sodium chloride [NaCl]) 90 and 60 minutes prior to commencing a basketball game simulation (ALK-T vs PLA-T). Isometric maximal voluntary contractions of the knee extensors (MVIC) and potentiated high (100 Hz) and low (10 Hz) frequency doublet twitches were recorded before and after each match quarter for both trials. In addition, 15 m sprint times and layup completion (%) were recorded during each quarter. MVIC, 100 and 10 Hz twitch forces declined progressively in both trials (P0.05). A basketball simulation protocol induces a substantial amount of neuromuscular (reduction in knee extensor MVICs) and peripheral fatigue with a concomitant increase in 15 m sprint time over the protocol. NaHCO3 supplementation attenuated the rate of fatigue development by protecting contractile elements of the muscle fibres. This study provides coaches with information about the magnitude of fatigue induced by a simulated basketball game, and provides evidence of the efficacy of NaHCO3 in attenuating fatigue.
Heart rate response and technical demands of different small-sided game formats in young female basketballers. [Respuesta de la frecuencia cardíaca y demanda técnica en diferentes formatos de juegos reducidos realizados por jugadoras jóvenes de baloncesto].
Full Text Available The aim of the present study was to describe the physiological and technical responses in young female during a basketball 3 vs. 3 small-sided games (SSG with and without verbal coach encouragement and dribbling. Six young female basketball players (age: 14.3 ± 0.5 years; height: 167.8 ± 0.8 cm; body mass: 56.5 ± 5.7 kg were recruited to participate in the present pilot study. The games were video recorded and afterwards the technical demands were notated with observational ad hoc software. The peak of maximum heart rate was increased from set 1 to set 3 during both the SSG with dribble and coach encouragement, as well as in the SSG without dribble and coach presence. With coach encouragement caused greater responses of heart rate and rate of perceived exertion than without both dribble and coach encouragement. There were no differences in technical actions, exception of the number of offensive rebounds showing a higher number in the coach encouragement task. In conclusion, the SSG with verbal encouragement should be selected to focus in physiological load, and SSG without might be useful to enhance collective behavior, without limitations in physiological load. Resumen El objetivo del presente estudio fue describir las respuestas fisiológicas y técnico-tácticas en mujeres jóvenes durante juegos reducidos (SSG de baloncesto 3 contra 3 con y sin el estímulo verbal del entrenador y el bote. Seis jugadoras de baloncesto (edad: 14.3 ± 0.5 años; altura: 167.8 ± 0.8 cm; peso: 56.5 ± 5.7 kg tomaron parte del estudio piloto. Los juegos fueron grabados en video y después las demandas técnicas fueron registradas con software ad hoc de observación. El pico de frecuencia cardíaca máxima se incrementó de la serie 1 a la 3 durante el SSG con bote y estímulo del entrenador, así como en el SSG sin bote y presencia del entrenador. Con el estímulo del entrenador se produjo mayores respuestas de frecuencia cardíaca y esfuerzo percivido que
Denham, André R.; Mayben, Robert; Boman, Terri
In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…
Benzidane, Houcine; Mokrani, Djamel; Zerf, Mohammed
The research aims to determine the effect of a weighted basketball balls training program on some physical performance via wheelchair basketball players. The sample was selected in an intended manner including 20 players’. Divided into two equal groups (experimental 10 players, control 10 players) for the sports season 2016/2017. As protocol experimental, our training program for the experimental group was applied under researchers’ supervision, using Weighted basketball balls in the opposite...
Full Text Available Basketball is a sports discipline in which the ankle sprain is the most common injury. It is considered to be an aggravated activity by its dimension of teamwork, contact and requiring a variety of motion dynamics. The aim of this paper is to identify basketball game elements that contribute to the development of traumatic torsion injuries, to present methods of injury prevention and to present possible methods for the rehabilitation of athletes in different stages of injury healing. A sprain and a torsion of the ankle is not a traumatic event defined at one time, but is often a cycle of repetitive trauma. It is also important to educate competitors not to underestimate these types of injuries and to treat them with serious medical and rehabilitation procedures. Rehabilitation of the ankle joint is dependent on the degree of injury, and above all on the extent of the damaged tissue. In order to avoid trauma, proprioception and global stabilization training play a very important role. Unstable ankle instability is associated with serious complications.
Full Text Available Planning in basketball (like in other sports is one aspect of the job of a sport coach. Every coach while writting (creating, composing the plan and programme of a trainning (trainning proces should have the informations important for achievingsuccess. That kontigent of informations should be hierarchy arranged. Driving the pro- gramme the coach should always barring in mind what is the most important aim which in particular moment he wants to realise. Problem of this work is in fact that difference between coaches is that thay dont give certain importance to the particular informati- ons. Beside the necessity to know wich informations are the most important for solving a problem, it is important to prove their corelations. The aim of the research is to present the importance of identification and using of strategic infomations in planning (and pro- gramming in basketball. According to all infomations colected by coach he creates his strategic koncept. Using the strategic koncept he can create tactical koncept, particular koncept for the particular opponent (tactical plan and to (more or less use intime cer- tain tactical variance on the game (operative tactics. The coach (as the most important in the trainning process should be familiar with the science aspects of sport activities. That way he can overtake expected integral functions and be a lieder who gain the aim.
Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.
José Francisco Daniel
Full Text Available ABSTRACT Introduction: Basketball is characterized as an intermittent sport in which currently stand out the highest intensity in which the actions occur, demanding for sport performance the optimum and homogeneous development of physical, technical, tactical, psychological and intellectual components. In this sense, the understanding of the game according to the technical and tactical actions performed and the knowledge of body’s responses are important for planning, monitoring and control of the training. Objective: The aim of this study was to describe the intensity of basketball tactical actions and the relationships between technical actions and intensity during the different game periods (GP. Methods: Ten athletes of the Brazilian male basketball elite participated in this study (27.60±5.54 years, 192.62±7.63 cm, 91.60±11.51 kg, 10.66±4.11% of body fat in six official matches of the National Basketball League (LNB, Brazil. Anthropometric measures and motor tests were performed and tactical (defensive, offensive and transition, technical [shares number (SN and efficiency ratio (ER] and physical actions [percentage of lactate threshold heart rate (%HRthr] were correlated. Spearman’s correlation coefficient was used between SN, ER and %HRthr. Results: The main results point to: (1 positive and significant relationship (except the 4th GP between SN, ER and %HRthr; (2 tactical actions presented HR near the lactate threshold, being apparently the highest median for the transitions (107.4%HRthr. Conclusion: The game is intense, with moments of HRpeak, but the median is slightly above of HRthr, that it is where the best relationship between SN and ER occurs.
Suarez-Arrones, L; Torreño, N; Requena, B; Sáez De Villarreal, E; Casamichana, D; Barbero-Alvarez, J C; Munguía-Izquierdo, D
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.
Frigerio, Alessandra; Montali, Lorenzo; Fine, Michelle
Attention deficit/hyperactivity disorder is currently the most debated childhood psychiatric diagnosis. Given the circulation of competing perspectives about the 'real' causes of children's behaviour and the 'best' way to treat them, we aim to analyse the interactions of the central social actors' discourses about attention deficit/hyperactivity disorder children within the Italian context. Adopting a multi-method approach, we focus on the polyphonic chorus of voices surrounding the child, studying the discourses of mental health professionals, teachers and parents. These actors are representative of three contexts that are deeply engaged with attention deficit/hyperactivity disorder: medical institutions, schools and families. Our theoretical and methodological approach integrates positioning theory, the Bakhtinian notion of dialogical thinking and discourse analysis to study stakeholders' reflexive and interactive positioning in terms of the attribution of rights, duties, responsibilities and power issues. The results show that mutual blame is a constitutive element of relational dynamics among the key adults surrounding attention deficit/hyperactivity disorder children. We argue that these conflicting relationships are not merely related to the debate regarding the validity of the attention deficit/hyperactivity disorder diagnosis. Rather, the mutual blame centres on questions of compliance, recognition of authority and morality. Through the blame game, adults negotiate their own and others' subjectivity in ways that simultaneously (re)produce power relationships and resistance efforts.
Full Text Available Despite the acknowledged importance of fatigue on performance in sport, ecologically sound studies investigating fatigue and its effects on sport-specific skills are surprisingly rare. The aim of this study was to investigate the effect of moderate and high intensity total body fatigue on passing accuracy in expert and novice basketball players. Ten novice basketball players (age: 23.30 ± 1.05 yrs and ten expert basketball players (age: 22.50 ± 0.41 yrs volunteered to participate in the study. Both groups performed the modified AAHPERD Basketball Passing Test under three different testing conditions: rest, moderate intensity and high intensity total body fatigue. Fatigue intensity was established using a percentage of the maximal number of squat thrusts performed by the participant in one minute. ANOVA with repeated measures revealed a significant (F 2,36 = 5.252, p = 0.01 level of fatigue by level of skill interaction. On examination of the mean scores it is clear that following high intensity total body fatigue there is a significant detriment in the passing performance of both novice and expert basketball players when compared to their resting scores. Fundamentally however, the detrimental impact of fatigue on passing performance is not as steep in the expert players compared to the novice players. The results suggest that expert or skilled players are better able to cope with both moderate and high intensity fatigue conditions and maintain a higher level of performance when compared to novice players. The findings of this research therefore, suggest the need for trainers and conditioning coaches in basketball to include moderate, but particularly high intensity exercise into their skills sessions. This specific training may enable players at all levels of the game to better cope with the demands of the game on court and maintain a higher standard of play
Santos, Sara; Mateus, Nuno; Sampaio, Jaime; Leite, Nuno
The aim of this study was to examine the effect of an enrichment programme in motor, technical and tactical basketball skills, when accounting for the age of youth sport specialisation. Seventy-six college students (age: M = 20.4, SD = 1.9) were allocated according to three different paths: (i) non-structured (n = 14), (ii) early specialisation (n = 34), and (iii) late specialisation (n = 28), according to information previously provided by the participants about the quantity and type of sporting activities performed throughout their sporting careers. Then, the participants of each path were randomly distributed across control and experimental groups. Variables under study included agility, technical skills circuit, as well as tactical actions performed in a 4-on-4 full-court basketball game. The results indicated improvements in the early and late specialisation paths namely in the experimental training groups. However, the late specialisation path revealed larger benefits, in contrast with the non-structured path, which showed less sensitivity to the enrichment programme, mostly sustained in physical literacy and differential learning. Higher improvements were observed in agility, and also in reducing the number of unsuccessful actions performed during the game. Overall, this study provided evidence of how early sports experiences affect basketball skill acquisition and contribute to adapt to new contexts with motor and technical-tactical challenges. In addition, a path supported by late specialisation might present several advantages in sport performance achievement.
Ana Concepci\\u00F3n Jim\\u00E9nez S\\u00E1nchez
Full Text Available Decision-making play a very important role in basketball. While the game is taking place, players are constantly choosing what to do. In order to carry out this research work, two questions have been formulated: 1 how do high level female basketball players make a decision while they are competing? 2 which key components do they use to make the best decisions? The twelve players who make up the Spanish female basketball team have taken part in this project. They all participated in the 2008 FIBA World Olympic Qualifying Tournament, which took place in Madrid. This tournament allowed them to qualify and take part in the 2008 Olympic Games, where they finished in fifth place. A questionnaire and an interview have been used to make this research possible. The matches of the 2008 FIBA World Olympic Qualifying Tournament have also been analyzed. Those aspects in terms of the team's performance in 1x1 and 2x2 attack situations, and more specifically in pick actions, have been recorded and analyzed. In order to include these data, a system of specific categories and variables has been established. The results show that players are expert on making decisions during the competition. In order to come to this conclusion, their opinions, style of decision-making, as well as the way they move in 1x1 and 2x2 situations, were very useful. This research has also confirmed that decisions made by playmakers, forwards and centers are different.
Podmenik, Nadja; Leskošek, Bojan; Erčulj, Frane
Our study examined whether the introduction of a smaller and lighter basketball (no. 6) affected the accuracy of female basketball players’ shots at the basket. The International Basketball Federation (FIBA) introduced a size 6 ball in the 2004/2005 season to improve the efficiency and accuracy of technical elements, primarily shots at the basket. The sample for this study included 573 European female basketball players who were members of national teams that had qualified for the senior women’s European championships in 2001, 2003, 2005 and 2007. A size 7 (larger and heavier) basketball was used by 286 players in 1,870 matches, and a size 6 basketball was used by 287 players in 1,966 matches. The players were categorised into three playing positions: guards, forwards and centres. The results revealed that statistically significant changes by year occurred only in terms of the percentage of successful free throws. With the size 6 basketball, this percentage decreased. Statistically significant differences between the playing positions were observed in terms of the percentage of field goals worth three points (between guards and forwards) and two points (between guards and centres). The results show that the introduction of the size 6 basketball did not lead to improvement in shooting accuracy (the opposite was found for free throws), although the number of three-point shots increased. PMID:23486286
Full Text Available The research aims to determine the effect of a weighted basketball balls training program on some physical performance via wheelchair basketball players. The sample was selected in an intended manner including 20 players’. Divided into two equal groups (experimental 10 players, control 10 players for the sports season 2016/2017. As protocol experimental, our training program for the experimental group was applied under researchers’ supervision, using Weighted basketball balls in the opposite of control group which used the same program with real weight basketball. All the tests practised (pre or post test were conducted with the same team and in the same condition based on endurance test (1000 m, speed test (30 m, push the medical ball and dribbling to test the agility. After statistically processing, it was clear that weighted basketball balls as ingrate tool led to the increase of physical performance intended to study. In the opposite of traditional method.
Full Text Available The purpose of this study was to identify the effect of 4 months of different training modalities on power, speed, skill and anaerobic capacity in 15-16 year old male basketball players. Thirty five Lithuanian basketball players were randomly assigned into three groups: power endurance group (intermittent exercise, PE, n = 12, general endurance group (continuous exercise, GE, n = 11 and control group (regular basketball training, CG, n = 12. The power endurance model was based in basketball game external structure whereas the general endurance model was based in continuous actions that frequently occur during the basketball game. The training models were used for 16 weeks in sessions conducted 3 times a week during 90 minutes each in the competition period. The following tests were performed: 20 m speed run, Squat jump, Countermovement jump, Running-based Anaerobic Sprint Test (RAST, 2 min. shooting test and the Shuttle ball-dribbling test. A 3×2 repeated measures ANOVA revealed no statistically significant differences in the 20 m speed run, Squat jump and Countermovement jump (p > 0.05. On the other hand, RAST showed significant increases in PE, with greater increases during the 5th and 6th runs. The PE training model also produced a significant improvement in the shuttle ball-dribbling test (48.7 ± 1.5 in the pretest, 45.5 ± 1.3 in the posttest, p < 0.05. Globally, our results suggest that both training modalities were able to maintain initial values of speed and power, however, the anaerobic capacity and skill increased only in the players from the power endurance group. Therefore, the power endurance training (intermittent high intensity exercise may be more beneficial to prepare junior players according to the game cardiovascular and metabolic specific determinants
Belk, John W; Marshall, Hayden A; McCarty, Eric C; Kraeutler, Matthew J
There has been speculation that rest during the regular season for players in the National Basketball Association (NBA) improves player performance in the postseason. To determine whether there is a correlation between the amount of regular-season rest among NBA players and playoff performance and injury risk in the same season. Cohort study; Level of evidence, 3. The Basketball Reference and Pro Sports Transactions archives were searched from the 2005 to 2015 seasons. Data were collected on players who missed fewer than 5 regular-season games because of rest (group A) and 5 to 9 regular-season games because of rest (group B) during each season. Inclusion criteria consisted of players who played a minimum of 20 minutes per game and made the playoffs that season. Players were excluded if they missed ≥10 games because of rest or suspension or missed ≥20 games in a season for any reason. Matched pairs were formed between the groups based on the following criteria: position, mean age at the start of the season within 2 years, regular-season minutes per game within 5 minutes, same playoff seeding, and player efficiency rating (PER) within 2 points. The following data from the playoffs were collected and compared between matched pairs at each position (point guard, shooting guard, forward/center): points per game, assists per game, PER, true shooting percentage, blocks, steals, and number of playoff games missed because of injury. A total of 811 players met the inclusion and exclusion criteria (group A: n = 744 players; group B: n = 67 players). Among all eligible players, 27 matched pairs were formed. Within these matched pairs, players in group B missed significantly more regular-season games because of rest than players in group A (6.0 games vs 1.3 games, respectively; P NBA regular season does not improve playoff performance or affect the injury risk during the playoffs in the same season.
Gonzalez, Adam M; Hoffman, Jay R; Scallin-Perez, Jennifer R; Stout, Jeffrey R; Fragala, Maren S
The effects of playing time on performance changes were examined in National Collegiate Athletic Association Division I women basketball players. Twelve basketball players (age = 20.6 ± 1.5 years; height = 178.0 ± 8.2 cm; weight = 74.1 ± 8.1 kg) were assessed before (PRE) and at the end of the regular basketball season (POST). Assessments included squat power; vertical jump (VJ) power; 20-second lower-body reaction test; 3 line drills; and subjective measures of energy, focus, fatigue, and alertness. Pre- to postseason comparisons were made between starters (28.3 ± 5.2 minutes per game) and nonstarters (NSs) (8.3 ± 5.3 minutes per game). Data were analyzed for clinical significance using an approach based on the magnitude of change. Results revealed that starters were likely to have greater increases in absolute VJ peak power and relative VJ peak power (87.9 and 90.7%, respectively) and they were likely (81.6%) to have a greater average squat power than NSs. Subjective measures of energy, focus, and alertness were possibly (72.9%), very likely (97.3%), and likely (79.2%) to be lower in starters compared with NSs, respectively. Other performance measures showed unclear differences between starters and NSs. Pearson's product-moment correlation analysis revealed significant (p basketball season.
Cook, Christian J; Crewther, Blair T
We examined the effect of different pre-match motivational interventions on athlete free testosterone (T) and cortisol (C) concentrations and subsequent match performance in professional rugby union. Male participants (n=12) playing at a senior or academy level in rugby union were recruited and each completed three interventions (15 min each) before a competitive game; 1) watching a video clip of successful skill execution by the player with positive coach feedback [VPCF1]; 2) watching a video clip of successful skill execution by an opposing player with cautionary coach feedback [VCCF], 3) the player left alone to self-motivate [SM1]. The first and last interventions were retested [VPCF2 and SM2]. Salivary free T and C measures were taken pre-intervention and pre-game. Within each game, players were rated by coaching staff on a key performance indicator (KPI) from identified skills and an overall performance indicator (OPI), where 1 = best performance to 5 = worst performance. The VPCF1 and VPCF2 interventions both promoted significant T responses (11.8% to 12.5%) before each game and more so than SM1, SM2 and VCCF. The VCCF approach produced the largest C response (17.6%) and this differed from all other treatments. The VPCF interventions were also associated with better game KPI (1.5 to 1.8) and OPI ratings (1.7 to 1.8) than SM1, SM2 and/or VCCF. Across all treatments, greater individual T responses and lower C responses were associated with better KPI and OPI outcomes. In conclusion, the pre-game presentation of motivational strategies to athletes involving specific video footage and coach feedback produced different outcomes on two indicators of match performance, which were also associated with changes in free hormonal state. Copyright © 2012 Elsevier Inc. All rights reserved.
Krystian Rubajczyk, Kamil Świerzko, Andrzej Rokita
Full Text Available The aim of this study was to identify the relative age effect (RAE in young Polish male (n = 3849 and female (n = 3419 basketball players aged 14 to 22 years competing in the elite games of the Polish Youth Championships. The distribution of birth dates, body height, players’ match statistics, and the results of teams participating in championships were identified. The RAE was observed in male and female group, regardless of players age. Nevertheless, the greatest disproportion in the distribution of dates of birth was found in U16 group of boys (V = 0.25, p < 0.0001. Significant differences in body height were identified in U14 and U16 groups of boys (p < 0.0001 and U14 group of girls (p < 0.01. The RAE was the most detrimental in the group of boys from teams ranked 9th or lower (p < 0.0001. The groups of male and female basketball players from the top 3 teams had the highest average body height (p < 0.001. In U14 boys, significantly higher match results and performance index ratings (PIR were observed for players born in the first half of a calendar year. The research results show the impact of the RAE on the success of youth basketball teams in Poland. The month of birth, body height and sex may determine sporting achievements in youth basketball. Coaches should consider the chronological age and pubertal growth acceleration (APHV-age at peak height velocity of players to optimize the process of identifying gifted basketball players, especially among boys of 14 years of age.
Drinkwater, Eric J; Pyne, David B; McKenna, Michael J
The volume of literature on fitness testing in court sports such as basketball is considerably less than for field sports or individual sports such as running and cycling. Team sport performance is dependent upon a diverse range of qualities including size, fitness, sport-specific skills, team tactics, and psychological attributes. The game of basketball has evolved to have a high priority on body size and physical fitness by coaches and players. A player's size has a large influence on the position in the team, while the high-intensity, intermittent nature of the physical demands requires players to have a high level of fitness. Basketball coaches and sport scientists often use a battery of sport-specific physical tests to evaluate body size and composition, and aerobic fitness and power. This testing may be used to track changes within athletes over time to evaluate the effectiveness of training programmes or screen players for selection. Sports science research is establishing typical (or 'reference') values for both within-athlete changes and between-athlete differences. Newer statistical approaches such as magnitude-based inferences have emerged that are providing more meaningful interpretation of fitness testing results in the field for coaches and athletes. Careful selection and implementation of tests, and more pertinent interpretation of data, will enhance the value of fitness testing in high-level basketball programmes. This article presents reference values of fitness and body size in basketball players, and identifies practical methods of interpreting changes within players and differences between players beyond the null-hypothesis.
Podlog, Leslie; Buhler, Craig F; Pollack, Harvey; Hopkins, Paul N; Burgess, Paul R
To survey injury/illness in the National Basketball Association over a 25-year period and examine the relationship of injury/illness to team performance. A retrospective correlational design. Trends were examined in reported numbers of players injured/ill during a season and games missed due to injury/illness from seasons ending in 1986 through 2005. This period was compared to years 2006-2010, when NBA teams were allowed to increase the total number of players on the team from 12 to 15. There was a highly significant trend (pBasketball Association up until the expansion of team size in 2006. Following 2006, team expansion was positively associated with decreased injury/illness rates. The latter finding suggests the importance of maintaining a healthy roster with respect to winning outcomes. Copyright © 2014 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Farias, Cláudio; Valério, Carla; Mesquita, Isabel
The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of
This bachelor thesis deals with the use TRX in basketball. The theoretical part focuses on the creation, development, description, and what it is not TRX. Why is this new and modern way to fit exercise in basketball training. This bachelor thesis acquaints us with basketball in general, with movements that are performed in basketball and the muscles that are involved in these movements. Conclusion The theoretical part contains exercises for each muscle group, their strengthening and stretchin...
采用文献资料、专家访谈、数理统计等研究方法，对第25届世界大学生运动会中国男篮进攻能力进行比较研究。分析结果表明：中国男篮最高身高和世界强队最高身高相比有一定优势；个人防守能力和全队防守能力与八强队伍相比还存在较大的差距；投篮总次数和总得分明显低于对手；在利用对方失误得分、二次进攻得分、阵地战得分方面均低于八强；而在利用快攻得分的环节上具有较大的优势。%This paper is to analyse the offensive ability between Chinese men＇ s basketball team and other world＇ s famouse basketball teams according to their performance in the 25th World Universiade. The methods used in the research involve literature consultation, interviews with experts, and mathematical statistics. The results of technical analysis are the followings： the highest height of the players in Chinese men＇ s basketball team is higher than the highest height of the players in other worlds＇ top basketball teams; it remains a great gap between Chinese basketball team and the final eight basketball teams in player＇s individual defensive ability and overall defensive ability; the shooting times and total score of Chinese basketball team are apparently lower than its rivals＇; Chinese basketball team＇s ability to make use of turnovers score, second-chance points, positional warfare is lower than the final eight teams; Chinese basketball team has advantage over other teams in quick attack.
Kayhan, Varol Onur; Watkins, Alison
This article proposes a novel approach, called data snapshots, to generate real-time probabilities of winning for National Basketball Association (NBA) teams while games are being played. The approach takes a snapshot from a live game, identifies historical games that have the same snapshot, and uses the outcomes of these games to calculate the winning probabilities of the teams in this game as the game is underway. Using data obtained from 20 seasons worth of NBA games, we build three models and compare their accuracies to a baseline accuracy. In Model 1, each snapshot includes the point difference between the home and away teams at a given second of the game. In Model 2, each snapshot includes the net team strength in addition to the point difference at a given second. In Model 3, each snapshot includes the rate of score change in addition to the point difference at a given second. The results show that all models perform better than the baseline accuracy, with Model 1 being the best model.
particular necessity. If, in order to win the basketball game, hockey game or relay race, we have to be superb team players, we’ll do that. But the deep...just recruit those people, like the NBA does, and focus most of our energy on occupational and domain knowledge? I think that’s a pretty serious
Xavi Schelling, Lorena Torres
Full Text Available The purpose of this study was to quantify the workload during basketball-specific drills measured through microtechnology. Twelve professional male basketball players from the Spanish 1st Division were monitored over a 4-week period. Data were collected from 16 sessions, for a total of 95 ± 33 drills per player. Workload data (Acceleration load; AL were obtained from a tri-axial accelerometer at 100Hz sampling frequency, and were expressed over time (AL.min-1. Comparisons among training drills (i.e., 2v2, 3v3, 4v4, and 5v5 were assessed via standardized mean differences. Full-court 3v3 and 5v5 showed the highest physical demand (AL.min-1: 18.7 ± 4.1 and 17.9 ± 4.6, respectively compared with other traditional balanced basketball drills such as 2v2 and 4v4 (14.6 ± 2.8 and 13.8±2.5, respectively. The AL.min-1 on half-court showed trivial-to-moderate differences with a likely increase of ~10-20% in 2v2 drill compared with any other formats. This study provides insight into the specific requirements of a range of exercises typically performed in basketball sessions. The use of accelerometer data is presented as a useful tool in assessing the workload.
Stojanovic, M D; Ostojic, S M; Calleja-González, J; Milosevic, Z; Mikic, M
The aim of this study was to examine the relationship between explosive strength and aerobic power with basketball-specific repeated sprint ability in elite male basketball players. Twenty-four elite basketball players (age 22.2±3.4 years, height 197.1±6.2 cm, weight 95.7±8.8 kg; training experience 11.0±3.1 years; mean±SD), participated in the study. Subjects performed countermovement jump (CMJ) test and incremental pseudo-ramp test protocol with measured CMJ height and VO2max, respectively. Specific repeated sprint ability (RSA) test was conducted, with total sprinting time (summation of 10 sprint times - RSAtot) and sprint decrement (fatigue index - RSAFI) calculated. Significant decrements in sprint performance from the eight 30-m sprint (Pbasketball players. It seems that coaches and strength and conditioning professionals should devote additional time for explosive strength development in elite basketball players during preparatory period to enhance RSA performance.
Florian Miftari; Juel Jarani; Dhimitraq Stratoberdha; Hazir Salihu
The purpose of this study was to compare the anthropometric measurement to the professional players of the three different disciplines of basketball, handball and volleyball. . For each player anthropometric measurements such as weight, body height, waist circumference, BMI and skinfold calculation on different sports are performed. Differences in terms of anthropometric measurements were assessed by independent static tests and the differences for each variable for each sport were evaluated ...
J. Peña; D. Moreno-Doutres; J. Coma; M. Cook; B. Buscà
Objective: The aim of this study was to compare several anthropometric and physiological variables between high-level basketball, handball and volleyball players. Method: Forty-six Spanish first division professional players took part in our study. Height, standing reach, body weight, body fat percentages (by using Jackson & Pollock equation), vertical jumps (assessed by Bosco tests), 4 m × 5 m agility test and maximal power output in a bench press exercise were assessed. Results: A one...
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In this research a descriptive analysis about some of the parameters implied in the inside play in basketball has been studied. Data of the 16 teams of the A.C.B. league were collected: each team was studied in an official game chosen randomly. Items of observation related with the frequency of apparition of the inside play in the game, with the time expended to offence as well as the way used to finish the play, were established. Data obtained show that in the 41,61% of global possessions appears inside play while in the 37,45% of these take place a pass toward the positions near the basket. The average time expended since starting the possession of the ball until the moment in which a pass is made is 8,41 seconds. The analysis shows the considerable capacity of resolution of players who receives an inside ball, which is represented by the percentage of times in which these players finish the offence (82,78%. A bigger number of direct actions than indirect actions to finish the offence play and a very low degree of opposition to the shot have been detected, overcoat taking in account that these shots were made in areas with a big amount of players.
KEY WORDS: Basketball, inside play, inside pass.
En el presente estudio se ha realizado una análisis descriptivo de algunos parámetros que definen el juego interior en baloncesto. Se tomaron datos de cada uno de los 16 equipos que participan en la liga A.C.B.: cada equipo fue estudiado en un encuentro oficial de competición, elegido de forma aleatoria. Se establecieron conductas de observación relacionadas con la frecuencia de aparición del juego interior en los partidos, con el tiempo empleado en el ataque, así como con la forma de resolución de la jugada. Los datos obtenidos reflejan que en el 4l,61% del total de posesiones se produce juego interior, mientras que en el 37
Okazaki, Victor H A; Rodacki, André L F; Satern, Miriam N
The ability to shoot an effective jump shot in the sport of basketball is critical to a player's success. In an attempt to better understand the aspects related to expert performance, researchers have investigated successful free throws and jump shots of various basketball players and identified movement variables that contribute to their success. The purpose of this study was to complete a systematic review of the scientific literature on the basketball free throw and jump shot for the purpose of revealing the critical components of shooting that coaches, teachers, and players should focus on when teaching, learning, practising, and performing a jump shot. The results of this review are presented in three sections: (a) variables that affect ball trajectory, (b) phases of the jump shot, and (c) additional variables that influence shooting.
Hashem Faal Moghanlo
Full Text Available Background & objectives : Different types of practises are known for improving motor skills in intellectually disabled boys. The purpose of this study was to compar e the impact of spark motor program and basketball on improving of gross motor skills in this people. Methods: In this semi-experimental study , from 98 educable intellectually disabled students who studied in special school in Urmia, 30 children ( age range of 9 to 13 years and IQ mean 64.4 were selected objectively and divided in three groups (2 experimental and 1 control based on pre - test. BOTMP was used as a measurement of motor ability. Selected motor program (Spark motor program including strengthening training, games, sports and basketball techniques was performed for 24 sessions. T-tests (dependent and co-variance were used to comparison of results. Results: In Spark group after 24 sessions, there were significant effects on balance (p= 0.000, bilateral coordination (p=0.000 and strength (p=0.001. There was no significant effect in agility and speed (p= 0.343 in basketball techniques group after 24 sessions, there were significant effects in agility and speed (p= 0.001, balance (p= 0.000, bilateral coordination (p= 0.013 and strength (p= 0.007. Conclusion: Based on the results of this study, it can be claimed that the Spark program and basketball techniques improve gross motor skills in educable intellectually disabled students. We also found a significant difference between the Spark program and basketball techniques efficacy on the improved skills. Furthermore, the efficacy of Spark program was significantly higher than basketball techniques (p<0.05.
Taylor, Jeffrey B.; Ford, Kevin R.; Nguyen, Anh-Dung; Terry, Lauren N.; Hegedus, Eric J.
Context: Lower extremity injuries are common in basketball, yet it is unclear how prophylactic interventions affect lower extremity injury incidence rates. Objective: To analyze the effectiveness of current lower extremity injury prevention programs in basketball athletes, focusing on injury rates of (1) general lower extremity injuries, (2) ankle sprains, and (3) anterior cruciate ligament (ACL) tears. Data Sources: PubMed, MEDLINE, CINAHL, SPORTDiscus, and the Cochrane Register of Controlled Trials were searched in January 2015. Study Selection: Studies were included if they were randomized controlled or prospective cohort trials, contained a population of competitive basketball athletes, and reported lower extremity injury incidence rates specific to basketball players. In total, 426 individual studies were identified. Of these, 9 met the inclusion criteria. One other study was found during a hand search of the literature, resulting in 10 total studies included in this meta-analysis. Study Design: Systematic review and meta-analysis. Level of Evidence: Level 2. Data Extraction: Details of the intervention (eg, neuromuscular vs external support), size of control and intervention groups, and number of injuries in each group were extracted from each study. Injury data were classified into 3 groups based on the anatomic diagnosis reported (general lower extremity injury, ankle sprain, ACL rupture). Results: Meta-analyses were performed independently for each injury classification. Results indicate that prophylactic programs significantly reduced the incidence of general lower extremity injuries (odds ratio [OR], 0.69; 95% CI, 0.57-0.85; P basketball athletes. Conclusion: In basketball players, prophylactic programs may be effective in reducing the risk of general lower extremity injuries and ankle sprains, yet not ACL injuries. PMID:26502412
Puente, Carlos; Abián-Vicén, Javier; Del Coso, Juan; Lara, Beatriz; Salinero, Juan José
The aim of this investigation was to analyze the influence of the genetic variations of the -163C>A polymorphism of the CYP1A2 gene on the ergogenic effects of caffeine in elite basketball players. Nineteen elite basketball players (10 men and 9 women) ingested 3 mg⋅kg-1 of caffeine or a placebo 60 min before performing 10 repetitions of the following series: the Abalakov jump test followed by the Change-of-Direction and Acceleration Test (CODAT). The players then competed in a 20-min simulated basketball game. Self-perceived performance and side effects were recorded by questionnaires after the trials. The effects of caffeine on basketball performance were established according to players' CYP1A2 genotype (rs762551): AA homozygotes (n = 10) and C-allele carriers (n = 9). In the 10 repetitions, caffeine increased Abalakov jump height by a mean of 2.9±3.6% in AA homozygotes (p = 0.03) while this effect did not reach statistical significance for C-allele carriers (2.3 ± 6.8%; p = 0.33). Caffeine did not affect sprint time in the CODAT test in either genotype group but it increased the number of impacts performed during the simulated game in both AA homozygotes (4.1 ± 5.3%; p = 0.02) and C-allele carriers (3.3 ± 3.2%; p = 0.01). During the 24 h following the test, AA homozygotes tended to experience increased insomnia with caffeine while C-allele carriers did not present this effect. The remaining variables were unaffected by the genotype. The CYP1A2 -163C>A polymorphism minimally altered the ergogenicity derived from the consumption of a moderate dose of caffeine in elite basketball players.
Puente, Carlos; Abián-Vicén, Javier; Lara, Beatriz; Salinero, Juan José
Purpose The aim of this investigation was to analyze the influence of the genetic variations of the -163C>A polymorphism of the CYP1A2 gene on the ergogenic effects of caffeine in elite basketball players. Methods Nineteen elite basketball players (10 men and 9 women) ingested 3 mg⋅kg-1 of caffeine or a placebo 60 min before performing 10 repetitions of the following series: the Abalakov jump test followed by the Change-of-Direction and Acceleration Test (CODAT). The players then competed in a 20-min simulated basketball game. Self-perceived performance and side effects were recorded by questionnaires after the trials. The effects of caffeine on basketball performance were established according to players’ CYP1A2 genotype (rs762551): AA homozygotes (n = 10) and C-allele carriers (n = 9). Results In the 10 repetitions, caffeine increased Abalakov jump height by a mean of 2.9±3.6% in AA homozygotes (p = 0.03) while this effect did not reach statistical significance for C-allele carriers (2.3 ± 6.8%; p = 0.33). Caffeine did not affect sprint time in the CODAT test in either genotype group but it increased the number of impacts performed during the simulated game in both AA homozygotes (4.1 ± 5.3%; p = 0.02) and C-allele carriers (3.3 ± 3.2%; p = 0.01). During the 24 h following the test, AA homozygotes tended to experience increased insomnia with caffeine while C-allele carriers did not present this effect. The remaining variables were unaffected by the genotype. Conclusion The CYP1A2 -163C>A polymorphism minimally altered the ergogenicity derived from the consumption of a moderate dose of caffeine in elite basketball players. PMID:29668752
Ziv, Gal; Lidor, Ronnie
This article reviews a series of studies (n = 51) examining physical attributes, physiological characteristics, on-court performances and nutritional strategies of female and male elite basketball players. These studies included relevant information on physical and physiological variables, such as height, weight, somatotype, relative size, aerobic profile, strength, anaerobic power, agility and speed. Six main findings emerged from our review: (i) differences in physical attributes exist among playing positions and skill levels (e.g. guards tend to be lighter, shorter and more mesomorphic than centres); (ii) maximum aerobic capacity (VO(2max)) values of female and male players are 44.0-54.0 and 50-60 mLO(2)/kg/min, respectively; (iii) male and female players of higher skill levels tend to have higher vertical jump values; (iv) the more skilled female and male players are faster and more agile than the less skilled players; (v) guards tend to perform more high-intensity movements during game play compared with forwards and centres; and (vi) a water deficit of 2% of bodyweight can lead to reduced physical and mental performance during an actual game. Five limitations associated with the testing protocols used in the studies are outlined, among them the lack of a longitudinal approach, lack of tests performed under physical exertion conditions, and lack of studies using a time-motion analysis. In addition, three practical recommendations for the basketball coach and the strength and conditioning coach are presented. It is concluded that the data emerging from these studies, combined with the knowledge already obtained from the studies on physical and physiological characteristics of elite basketball players, should be applied by basketball and strength and conditioning coaches when planning training programmes for elite basketball players.
Full Text Available In elite basketball, the high demands of competition and training require a detailed follow-up of the effects on the player's performance and health. Controlling these effects could improve the knowledge about the players' recovery process and allow a better design of their individual workloads. Aim: To describe the behavior of the total testosterone serum levels (T, cortisol (C and T/C ratio. Methodology: 8 blood samples were collected during the whole season of an elite basketball team (n=8 of the First Spanish Division (ACB. The samples were taken every 4-6 weeks, at 8:00 AM, after 24-36 hours of post-game recovery. Results: T increases after 4 after 3.5 days of rest (6th vs. 1st, p=0.039; 6th vs. 5th, p=0.041 and decreases significantly at the end of the season (8th vs. 7th, p=0.003. C does not show significant variation along the season. T/C ratio shows a significant decrease at the end of the season (8th vs. 1st , p=0.021; 8th vs. 7th, p=0.017 and in VarT/C (8th vs. 1st, p=0.005; 8th vs. 7th, p=0.036. Conclusions: Concentration values as well as percentages of variation are useful indicators to describe the studied parameters. T/C ratio and/or T could be used as recovery state indicators and could even induce, in conjunction with other indicators, necessary actions to optimize individual workloads. Future investigations should compare these variations to objective workload parameters and/or other hormonal modulators.
Full Text Available A comparative analysis of the psychophysiological features of skilled basketball players with normal hearing and impaired hearing aid. The study involved two women's basketball team to 12 people each. The study used a complex computer psychodiagnosis. The complex includes 20 psychophysiological and 18 personal psychological tests. The indicators of the time simple and complex reaction and average tapping test healthy skilled basketball players and basketball players are hearing impaired. There was a significant higher rates of visual-motor speed and reaction-tapping test in basketball players with hearing compared to healthy athletes. This is explained by compensatory mechanisms that occur in connection with the violation of the audition.
Full Text Available A comparative analysis of the psychophysiological features of skilled basketball players with normal hearing and impaired hearing aid. The study involved two women's basketball team to 12 people each. The study used a complex computer psychodiagnosis. The complex includes 20 psychophysiological and 18 personal psychological tests. The indicators of the time simple and complex reaction and average tapping test healthy skilled basketball players and basketball players are hearing impaired. There was a significant higher rates of visual-motor speed and reaction-tapping test in basketball players with hearing compared to healthy athletes. This is explained by compensatory mechanisms that occur in connection with the violation of the audition.
This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...
Neto, Joao Pedro
User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.
Luca P. Ardigò
Full Text Available The three-point shot (3S is a fundamental basketball skill used frequently during a game, and is often a main determinant of the final result. The aim of the study was to investigate the effect of different metabolic conditions, in terms of heart rates, on 3S accuracy (3S% in 24 male (Under 17 basketball players (age 16.3 ± 0.6 yrs. 3S performance was specifically investigated at different heart rates. All sessions consisted of 10 consecutive 3Ss from five different significant field spots just beyond the FIBA three-point line, i.e., about 7 m from the basket (two counter-clockwise “laps” at different heart rates: rest (0HR, after warm-up (50%HRMAX [50HR], and heart rate corresponding to 80% of its maximum value (80%HRMAX [80HR]. We found that 50HR does not significantly decrease 3S% (−15%, P = 0.255, while 80HR significantly does when compared to 0HR (−28%, P = 0.007. Given that 50HR does not decrease 3S% compared to 0HR, we believe that no preliminary warm-up is needed before entering a game in order to specifically achieve a high 3S%. Furthermore, 3S training should be performed in conditions of moderate-to-high fatigued state so that a high 3S% can be maintained during game-play.
Busfield, Benjamin T; Kharrazi, F Daniel; Starkey, Chad; Lombardo, Stephen J; Seegmiller, Jeffrey
The purpose of this study was to determine the rate of return to play and to quantify the effect on the basketball player's performance after surgical reconstruction of the anterior cruciate ligament (ACL). Surgical injuries involving the ACL were queried for a 10-year period (1993-1994 season through 2004-2005 season) from the database maintained by the National Basketball Association (NBA). Standard statistical categories and player efficiency rating (PER), a measure that accounts for positive and negative playing statistics, were calculated to determine the impact of the injury on player performance relative to a matched comparison group. Over the study period, 31 NBA players had 32 ACL reconstructions. Two patients were excluded because of multiple ACL injuries, one was excluded because he never participated in league play, and another was the result of nonathletic activity. Of the 27 players in the study group, 6 (22%) did not return to NBA competition. Of the 21 players (78%) who did return to play, 4 (15%) had an increase in the preinjury PER, 5 (19%) remained within 1 point of the preinjury PER, and the PER decreased by more than 1 point after return to play in 12 (44%). Although decreases occurred in most of the statistical categories for players returning from ACL surgery, the number of games played, field goal percentage, and number of turnovers per game were the only categories with a statistically significant decrease. Players in the comparison group had a statistically significant increase in the PER over their careers, whereas the study group had a marked, though not statistically significant, increase in the PER in the season after reconstruction. After ACL reconstruction in 27 basketball players, 22% did not return to a sanctioned NBA game. For those returning to play, performance decreased by more than 1 PER point in 44% of the patients, although the changes were not statistically significant relative to the comparison group. Level IV, therapeutic
Razif Fiil Ikhlas
Full Text Available Background: Logical game is rarely used in sport program as a menu for athletes to prepare their condition in pre-match to improve their cognitive performance. The athletes who have good cognitive performance can think, analyze and solve the problem appeared. Griffith builds a method to improve the athletes’ performance by stimulating their cognitive resources. This study aimed to know the influence of pre-match logical stimulus in applying and developing strategy in basketball players. Methods: The subject of this study was the basketball team players of Faculty of Medicine Universitas Padjadjaran; they were chosen by total sampling based on inclusion and exclusion criteria. Then, they were divided into two groups randomly: control and exposed groups. Both groups will be compared based on the score of each item (in total of 17 items. The assessed items were technique and tactics in the game of basketball. This study was conducted in November 2012 for three weeks. The collected data were analyzed using paired-T test. Results: Score increased significantly (p<0.05 in all items for first to third from four times of data retrieval in the exposed group, whereas in the control group, score decreased significantly (p<0.05 in all items for first to third from four times of data retrieval. Conclusions: Pre-match logical stimulus can improve the performance, especially technique and tactic in the basketball game.
Calleja-González, Julio; Mielgo-Ayuso, Juan; Lekue, José Antonio; Leibar, Xabier; Erauzkin, Julen; Jukic, Igor; Ostojic, Sergej M; Delextrat, Anne; Sampaio, Jaime; Terrados, Nicolás
results of the project will be reported in subsequent publications. The viability of the Century XXI Project protocols has been described. This national project of training in basketball closely replicates the physical and technical match-play conditions for professionals and may constitute a useful training tool.
Teri J. Hepler; Kelly S. Witte
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...
Full Text Available Purpose. Accurate shooting in basketball is a prerequisite for success. Coordination ability, one of the abilities that determine the repeatability of accurate shooting, is based on kinesthetic differentiation. The aim of the study was to evaluate the strength component of kinesthetic differentiation ability and determine its relationship with shooting accuracy. Methods. Peak muscle torque of the elbow extensors under static conditions was measured in 12 young basketball players. Participants then reproduced the same movement at a perceived magnitude of 25%, 50%, and 75% of static peak torque, with error scores calculated as a measure of kinesthetic differentiation. The results were compared with players’ field goal percentages calculated during game play in a regional championship. Results. No statistically significant relationships were found between the level of kinesthetic differentiation ability and field goal percentage. Additionally, no upper limb asymmetry was found in the sample. Conclusions. The relatively high levels of elbow static peak torque suggest the importance of upper limb strength in contemporary basketball. The lack of a statistically significant difference between the right and left limbs decreases the risk of suffering injury. It is likely that choosing other suitable tests would demonstrate the relationships between field goal percentage and kinesthetic differentiation ability.
Full Text Available The aim of the study was to evaluate youth basketball training, verifying the reliability of the session-RPE method in relation to session duration (< and ≥ 80 minutes and workout typology (reduced and high warm-up, conditioning, technical, tactical, game portions within a single session categories. Six male youth basketball players (age, 16.5±0.5 years; height, 195.5±6.75 cm; body mass, 93.9±10.9 kg; and body mass index, 23.6±2.8 kg.m-2 were monitored (HR, type and duration of workouts during 15 (66 individual training sessions (80±26 minutes. Edwards’ HR method was used as a reference measure of internal training load (ITL; the CR-10 RPE scale was administered 30 minutes after the end of each session. The results obtained showed that all comparisons between different session durations and workout portions revealed effects in term of Edwards’ ITLs except for warm-up portions. Moderate to strong relationships between Edwards’ and session- RPE methods emerged for all sessions (r = .85, P < .001, player’s sessions (r range = .79 - .95, P < .001, session durations (< 80 minutes: r = .67, P < .001; ≥ 80 minutes: r = .75, P < .001, and workout portions (r range = .78 - .89, P range = .002 - < .001. The findings indicated that coaches of youth basketball players can successfully use session-RPE to monitor the ITL, regardless of session durations and workout portions.
Scanlan, Aaron T; Wen, Neal; Tucker, Patrick S; Borges, Nattai R; Dalbo, Vincent J
To compare perceptual and physiological training-load responses during various basketball training modes. Eight semiprofessional male basketball players (age 26.3 ± 6.7 y, height 188.1 ± 6.2 cm, body mass 92.0 ± 13.8 kg) were monitored across a 10-wk period in the preparatory phase of their training plan. Player session ratings of perceived exertion (sRPE) and heart-rate (HR) responses were gathered across base, specific, and tactical/game-play training modes. Pearson correlations were used to determine the relationships between the sRPE model and 2 HR-based models: the training impulse (TRIMP) and summated HR zones (SHRZ). One-way ANOVAs were used to compare training loads between training modes for each model. Stronger relationships between perceptual and physiological models were evident during base (sRPE-TRIMP r = .53, P training load than the TRIMP (15-65 AU) and SHRZ models (27-170 AU) transitioning between training modes. While the training-load models were significantly correlated during each training mode, weaker relationships were observed during specific conditioning. Comparisons suggest that the HR-based models were less effective in detecting periodized increases in training load, particularly during court-based, intermittent, multidirectional drills. The practical benefits and sensitivity of the sRPE model support its use across different basketball training modes.
Delextrat, Anne; Cohen, Daniel
The aim of this study was to examine whether the changes in the rules of the game instituted in 2000 have modified the physiological factors of success in basketball. The performances of 8 elite male players and 8 average-level players were compared in order to identify which components of fitness among agility, speed, anaerobic power, anaerobic capacity, and upper body strength were key determinants of performance in modern basketball. Each subject performed 7 tests, including vertical jump (VJ), 20-m sprint, agility T test, suicide sprint, 30-second Wingate anaerobic test (WAnT), isokinetic testing of the knee extensors, and 1 repetition maximum (1RM) bench press test. The statistical difference in the anaerobic performances was assessed by Student's t test. The main results showed that, compared to average-level players, elite-level players achieved significantly better performances in the agility T test (+6.2%), VJ test (+8.8%), peak torques developed by knee extensors (+20.2%), and 1RM bench press (+18.6%, p 0.05). These results emphasized the importance of anaerobic power in modern basketball, whereas anaerobic capacity does not seem to be a key aspect to consider. In this context, coaches are advised to avoid using exercises lasting >/=30 seconds in their physical fitness programs, but instead to focus on short and intense tests such as VJ, agility T test, and sprints over very short distances (5 or 10 m).
Ongeveer vier jaar geleden is de Basisvorming ingevoerd. Na vier jaar zijn er allerlei schitterende lesinhouden, kijkwijzers, lesmethoden e.d. geïntroduceerd. Hier zou ik graag een bijdrage aan leveren d.m.v. een Basketball Carnival. Het woord carnival zal wel verbazing wekken. Carnival is niets
In this article, fourth grade Upper Allen Elementary School (Mechanicsburg, Pennsylvania) teacher Jeffrey Smith describes his exploration of the Playing Basketball activity. Herein he describes how he found the problem to be an effective way to review concepts associated with the measurement of elapsed time with his students. Additionally, it…
Walker, A. L.; Donohue, Jack
This reference book for basketball coaches provides a total program of both offensive and defensive strategies and tactics. The emphasis is upon an innovative offensive system with an accompanying defensive plan. The initial chapters deal with the installation of the three series of the New Option Offensive: "Red,""White," and "Blue." A drills…
McGill, Stuart M; Andersen, Jordan T; Horne, Arthur D
The purpose of this study was to see if specific tests of fitness and movement quality could predict injury resilience and performance in a team of basketball players over 2 years (2 playing seasons). It was hypothesized that, in a basketball population, movement and fitness scores would predict performance scores and that movement and fitness scores would predict injury resilience. A basketball team from a major American university (N = 14) served as the test population in this longitudinal trial. Variables linked to fitness, movement ability, speed, strength, and agility were measured together with some National Basketball Association (NBA) combine tests. Dependent variables of performance indicators (such as games and minutes played, points scored, assists, rebounds, steal, and blocks) and injury reports were tracked for the subsequent 2 years. Results showed that better performance was linked with having a stiffer torso, more mobile hips, weaker left grip strength, and a longer standing long jump, to name a few. Of the 3 NBA combine tests administered here, only a faster lane agility time had significant links with performance. Some movement qualities and torso endurance were not linked. No patterns with injury emerged. These observations have implications for preseason testing and subsequent training programs in an attempt to reduce future injury and enhance playing performance.
The diploma thesis comparing the level of physical abilities and basketball skills of girls in basketball and basketball outfits in Prague and abroad outlines a short history of both world and Czech basketball, the current organization of basketball in the Czech Republic, age specificities of children aged 11, stage of sports training in basketball, Ability. The practical part deals with the question of the level of motor skills of girls at the age of 11, the question of the level of basketba...
Kurki, Anja; Wang, Wei; Li, Yibing; Poduska, Jeanne
The Good Behavior Game (GBG) is a classroom-based behavior management strategy aimed at reducing aggressive/disruptive behavior and socializing children into the role of student. GBG, delivered in first and second grades, has been shown to reduce rates of substance abuse and other deleterious outcomes into young adulthood (Brown, C.H. et al 2007,…
Full Text Available The quiet eye is a perceptual skill associated with expertise and superior performance; however, little is known about the transfer of quiet eye across domains. We attempted to replicate previous skill-based differences in quiet eye and investigated whether transfer of motor and perceptual skills occurs between similar tasks. Throwing accuracy and quiet eye duration for skilled and less-skilled basketball players were examined in basketball free throw shooting and the transfer task of dart throwing. Skilled basketball players showed significantly higher throwing accuracy and longer quiet eye duration in the basketball free throw task compared to their less-skilled counterparts. Further, skilled basketball players showed positive transfer from basketball to dart throwing in accuracy but not in quiet eye duration. Our results raise interesting questions regarding the measurement of transfer between skills.
Erculj, Frane; Supej, Matej
The purpose of this case study is to establish how a gradual increase in fatigue affects the position of the arms and shoulders during a long shot in a basketball game. For this purpose, Primoz Brezec, an elite National Basketball Association player, performed a total of 7 series of 20 shots from a distance of 7.24 m. The subject performed a special basketball motor task between individual series' of shots. The fatigue gradually increased with each motor task, and in the meantime, the subject's heart rate (HR) and blood lactate concentration (LA) were measured. The height of each jump during the shot at the basket was measured, and all shots were recorded using a system of 3 digital cameras operating at a frequency of 50 Hz. Thereafter, a kinematic analysis was applied to calculate the height of the shoulder and wrist of the release arm, as well as the elbow and upper arm angles, with regard to the vertical line. The study results reveal statistically significant differences (p basketball coaches and basketball conditioning coaches to include moderate- and high-intensity exercise in their shooting practice sessions.
Ito E; Iwamoto J; Azuma K; Matsumoto H
Eri Ito, Jun Iwamoto, Koichiro Azuma, Hideo MatsumotoInstitute for Integrated Sports Medicine, Keio University School of Medicine, Tokyo, JapanAbstract: The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females) consulted our sports medicine clinic; in total, 1,414 injuries in basketball player...
Torres-Unda, Jon; Zarrazquin, Idoia; Gravina, Leyre; Zubero, Jaime; Seco, Jesús; Gil, Susana M; Gil, Javier; Irazusta, Jon
During a national championship, the anthropometric, physiological, and maturation characteristics of 13- to 14-year-old players of elite basketball teams and their association with sport performance were analyzed. Body parameters (weight, height, skinfold thicknesses, and lengths) were measured and physiological capacities assessed by sprint (20 m) and jump tests (i.e., countermovement jump with arm swing). Chronological age (CA) and maturity offset (years from age at peak height velocity; YAPHV) were calculated, and then predicted age at peak height velocity, as the difference between CA and YAPHV. Game performance was assessed with point averages and the performance index rating (PIR). The birth-date distribution of players was biased, those born early in the selection year outnumbering those born later. Anthropometric analysis indicated that players who performed better had longer body lengths. Physiological testing showed that semi-finalists had better sprint performance than quarter-finalists and those players with greater jump capacity scored more points. Early maturation and advanced maturity status were also associated with better PIR and scored points per game. Multiple blockwise regression analysis showed that, among the factors analyzed, YAPHV was the best predictor of basketball performance. In conclusion, around puberty, physical and physiological parameters associated with maturity and CA are important in determining the success of elite basketball players. Consequently, boys who are born in the second half of the year and/or late maturing tend to be marginalized or totally excluded, and not given the chance to play under equal conditions; their careers may then be held back by the relative disadvantage associated with inexperience.
Gómez, Miguel-Ángel; Ortega Toro, Enrique; Furley, Philip
The aim of the current study was to analyze the temporal effects that unsportsmanlike fouls may have on basketball teams' scoring performance under consideration of context-related variables. The authors analyzed 130 unsportsmanlike fouls from 362 elite basketball games (men's and women's Olympic Games, European and World Championships). The context-related variables studied were score-line, quality of opposition, timeout situation, minutes remaining, and player status. The data were analyzed with linear-regression models. The results showed that both teams (the team that made the foul and the opponent) had similar positive scoring performances during 1 and 3 ball possessions after the unsportsmanlike foul (short-term effect). However, 5 ball possessions after the foul (midterm effect), the team that made the foul had a scoring disadvantage (-0.96) and the opponent team an advantage (0.78). The context-related variable quality of opposition was significant only during 1 ball possession, with negative effects for the team that made the foul and positive effects for the opponent. The final outcome showed a positive effect for score-line when the unsportsmanlike foul was made (0.96) and for quality of opposition (0.64).
Evans, Brent A; Roush, Justin; Pitts, Joshua D; Hornby, Adam
Using hand-collected data from DraftKings.com, a major daily fantasy sports website, we analyze draft selections of thousands of participants in daily fantasy basketball (DFB). In our study, the first thorough examination of DFB, we show that DFB is a game in which skill is necessary for success. Using econometric analysis, we find that winning participants utilize different strategies than losing participants; for example, winning participants more frequently select NBA rookies and international players. We also find that participants paying to enter more lineups in a given contest earn profits far more often than those entering few lineups, indicating that the number of lineups entered can serve as a proxy for skill. Additionally, we provide a thorough discussion of industry characteristics, prior literature, and gameplay, which should help readers familiarize themselves with this burgeoning fantasy sports variant. This study should further the literature on the contentious activity, which has been outlawed in many U.S. states and continues to elicit controversy.
Paeglis, Roberts; Bluss, Kristaps; Rudzitis, Andris; Spunde, Andris; Brice, Tamara; Nitiss, Edgars
We recorded eye movements of eight elite junior basketball players. We hypothesized that a more stable gaze is correlated to a better shot rate. Upon preliminary testing we invited male juniors whose eyes could be reliably tracked in a game situation. To these ends, we used a head-mounted video-based eye tracker. The participants had no record of ocular or other health issues. No significant differences were found between shots made with and without the tracker cap, Paired samples t-test yielded p= .130 for the far and p=..900 > .050 for the middle range shots. The players made 40 shots from common far and middle range locations, 5 and 4 meters respectively for aged 14 years As expected, a statistical correlation was found between gaze fixation (in milliseconds) for the far and middle range shot rates, r=.782, p=.03. Notably, juniors who fixated longer before a shot had a more stable fixation or a lower gaze dispersion (in tracker's screen pixels), r=-.786, p=.02. This finding was augmented by the observation that the gaze dispersion while aiming at the basket was less (i.e., gaze more stable) in those who were more likely to score. We derived a regression equation linking fixation duration to shot success. We advocate infra-red eye tracking as a means to monitor player selection and training success.
Hamta Hadian; Mohamad Reza Boroumand; Saeed Amirnejad; Masoud Najafi
This study, which is a strategic study with a mixed research approach aimed to identify obstacles facing the academies of Iranian Basketball Federation. The population comprises board of directors and committees responsible for Education and Talent Spotting Association, academy administrators, physical education instructors, qualified experts, professors, coaches, referees and heads of delegations who were asked via interviews and questionnaire (exploratory manner) to state internal and exter...
Kahn, Lawrence M.
This Chapter reviews evidence on discrimination in basketball, primarily examining studies on race but with some discussion of gender as well. I focus on discrimination in pay, hiring, and retention against black NBA players and coaches and pay disparities by gender among college coaches. There was much evidence for each of these forms of discrimination against black NBA players in the 1980s. However, there appears to be less evidence of racial compensation, hiring and retention discriminatio...
Abdelkrim, Nidhal Ben; Fazaa, Saloua El; Ati, Jalila El
The physical demands of modern basketball were assessed by investigating 38 elite under‐19‐year‐old basketball players during competition. Computerised time–motion analyses were performed on 18 players of various positions. Heart rate was recorded continuously for all subjects. Blood was sampled before the start of each match, at half time and at full time to determine lactate concentration. Players spent 8.8% (1%), 5.3% (0.8%) and 2.1% (0.3%) of live time in high “specific movements”, sprinting and jumping, respectively. Centres spent significantly lower live time competing in high‐intensity activities than guards (14.7% (1%) v 17.1% (1.2%); pbasketball have slightly increased the cardiac efforts involved during competition. The game intensity may differ according to the playing position, being greatest in guards. PMID:17138630
Veeger, Thom T J; De Witte, Annemarie M H; Berger, Monique A M; Van Der Slikke, Rienk M A; Veeger, Dirkjan H E J; Hoozemans, Marco J M
This study aimed to investigate which characteristics of athlete, wheelchair and athlete-wheelchair interface are the best predictors of wheelchair basketball mobility performance. Sixty experienced wheelchair basketball players performed a wheelchair mobility performance test to assess their mobility performance. To determine which variables were the best predictors of mobility performance, forward stepwise linear regression analyses were performed on a set of 33 characteristics, including ten athlete, nineteen wheelchair and four athlete-wheelchair interface characteristics. Eight of the characteristics turned out to be significant predictors of wheelchair basketball mobility performance. Classification, experience, maximal isometric force, wheel axis height and hand rim diameter - which both interchangeable with each other and wheel diameter - camber angle, and the vertical distance between shoulder and rear wheel axis - which was interchangeable with seat height - were positively associated with mobility performance. The vertical distance between the front seat and the footrest was negatively associated with mobility performance. With this insight, coaches and biomechanical specialists are provided with statistical findings to determine which characteristics they could focus on best to improve mobility performance. Six out of eight predictors are modifiable and can be optimized to improve mobility performance. These adjustments could be carried out both in training (maximal isometric force) and in wheelchair configurations (e.g. camber angle).
Brox, E; Fernandez-Luque, L; Tøllefsen, T
There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.
Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865
Scanlan, Aaron T; Wen, Neal; Tucker, Patrick S; Dalbo, Vincent J
The present investigation described and compared the internal and external training loads during basketball training. Eight semiprofessional male basketball players (mean ± SD, age: 26.3 ± 6.7 years; stature: 188.1 ± 6.2 cm; body mass: 92.0 ± 13.8 kg) were monitored across a 7-week period during the preparatory phase of the annual training plan. A total of 44 total sessions were monitored. Player session ratings of perceived exertion (sRPE), heart rate, and accelerometer data were collected across each training session. Internal training load was determined using the sRPE, training impulse (TRIMP), and summated-heart-rate-zones (SHRZ) training load models. External training load was calculated using an established accelerometer algorithm. Pearson product-moment correlations with 95% confidence intervals (CIs) were used to determine the relationships between internal and external training load models. Significant moderate relationships were observed between external training load and the sRPE (r42 = 0.49, 95% CI = 0.23-0.69, p external training load and the SHRZ model (r42 = 0.61, 95% CI = 0.38-0.77, p internal and external training load models, the magnitude of the correlations and low commonality suggest that internal training load models measure different constructs of the training process than the accelerometer training load model in basketball settings. Basketball coaching and conditioning professionals should not assume a linear dose-response between accelerometer and internal training load models during training and are recommended to combine internal and external approaches when monitoring training load in players.
te Wierike, Simon; Lemmink, Koen; de Jong, M.C.; Tromp, E.J.; Vuijk, P.J.; Malina, R.M.; Elferink-Gemser, Marije; Visscher, Chris
Factors affecting repeated sprint ability (RSA) were evaluated in a mixed-longitudinal sample of 48 elite basketball players 14 to 19 years of age (16.1±1.7 years). Players were observed on six occasions during the 2008-2009 and 2009-2010 seasons. Three basketball-specific field tests were
What do basketball teams have in common with radioactive nuclei? It turns out, there is more here than first meets the eye. The National Collegiate Athletic Association (NCAA) basketball tournaments feeds fans' craving when NBA competitions are not in swing, and the college tournament time has been referred to as "March Madness" or…
Koen A.P.M. Lemmink; P.J. Vuijk; S.C. te Wierike; C. Visscher; M.T. Elferink-Gemser; M.C. de Jong; R.M. Malina; E.J. Tromp
Factors affecting repeated sprint ability (RSA) were evaluated in a mixed-longitudinal sample of 48 elite basketball players 14 to 19 years of age (16.1±1.7 years). Players were observed on six occasions during the 2008-2009 and 2009-2010 seasons. Three basketball-specific field tests were
The aim of this study was to analyze technical drills, warm-up and cool-down exercises used by wheelchair basketball players of the Turkish league in relation to training sessions. 33 male wheelchair basketball players participated in the study (mean age 26.6[plus or minus]5,95 years). All players reported that they used warm-up exercises before…
Rauschenbach, James; Swartz, Daniel R.
Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…
Balčiūnas, Mindaugas; Stonkus, Stanislovas; Abrantes, Catarina; Sampaio, Jaime
The purpose of this study was to identify the effect of 4 months of different training modalities on power, speed, skill and anaerobic capacity in 15-16 year old male basketball players. Thirty five Lithuanian basketball players were randomly assigned into three groups: power endurance group (intermittent exercise, PE, n = 12), general endurance group (continuous exercise, GE, n = 11) and control group (regular basketball training, CG, n = 12). The power endurance model was based in basketball game external structure whereas the general endurance model was based in continuous actions that frequently occur during the basketball game. The training models were used for 16 weeks in sessions conducted 3 times a week during 90 minutes each in the competition period. The following tests were performed: 20 m speed run, Squat jump, Countermovement jump, Running-based Anaerobic Sprint Test (RAST), 2 min. shooting test and the Shuttle ball-dribbling test. A 3×2 repeated measures ANOVA revealed no statistically significant differences in the 20 m speed run, Squat jump and Countermovement jump (p > 0.05). On the other hand, RAST showed significant increases in PE, with greater increases during the 5th and 6th runs. The PE training model also produced a significant improvement in the shuttle ball-dribbling test (48.7 ± 1.5 in the pretest, 45.5 ± 1.3 in the posttest, p training modalities were able to maintain initial values of speed and power, however, the anaerobic capacity and skill increased only in the players from the power endurance group. Therefore, the power endurance training (intermittent high intensity exercise) may be more beneficial to prepare junior players according to the game cardiovascular and metabolic specific determinants. Key Points Power endurance training produced significant increases in anaerobic capacity during the competition period. Power endurance training did not have a detrimental effect on power or speed performance during the competition
Balčiūnas, Mindaugas; Stonkus, Stanislovas; Abrantes, Catarina; Sampaio, Jaime
The purpose of this study was to identify the effect of 4 months of different training modalities on power, speed, skill and anaerobic capacity in 15-16 year old male basketball players. Thirty five Lithuanian basketball players were randomly assigned into three groups: power endurance group (intermittent exercise, PE, n = 12), general endurance group (continuous exercise, GE, n = 11) and control group (regular basketball training, CG, n = 12). The power endurance model was based in basketball game external structure whereas the general endurance model was based in continuous actions that frequently occur during the basketball game. The training models were used for 16 weeks in sessions conducted 3 times a week during 90 minutes each in the competition period. The following tests were performed: 20 m speed run, Squat jump, Countermovement jump, Running-based Anaerobic Sprint Test (RAST), 2 min. shooting test and the Shuttle ball-dribbling test. A 3×2 repeated measures ANOVA revealed no statistically significant differences in the 20 m speed run, Squat jump and Countermovement jump (p > 0.05). On the other hand, RAST showed significant increases in PE, with greater increases during the 5(th) and 6(th) runs. The PE training model also produced a significant improvement in the shuttle ball-dribbling test (48.7 ± 1.5 in the pretest, 45.5 ± 1.3 in the posttest, p training modalities were able to maintain initial values of speed and power, however, the anaerobic capacity and skill increased only in the players from the power endurance group. Therefore, the power endurance training (intermittent high intensity exercise) may be more beneficial to prepare junior players according to the game cardiovascular and metabolic specific determinants. Key PointsPower endurance training produced significant increases in anaerobic capacity during the competition period.Power endurance training did not have a detrimental effect on power or speed performance during the competition
Henriksen, Thomas Duus
This chapter describes the design of a game-based learning process for developing communication in public organisations. The game-design presented here emphasises those parts of public organisations that tend to employ multidisciplinary teams for solving wicked problems. As such teams employ...... members from different, professional backgrounds, the game Public Professional sought to develop new understandings among team members and across professions. The purpose of this game was to facilitate an understanding among team members and across professions, a game-based learning process named Public...... from the game’s core mechanics....
Ford, H. Thomas, Jr.; Puckett, John R.
The effects of weight-training and basketball programs on four basketball skills were evaluated with a pre- to posttest study of ninth-grade boys. No significant differences or trends were found among groups on the front shot, speed pass, jump and reach, or dribble. (Author/RD)
Hagedorn, W. Bryce; Young, Tabitha
This article discusses strategies professional school counselors can use to recognize and intervene with students who are presenting with signs of addictive behaviors. First, the authors present a definition of addictive behaviors. The authors then define and discuss the most common addictive behaviors impacting adolescents, with a special…
Results and conclusion: To break this barrier, we proposed a new deal to the leaders that had the advantages of reshaping the ‘rules of the game’. We proposed a federation of associations, akin to a coalition in game theory. The result was that all leaders came together under this umbrella organisation, to celebrate the evaluation year in 2015 and committed under the Abuja Declaration on Evaluation to register and establish an association, with an elected board, a written constitution and election bylaws. The association is governed by a Board of Trustees, which is chaired by the former Minister of Planning. Elections are planned for the end of 2017.
Daniel Kaimann; Joe Cox
Experience goods are characterized by information asymmetry and a lack of ex ante knowledge of product quality, such that reliable external signals of product quality are likely to be highly valued. Two potentially credible sources of such information are reviews from professional critics with expert reputations, as well as ‘word-of-mouth’ reviews from other consumers. This paper makes a direct comparison between the relative influence of both critic and user reviews on the sales of video gam...
Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz
The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003-11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs.
Barber Foss, Kim D.; Myer, Greg D.; Hewett, Timothy E.
Background An estimated 30 to 40 million school children participate in sports in the United States; 34% of middle-school participants become injured and seek medical treatment at an annual cost close to $2 billion. The purpose of the current study was to evaluate the injury incidence and rates in female athletes in the middle-school setting during the course of 3 seasons. Methods Female basketball, soccer, and volleyball players were recruited from a single county public school district in Kentucky consisting of 5 middle schools. A total of 268 female athletes (162 basketball, 26 soccer, and 80 volleyball) participated. Athletes were monitored for sports-related injury and number of athlete exposures (AEs) by an athletic trainer. Injury rates were calculated for specific types of injuries within each sport. Injury rates for games and practices were also calculated and compared for each sport. Results A total of 134 injuries were recorded during the 3 sport seasons. The knee was the most commonly injured body part (99 injuries [73.9%]), of which patellofemoral dysfunction (31.3%), Osgood-Schlatter disease (10.4%), and Sinding-Larsen-Johansson/patella tendinosis (9%) had the greatest incidence. The ankle was the second most commonly injured body part, accounting for 16.4% of all injuries. The overall rates of injury by sport were as follows: soccer, 6.66 per 1000 AEs; volleyball, 3.68 per 1000 AEs; and basketball, 2.86 per 1000 AEs. Conclusions Female middle-school athletes displayed comparable injury patterns to those seen in their high-school counterparts. Future work is warranted to determine the potential for improved outcomes in female middle-school athletes with access to athletic training services. Clinical Relevance As the participation levels and number of injuries continue to rise, middle-school athletes demonstrate an increasing need for medical services provided by a certified athletic trainer. PMID:24875981
Yeh, Peter C; Starkey, Chad; Lombardo, Stephen; Vitti, Gary; Kharrazi, F Daniel
The current incidence and outcomes of meniscal injury have not been quantified in professional athletes. To describe the incidence, risk, amount of time lost, and effect on performance for isolated meniscal injury in athletes from the National Basketball Association (NBA). Demographic factors predicting the risk of meniscal tears and the effect of injury in return to play were also investigated. Descriptive epidemiology study. A centralized database was queried to identify meniscal injuries occurring in the NBA over 21 seasons. The frequency of injury, time lost, game exposures, and incidence, rate, and risk were calculated. The preinjury and postinjury player efficiency rating (PER) was used to identify changes in player performance. We identified 129 isolated meniscal tears in NBA athletes during a 21-season span. From this number, 77 (59.7%) involved the lateral meniscus and 52 (40.3%) the medial meniscus. Injuries occurred more frequently in games. The lateral meniscus had a statistically significant higher injury rate. Both left and right knees were equally affected. The number of days missed for lateral meniscal tears and medial meniscal tears was 43.8 ± 35.7 days and 40.9 ± 29.7 days, respectively, and was not statistically different. There was a significant inverse relationship between age and rate of lateral meniscal tears, with lateral meniscal tears more likely to occur up to age 30 years; beyond that medial meniscal tears were more common. Players with a body mass index (BMI) greater than 25 had a significantly increased risk of meniscal tears compared with players with a BMI less than 25, specifically with an increased risk of lateral meniscal tears. Twenty-five players (19.4%) did not return to play. For those who did, upon returning to competition, there was no statistical change in PER from their preinjury status, and the mean number of seasons completed was 4.1 ± 3.7 seasons. The lateral meniscus is more frequently torn than the medial meniscus
Kubosch, Eva J; Kosel, Jürgen; Steffen, Kathrin; Konstantinidis, Lukas; Kubosch, David; Südkamp, Norbert P; Hirschmüller, Anja
Musculoskeletal complaints are frequently diagnosed in Paralympic athletes. Despite the increased professionalism in Paralympic Sports, the documentation of injuries and other health complaints during high-level competition is sparse. With respect to the upcoming Paralympic Summer Games in Rio de Janeiro, the aim of this study was the analysis of all musculoskeletal complaints within the German Paralympic Athletes during the London 2012 Paralympic Games. All musculoskeletal complaints (MSC) of the 150 German athletes seeking medical attention, hereby defined as "injury", were recorded during the in-competition period of the London Paralympics Games (22 days), regardless of their severity and consequences. Standardized documentation included the onset of symptoms, the medical diagnoses, the therapeutic measures taken as well as consecutive restrictions in training and competition. Incidence rates and localizations were analyzed by sports discipline. A total of 201 musculoskeletal complaints were recorded for 140 athletes (93.3%), corresponding to 1.4 musculoskeletal complaints per "injured" athlete. The incidence of musculoskeletal complaints in German athletes was 62.9±15.4/1000 athlete-days. High incidence rates (IR) were observed in wheelchair basketball (IR 72/1000 athlete-days, 1.6 injuries per athlete) and equestrian events (IR 72.7, 1.6). Musculoskeletal complaints were mainly located in the upper extremities (37.6%) and the spine (37.6%). The most frequent diagnoses were myalgia (N.=105, 52%). We noted a high rate of musculoskeletal complaints among German Paralympic athletes across sports and body parts, highlighting the need for prevention programs that focus on the upper extremities and spine.
Trofa, David P; Miller, J Chance; Jang, Eugene S; Woode, Denzel R; Greisberg, Justin K; Vosseller, J Turner
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.
Full Text Available Several articles have looked at factors that affect the adjustments of point spreads, based on hot hands or streaks, for smaller durations of time. This study examines these effects for 34 regular seasons in the National Basketball Association (NBA. Estimating a Seemingly Unrelated Regression model using all 34 seasons, all streaks significantly impacted point spreads and difference in actual points. When estimating each season individually, differences emerged particularly examining winning and losing streaks of six games or more. The results indicate both the presence of momentum effects and the gambler’s fallacy.
Freitas, Tomás T; Calleja-González, Julio; Alarcón, Francisco; Alcaraz, Pedro E
This study aimed to investigate the acute effects of two different resistance circuit training protocols on basketball players' physical and technical performance and rating of perceived exertion (RPE). In a repeated-measures, crossover experimental design, 9 semiprofessional basketball players performed a Power Circuit Training (PCT; 45% 1RM) and a High-Resistance Circuit Training (HRC; 6RM), on consecutive weeks. Vertical and horizontal jump performance, 3-points shooting accuracy, repeated-sprint ability (RSA), agility, and upper body power output were measured before and after training. The RPE was assessed 20 minutes after resistance training. One-way repeated-measures analysis of variance showed performance decrements in vertical jump height and peak power, horizontal jump distance, 3-points percentage, bench-press power output, RSA total and ideal time, and agility T-Test at total time following HRC, but not PCT (p ≤ 0.05). The RPE was higher in HRC compared with PCT. The results of this study indicated that HRC was perceived as being harder and produced higher fatigue levels, which in turn lowered acute performance. However, low-to-moderate intensity loads did not negatively affect performance. Thus, completing a PCT session may be the most appropriate option before a practice or game as it avoids acute-resistance-training-induced performance decrements. However, if the objective of the basketball session is to develop or perfect technical skills during fatiguing conditions, HRC may be the more suitable option.
Brumitt, Jason; Engilis, Amy; Isaak, Dale; Briggs, Amy; Mattocks, Alma
Injuries are inherent in basketball with lower extremity (LE) injury rates reported as high as 11.6 per 1000 athletic exposures (AEs); many of these injuries result in time loss from sport participation. A recent trend in sports medicine research has been the attempt to identify athletes who may be at risk for injury based on measures of preseason fitness. The purpose of this prospective cohort study was to determine if the standing long jump (SLJ) and/or the single-leg hop (SLH) for distance functional performance tests (FPT) are associated with non-contact time loss lower quadrant (LQ, defined as lower extremities or low back) injury in collegiate male basketball players. It was hypothesized that basketball players with shorter SLJ or SLH measures would be at an increased risk for LQ injury. Seventy-one male collegiate basketball players from five teams completed a demographic questionnaire and performed three SLJ and six SLH (three per lower extremity) tests. Team athletic trainers tracked non-contact LQ time loss injuries during the season. Prospective cohort. Mean SLJ distance (normalized to height) was 0.99 (± 0.11) and mean SLH distances for the right and left were 0.85 ± 0.11 and 0.87 ± 0.10, respectively. A total of 29 (18 initial, 11 subsequent) non-contact time loss LQ injuries occurred during the study. At risk athletes (e.g., those with shorter SLJ and/or SLH) were no more likely to experience a non-contact time loss injury than their counterparts [OR associated with each FPT below cut scores = 0.9 (95% CI: 0.2, 4.9)]. The results from this study indicate that preseason performance of the SLJ and the SLH were not associated with future risk of LQ injury in this population. Preseason SLJ and SLH measures were not associated with non-contact time loss injuries in male collegiate basketball players. However, the descriptive data presented in this study can help sports medicine professionals evaluate athletic readiness prior to discharging
Schallmo, Michael S; Fitzpatrick, Thomas H; Yancey, Hunter B; Marquez-Lara, Alejandro; Luo, T David; Stubbs, Allston J
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
Kerr, Aphra; Ivory, James D.
When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...
In basketball, every time the offense produces a shot opportunity the player with the ball must decide whether the shot is worth taking. In this article, I explore the question of when a team should shoot and when they should pass up the shot by considering a simple theoretical model of the shot selection process, in which the quality of shot opportunities generated by the offense is assumed to fall randomly within a uniform distribution. Within this model I derive an answer to the question “how likely must the shot be to go in before the player should take it?” and I show that this lower cutoff for shot quality depends crucially on the number of shot opportunities remaining (say, before the shot clock expires), with larger demanding that only higher-quality shots should be taken. The function is also derived in the presence of a finite turnover rate and used to predict the shooting rate of an optimal-shooting team as a function of time. The theoretical prediction for the optimal shooting rate is compared to data from the National Basketball Association (NBA). The comparison highlights some limitations of the theoretical model, while also suggesting that NBA teams may be overly reluctant to shoot the ball early in the shot clock. PMID:22295109
Full Text Available In basketball, every time the offense produces a shot opportunity the player with the ball must decide whether the shot is worth taking. In this article, I explore the question of when a team should shoot and when they should pass up the shot by considering a simple theoretical model of the shot selection process, in which the quality of shot opportunities generated by the offense is assumed to fall randomly within a uniform distribution. Within this model I derive an answer to the question "how likely must the shot be to go in before the player should take it?" and I show that this lower cutoff for shot quality f depends crucially on the number n of shot opportunities remaining (say, before the shot clock expires, with larger n demanding that only higher-quality shots should be taken. The function f(n is also derived in the presence of a finite turnover rate and used to predict the shooting rate of an optimal-shooting team as a function of time. The theoretical prediction for the optimal shooting rate is compared to data from the National Basketball Association (NBA. The comparison highlights some limitations of the theoretical model, while also suggesting that NBA teams may be overly reluctant to shoot the ball early in the shot clock.
In basketball, every time the offense produces a shot opportunity the player with the ball must decide whether the shot is worth taking. In this article, I explore the question of when a team should shoot and when they should pass up the shot by considering a simple theoretical model of the shot selection process, in which the quality of shot opportunities generated by the offense is assumed to fall randomly within a uniform distribution. Within this model I derive an answer to the question "how likely must the shot be to go in before the player should take it?" and I show that this lower cutoff for shot quality f depends crucially on the number n of shot opportunities remaining (say, before the shot clock expires), with larger n demanding that only higher-quality shots should be taken. The function f(n) is also derived in the presence of a finite turnover rate and used to predict the shooting rate of an optimal-shooting team as a function of time. The theoretical prediction for the optimal shooting rate is compared to data from the National Basketball Association (NBA). The comparison highlights some limitations of the theoretical model, while also suggesting that NBA teams may be overly reluctant to shoot the ball early in the shot clock.
Granados, Cristina; Yanci, Javier; Badiola, Aduna; Iturricastillo, Aitor; Otero, Montse; Olasagasti, Jurgi; Bidaurrazaga-Letona, Iraia; Gil, Susana M
This study investigated whether anthropometric characteristics, generic and specific sprinting, agility, strength, and endurance capacity could differentiate between First-Division and Third-Division wheelchair basketball (WB) players. A First-Division WB team (n = 8; age = 36.05 ± 8.25 years, sitting body height = 91.38 ± 4.24 cm, body mass = 79.80 ± 12.63 kg) and a Third-Division WB team (n = 11; age = 31.10 ± 6.37 years, sitting body height = 85.56 ± 6.48 cm, body mass = 71.18 ± 17.63 kg) participated in the study. Wheelchair sprint, agility, strength, and endurance tests were performed. The First-Division team was faster (8.7%) in 20 m without the ball, more agile (13-22%), stronger (18-33%), covered more distance (20%) in the endurance test, and presented higher values of rate of perceived exertion for the exercise load (48%) than the Third-Division team. Moreover, the individual 20-m sprint time values correlated inversely with the individual strength/power values (from r = -0.54 to -0.77, p ≤ 0.05, n = 19). Wheelchair basketball coaches should structure strength and conditioning training to improve sprint and agility and evaluate players accordingly, so that they can receive appropriate training stimuli to match the physiological demands of their competitive level.
Maria Abella del Campo
Full Text Available Introduction: Basketball is a sport with a high heterogeneity anthropometric as playing position. Point guard is usually the lowest player but also the fastest. Guard is similar to point guard, faster and more agile than the others. Small forward has an intermediate height between the inside and outside players and it combines height with velocity. And center (pivot has a physical role, it has the highest and more muscle mass. The aim of this study is to describe the kinanthropometric profile of male cadet “Valencia Basket Club”. Material and Methods: A total of 20 male cadet basketball players were evaluated (15.35±0.59 years old. An anthropometrist level 1 took anthropometric measures according to the methodology of the International Society for the Advancement of Kinanthropometry (ISAK. Body composition was calculated according to the kinanthropometry consensus of the Kinanthropometry Spanish Group (GREC, somatotype with Heath-Carter’s method and adiposemuscular and cardiovascular risk index. Results: Differences in values of weight, height, skinfold and body composition from variables of sample and position were observed. Lower values were from point guard position and higher values were from center position. An increasing trend of these parameters was established in the following order: point guard, guard, small forward and center. Conclusions: The Valencia Basket Club cadet player overall somatotype is balance ectomorph. To know kinanthropometric profile may be beneficial to develop specific training and nutrition plans as well as to see evolution and characteristics for optimal performance
Huang, Ying Chieh; Chao, Ying-Hao; Lien, Fang-Chieh
Tibial tubercle avulsion is an uncommon fracture in physically active adolescents. Sequential avulsion of tibial tubercles is extremely rare. We reported a healthy, active 15-year-old boy who suffered from left tibial tubercle avulsion fracture during a basketball game. He received open reduction and internal fixation with two smooth Kirschner wires and a cannulated screw, with every effort to reduce the plate injury. Long-leg splint was used for protection followed by programmed rehabilitation. He recovered uneventfully and returned to his previous level of activity soon. Another avulsion fracture happened at the right tibial tubercle 3.5 months later when he was playing the basketball. From the encouragement of previous successful treatment, we provided him open reduction and fixation with two small-caliber screws. He recovered uneventfully and returned to his previous level of activity soon. No genu recurvatum or other deformity was happening in our case at the end of 2-year follow-up. No evidence of Osgood-Schlatter disease or osteogenesis imperfecta was found. Sequential avulsion fractures of tibial tubercles are rare. Good functional recovery can often be obtained like our case if we treat it well. To a physically active adolescent, we should never overstate the risk of sequential avulsion of the other leg to postpone the return to an active, functional life.
Uchida, Yusuke; Mizuguchi, Nobuaki; Honda, Masaaki; Kanosue, Kazuyuki
In ball games, players have to pay close attention to visual information in order to predict the movements of both the opponents and the ball. Previous studies have indicated that players primarily utilise cues concerning the ball and opponents' body motion. The information acquired must be effective for observing players to select the subsequent action. The present study evaluated the effects of changes in the video replay speed on the spatial visual search strategy and ability to predict free throw success. We compared eye movements made while observing a basketball free throw by novices and experienced basketball players. Correct response rates were close to chance (50%) at all video speeds for the novices. The correct response rate of experienced players was significantly above chance (and significantly above that of the novices) at the normal speed, but was not different from chance at both slow and fast speeds. Experienced players gazed more on the lower part of the player's body when viewing a normal speed video than the novices. The players likely detected critical visual information to predict shot success by properly moving their gaze according to the shooter's movements. This pattern did not change when the video speed was decreased, but changed when it was increased. These findings suggest that temporal information is important for predicting action outcomes and that such outcomes are sensitive to video speed.
Kujala, U. M.; Taimela, S.; Antti-Poika, I.; Orava, S.; Tuominen, R.; Myllynen, P.
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
Kujala, U M; Taimela, S; Antti-Poika, I; Orava, S; Tuominen, R; Myllynen, P
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.
Full Text Available The problem of this work stems from the fact that the tactics (not just applications, but also to create the principles of basketball games and variants belongs to the domain experts of this sport (coaches, theorists, etc.. Every devising, selecting and applying specific tactics should satisfy two main objectives, to: be the greater surprise and provide adequate "response" to the opponent's tactics. The possibility of surprising opponent is primarily associated with the phase of defense, till firstly from an offense is expected to find and implement an adequate solution ("response". Prerequisite that this defense could be successfully adopted is that the players (they know, and they can play quality individual defense (one - on - one. Another prerequisite is that the basketball players fully adopted the principles of the system: zone pressing and "man to man" (variations of "pressing" on the full court. The defense in the foul court is, even more demanding because of the space that is defended, which allows players to adapt to the possible, at least the first time, adequate "response" on offense.
Delextrat, A; Trochym, E; Calleja-González, J
The aim of this study was to investigate the effect of a typical in-season week including four practice sessions and one competitive game on strength, jump and sprint performances in national-level female basketball players. Nine female basketball players (24.3±4.1 years old, 173.0±7.9 cm, 65.1±10.9 kg, 21.1±3.8% body fat) participated in ten testing sessions, before and immediately after practices and game (five pre- and five post-tests). Each session involved isokinetic peak torque measurements of the quadriceps and hamstrings of the dominant leg at 60º.s-1, countermovement jump (CMJ) and 20-m sprint. Fluid loss and subjective training load were measured during each practice session, while the frequencies of the main movements performed during the game were recorded. A two-way ANOVA was used to asses the effect of each practice/game and the effect of the day of the week on performances, and the relationship between performance variations and variables recorded during practices/game were analyzed by a Pearson correlation coefficient. Individual sessions induced significant decreases in lower limb strength (from 4.6 to 10.9%, Pjump ability, and monitor the recovery of their players' strength, sprint and jump capacities following specific sessions.
Vamvakoudis, Efstratios; Vrabas, Ioannis S; Galazoulas, Christos; Stefanidis, Panagiotis; Metaxas, Thomas I; Mandroukas, Konstantinos
The purpose of this study was to examine the effects of prolonged basketball skills training on maximal aerobic power, isokinetic strength, joint mobility, and body fat percentage, in young basketball players, and controls of the same age. Twenty basketball players and 18 control boys participated in the study. Basketball players participated both in their school's physical education program and in a children's basketball team training program. Controls participated only in their school's physical education program. All subjects were tested every 6 months (18 months total, 11(1/2), 12, 12(1/2), 13 years old) for VO(2)max, peak torque values of the quadriceps and hamstrings at 180 and 300 degrees x s(-1) and range of motion of the knee and hip joints. Body fat percentage was assessed at the beginning and the end of the experimental period. Results showed that the basketball group had lower heart rate values in all ages and higher VO(2) values in the initial test compared with the control in submaximal intensity. The VO(2)max was altered in both groups on the final test, when compared to the initial test. However, the basketball group had a higher VO(2)max on each of the 6-month follow-up measurements, compared to the control group (p trained group had significantly lower percentage body fat values, compared to controls. In conclusion, regular basketball training increased aerobic power and decreased body fat percentage of prepubescent boys, while it did not affect muscle strength and joint mobility of the lower limbs. The major implication suggested by the findings of the present study is that, in order to improve the basic physical components, specific training procedures should be incorporated during the basketball training sessions. It is recommended that all children should be involved in some type of cardiovascular and resistance training program.
The aim of this study was to investigate the effects of eight weeks of step aerobic exercises on static balance, flexibility and selected basketball skills in young basketball players. A total of 20 basketball players (average age 16.1 ± 0.7 years and average sporting age 4.1 ± 0.7 years) voluntarily joined the study. Participants were randomly…
Schouten, B.A.M.; Fedtke, S.; Bekker, M.M.; Schijven, M.; Gekker, A.
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to
Schouten, B.A.M.; Fedtke, S.; Schijven, M.; Vosmeer, M.; Gekker, A.
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to
A summary of the sustainability activities at the 2011 NCAA Women's Final Four Basketball tournament held in Indianapolis, Indiana, a variety of events, initiatives and programs to increase the environmental performance of the event.
Full Text Available Aim of the present research was the determination of the attitudes of Greek Basketball coaches towards their distance learning with the use of ICT in comparison with the classical learning and the examination of the perspective of their distance learning with the use of ICT. Therefore a closed questionnaire was used which included 3 different parts. 60 basketball coaches from Northern Greece comprised the sample (N=60. An interactive software was created which included the teaching of an offensive basketball system. The methodology of distance learning was used for the creation of the offensive system. The software was copied to a CD-Rom and accompanied with the questionnaires it was given to 20 Basketball coaches of Northern Greece as a pilot program. After the corrections of the primary questionnaires, the distribution of the final questionnaire accompanied with the CD-Rom followed. Multiple reciprocations were used for the data analysis. According to the results the more relaxing, easier and faster distance learning was considered in relation to the conventional one, a the fewer difficulties would the Basketball coaches face by using the distance learning method and b the friendlier and more relaxing would the distance learning method be. Also according to data research: a the more attractive the reading of software was, b the fewer the difficulties during the reading of software and c the more relaxing, easier and faster distance learning was considered in relation to the conventional one, the stronger was the perspective of Basketball coaches to believe in distance learning. In conclusion the more relaxing, easier and faster distance learning was considered in relation to the conventional one, the more positive were the attitudes of Basketball coaches towards their distance learning, while a positive perspective of Basketball coaches towards their distance learning is being formed.
Full Text Available Many authors emphasize the importance of warm-up. Warm-up in team games aims at enhancing the body adaptation to the physical activity and to activate physiological functions from the rest state to the active state. Warm-up brings many different benefits, for example: physiological, psychological, and preventive, regardless of the classification of the above. From a psychological standpoint, the warm-up is performed to create the body "alertness", activity and readiness, and a willingness to act effectively. It was found that the players who perform the correct warm-up are better mentally prepared than those who do not perform it. After a well performed warm-up, the athlete is self-confident and has a positive attitude to the match. It is believed that the warm-up can also be the way to relieve tension and anxiety and to increase concentration and motivation before the match. Warm-up also improves the emotional states and reduces fear of failure. It has been verified that the warm-up, performed under appropriate conditions, improves focus, visual perception, action accuracy, self-confidence, speed and responsiveness, speed of processing and decision making. From the physiological point of view, the warm-up is an activity that adapts the basketball player’s body to an effort. It is an important factor that affects the effect of participation in the competition. Data from the literature suggest that the warm-up individualization is necessary in terms of duration and intensity. There are two types of warm-ups: passive and active. Passive warm-up is the one that is performed by using hot showers, baths, saunas, and steam baths or by using energetics massage. Active warm-up requires a lot of commitment and determination from the athlete during exercises that prepare the body and muscles for an effort. The training measures used during this part of warm-up are the general exercises that improve strength, stretch, coordination
Brandstätter , Ulrich; Sommerer , Christa
Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...
Kiniry, Joseph Roland; Zimmerman, Daniel
---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...
Amin, Nirav H; Old, Andrew B; Tabb, Loni P; Garg, Rohit; Toossi, Nader; Cerynik, Douglas L
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.
Kempe, Matthias; Grunz, Andreas; Memmert, Daniel
The soaring amount of data, especially spatial-temporal data, recorded in recent years demands for advanced analysis methods. Neural networks derived from self-organizing maps established themselves as a useful tool to analyse static and temporal data. In this study, we applied the merge self-organising map (MSOM) to spatio-temporal data. To do so, we investigated the ability of MSOM's to analyse spatio-temporal data and compared its performance to the common dynamical controlled network (DyCoN) approach to analyse team sport position data. The position data of 10 players were recorded via the Ubisense tracking system during a basketball game. Furthermore, three different pre-selected plays were recorded for classification. Following data preparation, the different nets were trained with the data of the first half. The training success of both networks was evaluated by achieved entropy. The second half of the basketball game was presented to both nets for automatic classification. Both approaches were able to present the trained data extremely well and to detect the pre-selected plays correctly. In conclusion, MSOMs are a useful tool to analyse spatial-temporal data, especially in team sports. By their direct inclusion of different time length of tactical patterns, they open up new opportunities within team sports.
Brânzei, R.; Mallozzi, L.; Tijs, S.H.
Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and
Spiteri, Tania; Binetti, Molly; Scanlan, Aaron T; Dalbo, Vincent J; Dolci, Filippo; Specos, Christina
In female basketball the assumed components of success include power, agility, and the proficiency at executing movements using each limb. However, the importance of these attributes in discriminating between playing levels in female basketball have yet to be determined. The purpose of this study was to compare lower body power, change of direction (COD) speed, agility, and lower-body sidedness between basketball athletes participating in Division 1 Collegiate basketball (United States), Women's National Basketball League (WNBL) (Australia), and Women's National Basketball Association (WNBA) (United States). Fifteen female athletes from each league (N = 45) completed a double and single leg counter-movement jump, static jump, drop jump, 5-0-5 COD Test, and an offensive and defensive Agility Test. One-way analysis of variance with post-hoc comparisons, were conducted to compare differences in physical characteristics (height, body mass, age) and performance outcomes (jump, COD, agility assessments) between playing levels. Separate dependent t-tests were performed to compare lower body sidedness (left vs. right lower-limbs) during the single-leg CMJ jumps (vertical jump height) and 5-0-5 COD test for each limb within each playing level. WNBA athletes displayed significantly greater lower body power (P = 0.01 - 0.03) compared to WNBL athletes, significantly faster COD speed (P = 0.02 - 0.03), and offensive and defensive agility performance (P = 0.02 - 0.03) compared to WNBL and Collegiate athletes. WNBL athletes also produced faster defensive agility performance compared to Collegiate athletes (P = 0.02). Further, WNBA and WNBL athletes exhibited reduced lower body sidedness compared to Collegiate athletes. These findings indicate the importance of lower body power, agility, and reduced lower body imbalances to execute more proficient on court movements, required to compete at higher playing levels.
Kuss, Daria J
In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that
Kuss, Daria J
In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that
Owoeye Oluwatoyosi Babatunde; Akodu Ashiyat; Oladokun Bayonle; Akinbo Sunday Rufus
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...
Tarik Ozmen; Bekir Yuktasir; Necmiye Un Yildirim; Birol Yalcin; Mark ET Willems
INTRODUCTION: Wheelchair basketball is a paralympic sport characterized by intermittent high-intensity activities that require explosive strength and speed. OBJECTIVE: To investigate the effect of explosive strength training on speed and agility performance in wheelchair basketball players. METHODS: Ten male wheelchair basketball players (Mage=31±4 yrs) were divided into two groups [i.e. explosive strength training (ES); control (CN)] based on International Wheelchair Basketball Fede...
Svilar, Luka; Castellano, Julen; Jukic, Igor; Casamichana, David
The purpose of this paper was to study the structure of interrelationships among external training load measures and how these vary among different positions in elite basketball. Eight external variables of jumping (JUMP), acceleration (ACC), deceleration (DEC) and change of direction (COD), and two internal load variables (RPE and sRPE) were collected from 13 professional players with 300 session records. Three playing positions were considered: guards (n=4), forwards (n=4) and centers (n=5). High and total external variables (hJUMP and tJUMP, hACC and tACC, hDEC and tDEC, hCOD and tCOD) were used for the principal component analysis. Extraction criteria were set at the eigenvalue of greater than one. Varimax rotation mode was used to extract multiple principal components. The analysis showed that all positions had two or three principal components (explaining almost all of the variance), but the configuration of each factor was different: tACC, tDEC, tCOD and hJUMP for centers, hACC, tACC, tCOD and hJUMP for guards, and tACC, hDEC, tDEC, hCOD, and tCOD for forwards are specifically demanded in training sessions and, therefore, these variables must be prioritized in load monitoring. Furthermore, for all playing positions, RPE and sRPE have high correlation with the total amount of ACC, DEC and COD. This would suggest that, although players perform the same training tasks, the demands of each position can vary. A particular combination of external load measures is required to describe training load of each playing position, especially to better understand internal responses among players.
Fogel Curtis A.; Quinlan Andrea
In 2013, Mark Cuban, the team owner of Dallas Mavericks of the National Basketball Association (NBA), announced that he would consider selecting female basketball player Brittney Griner to play for his professional men’s team. Within 24 hours after ESPN posted an online article reporting Mark Cuban’s statement, 921 online comments were posted in response. This study analyzes these comments to investigate the pervasive sexism and gender discrimination found in online sporting news arenas. It i...
van Damme, E.E.C.; Wright, J.
We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as
This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest
Waase, Marc P; Mutharasan, R Kannan; Whang, William; DiTullio, Marco R; DiFiori, John P; Callahan, Lisa; Mancell, Jimmie; Phelan, Dermot; Schwartz, Allan; Homma, Shunichi; Engel, David J
While it is known that long-term intensive athletic training is associated with cardiac structural changes that can be reflected on surface electrocardiograms (ECGs), there is a paucity of sport-specific ECG data. This study seeks to clarify the applicability of existing athlete ECG interpretation criteria to elite basketball players, an athlete group shown to develop significant athletic cardiac remodeling. To generate normative ECG data for National Basketball Association (NBA) athletes and to assess the accuracy of athlete ECG interpretation criteria in this population. The NBA has partnered with Columbia University Medical Center to annually perform a review of policy-mandated annual preseason ECGs and stress echocardiograms for all players and predraft participants. This observational study includes the preseason ECG examinations of NBA athletes who participated in the 2013-2014 and 2014-2015 seasons, plus all participants in the 2014 and 2015 NBA predraft combines. Examinations were performed from July 2013 to May 2015. Data analysis was performed between December 2015 and March 2017. Active roster or draft status in the NBA and routine preseason ECGs and echocardiograms. Baseline quantitative ECG variables were measured and ECG data qualitatively analyzed using 3 existing, athlete-specific interpretation criteria: Seattle (2012), refined (2014), and international (2017). Abnormal ECG findings were compared with matched echocardiographic data. Of 519 male athletes, 409 (78.8%) were African American, 96 (18.5%) were white, and the remaining 14 (2.7%) were of other races/ethnicities; 115 were predraft combine participants, and the remaining 404 were on active rosters of NBA teams. The mean (SD) age was 24.8 (4.3) years. Physiologic, training-related changes were present in 462 (89.0%) athletes in the study. Under Seattle criteria, 131 (25.2%) had abnormal findings, compared with 108 (20.8%) and 81 (15.6%) under refined and international criteria, respectively
Daria J KussPsychology Research and Behavior Management, Birmingham City University, Birmingham, UKAbstract: In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal o...
Calleja-González, Julio; Terrados, Nicolás; Mielgo-Ayuso, Juan; Delextrat, Anne; Jukic, Igor; Vaquera, Alejandro; Torres, Lorena; Schelling, Xavier; Stojanovic, Marko; Ostojic, Sergej M
Basketball can be described as a moderate-to-long duration exercise including repeated bouts of high-intensity activity interspersed with periods of low to moderate active recovery or passive rest. A match is characterized by repeated explosive activities, such as sprints, jumps, shuffles and rapid changes in direction. In top-level modern basketball, players are frequently required to play consecutive matches with limited time to recover. To ensure adequate recovery after any basketball activity (i.e., match or training), it is necessary to know the type of fatigue induced and, if possible, its underlying mechanisms. Despite limited scientific evidence to support their effectiveness in facilitating optimal recovery, certain recovery strategies are commonly utilized in basketball. It is particularly important to optimize recovery because players spend a much greater proportion of their time recovering than they do in training. Therefore, the main aim of this report is to facilitate useful information that may lead to practical application, based on the scientific evidence and applied knowledge specifically in basketball.
Ferioli, Davide; Bosio, Andrea; La Torre, Antonio; Carlomagno, Domenico; Connolly, Darragh R; Rampinini, Ermanno
Ferioli, D, Bosio, A, La Torre, A, Carlomagno, D, Connolly, DR, and Rampinini, E. Different training loads partially influence physiological responses to preparation period in basketball. J Strength Cond Res 32(3): 790-797, 2018-The aim of this study was to compare the session rating of perceived exertion training load (sRPE-TL), training volume (TV), and the changes in physical fitness between professional (n = 14) and semiprofessional (n = 18) basketball players during the preparation period. Furthermore, relationships between sRPE-TL and TV with changes in physical fitness level were investigated. The players performed the Yo-Yo intermittent recovery test-level 1 (Yo-Yo IR1) before and after the preparation period. In addition, physiological responses to a standardized 6-minute continuous running test (Mognoni's test) and to a standardized 5-minute high-intensity intermittent running test (HIT) were measured. Session rating of perceived exertion-TL and TV were greater for professional (5,241 ± 1787 AU; 914 ± 122 minutes) compared with semiprofessional players (2,408 ± 487 AU; 583 ± 65 minutes). Despite these differences, Yo-Yo IR1 performance improvements (∼30%) and physiological adaptations to the Mognoni's test were similar between the 2 groups. Furthermore, physiological adaptations to HIT were slightly greater for professional compared with semiprofessional players; however, the magnitude of these effects was only small/moderate. No clear relationships were found between sRPE-TL and changes in Yo-Yo IR1 performance and Mognoni's test (rs ± 90% confidence interval [CI]: Yo-Yo IR1, 0.18 ± 0.30; Mognoni's test, -0.14 ± 0.29). Only moderate relationships were found between sRPE-TL and changes in HIT (rs ± 90% CI: [La], -0.48 ± 0.23; [H], -0.42 ± 0.25). These results raise doubts on the effectiveness of using high sRPE-TL and TV during the preparation period to improve the physical fitness level of players. The Yo-Yo IR1 seems to be sensitive to
Klabbers, Jan H. G.
Since its introduction in academia and professional practice during the 1950s, gaming has been linked to simulation. Although both fields have a few important characteristics in common, they are distinct in their form and underlying theories of knowledge and methodology. Nevertheless, in the literature, hybrid terms such as "gaming/simulation" and…
the roles as forensic experts who solve a series of murder cases. When teachers use this type of games, they have to adapt to new teaching situations and roles. This includes the fictional role in a game, but also the role as a supervisor for a group of students that play the role as professional experts. I...
van den Hoogen, J.; Lo, J.C.; Meijer, S.A.
Background. Debriefing is an intrinsic part of games for learning and proper
debriefing can also be beneficial to research games. However, the literature
on how to debrief research games is sparse and only provides the professional
with an abstract topic guide.
Aim. The purpose of
Reng, Lars; Schoenau-Fog, Henrik
will describe the levels of the model, which is based on our experience in teaching professional game development at university level. Furthermore, we have been using the model to inspire numerous educators to improve their students’ motivation and skills. The model presents various game-based learning...... activities, and depicts their required planning and expected outcome through eight levels. At its lower levels, the model contains the possibilities of using stand-alone analogue and digital games as teachers, utilizing games as a facilitator of learning activities, exploiting gamification and motivating......In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of gameoriented learning activities. The model is intended to give an overview of the possibilities of game-based learning in general and all the way up to purposive game productions. In the paper, we...
Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.
In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic
Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.
In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic
The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international
Full Text Available The present study analyzed the relationship between the level of self-efficacy of the player with the ball in basketball, various performance indicators, and individual participation of the youth player in competition, with the goal of being able to establish initial values that help to define game styles and systems that are adapted to the characteristics of the youth player. In order to evaluate the levels of self-efficacy, a questionnaire was administered to 187 players from the under-16 age category. From a total of 22 games, the following variables related to the individual performance of the player were analyzed: a points scored; b shot attempts and shots made of 1, 2, and 3 points; c efficacy percentage of 1, 2, and 3-point shots; d rebounds made; and e personal fouls received. With regard to participation, the following variables were analyzed: f minutes played; g total time of ball possession; h number of ball possessions; i number of passes received; and j number of offensive phases in which the player participates. The results indicate that the performance and participation variables correctly classify 74.2% when differentiating between players with high and low levels of selfefficacy. The players with high levels of self-efficacy presented higher values in the different performance and participation variables than the players with low levels of self-efficacy.
Ferioli, Davide; Bosio, Andrea; Bilsborough, Johann C; Torre, Antonio La; Tornaghi, Michele; Rampinini, Ermanno
To investigate the 1) effect of the preparation period on the neuromuscular characteristics of 12 professional (PRO) and 16 semi-professional (SEMI-PRO) basketball players; 2) relationships between training load indices and changes in neuromuscular physical performance. Prior to and following the preparation period, players underwent a counter-movement jump (CMJ) test, followed by a repeated change of direction (COD) test consisting of 4 levels with increasing intensities. The peripheral neuromuscular functions of the knee extensors (peak torque, PT) were measured using electrical stimulations after each level (PT1, PT2, PT3 and PT4). Furthermore, PT Max (the highest value of PT) and PT Dec (PT decrement from PT Max to PT4) were calculated. Trivial-to-small (effect size, ES: -0.17 to 0.46) improvements were found in CMJ variables, regardless of the competitive levels. After the preparation period, peripheral fatigue induced by a COD test was similarly reduced in both PRO (PT Dec: from 27.8±21.3% to 11.4±13.7%, ES±90%CI= -0.71±0.30) and SEMI-PRO (PT Dec: from 26.1±21.9% to 10.2±8.2%, ES±90%CI= -0.69±0.32). Moderate-to-large relationships were found between session rating of perceived exertion training load and changes in PPO measured during the CMJs (r s ±90%CI: PPOabs, -0.46±0.26; PPOrel, -0.53±0.23) and in some PTs measured during the COD test (PT1, -0.45±0.26; PT2, -0.44±0.26; PT3, -0.40±0.27 and PT Max, -0.38±0.28). Preparation period induced minimal changes in the CMJ, while the ability to sustain repeated COD efforts was improved. Reaching high session rating of perceived exertion training loads might partially and negatively affect the ability to produce strength and power.
Full Text Available Background In basketball a maximum accuracy at every game intensity is required while shooting. The aim of the present study was to investigate the acute effect of three different drill intensity simulation protocols on jump shot accuracy in expert and junior basketball players. Materials & Methods Eleven expert players (age 26 ± 6 yrs, weight 86 ± 11 kg, height 192 ± 8 cm and ten junior players (age 18 ± 1 yrs, weight 75 ± 12 kg, height 184 ± 9 cm completed three series of twenty jump shots at three different levels of exertion. Counter Movement Jump (CMJ height was also measured after each series of jump shots. Exertion’s intensity was induced manipulating the basketball drills. Heart rate was measured for the whole duration of the tests while the rating of perceived exertion (RPE was collected at the end of each series of shots. Results Heart rate and rating of perceived exertion (RPE were statistically different in the three conditions for both expert and junior players. CMJ height remained almost unchanged in both groups. Jump shot accuracy decreased with increasing drills intensity both in experts and junior players. Expert players showed higher accuracy than junior players for all the three levels of exertion (83% vs 64%, p < 0.001; 75% vs 57%, p < 0.05; 76% vs 60%, p < 0.01. Moreover, for the most demanding level of exertion, experts showed a higher accuracy in the last ten shots compared to the first ten shots (82% vs 70%, p < 0.05. Discussion Experts coped better with the different exertion’s intensities, thus maintaining a higher level of performance. The introduction of technical short bouts of high-intensity sport-specific exercises into skill sessions should be proposed to improve jump shot accuracy during matches.
Full Text Available This study was primarily aimed at detecting dribbling techniques, used in the European Championship in Poland, their frequency and efficiency. Secondary goal of the research was to explain the game of basketball in offense in a more exact way according to the analyzed technical and tactical dribbling activities. In the sample of eight games four variables were observed: time of using dribble, different starts of dribble, dribble course and dribble finish. Observation protocol was applied on each game and on each player separately. According to the acquired data it can be concluded that eight games at the 2009 European Championship in Poland were dominated by the dribbling technique which was characterized by crossover step, in which cross over dribble was most used and most frequent finish was in passing after stop. When it comes to the time of using dribble, it is evident that all the observed teams had almost the same time of using dribble, but that also the time of using dribble partly affected final placement, because the teams which used it the least played in the finals , Spain 31.28 minutes and Serbia 32.28 minutes. The team that used dribbling the least became the champion, and that was the team of Spain.
Okoroha, Kelechi R; Marfo, Kojo; Meta, Fabien; Matar, Robert; Shehab, Ramsy; Thompson, Terry; Moutzouros, Vasilios; Makhni, Eric C
There is limited information on the potential risk factors for sustaining an anterior cruciate ligament (ACL) tear in National Basketball Association (NBA) athletes. This study evaluated 83 NBA players who sustained an ACL injury between 1984 and 2015 to determine the influence of minutes played on injury risk. Minutes played in the injury game, during the season, and over their career were assessed, along with the ability to return to play, player efficiency rating, and playing time after return. Athletes in the NBA played significantly fewer minutes before sustaining an ACL injury (17.1 minutes) than their average minutes per game that season (23.5 minutes; PNBA competition the season following ACL injury. Players who were drafted as lottery picks (draft pick 1 to 15) or those who were starters played significantly more minutes the season following injury than those who were not (both PNBA game did not contribute to the risk of sustaining an ACL injury. Although there was a high rate of return to NBA competition the season following injury, those who were elite athletes played more minutes per game than those who were not. Athletes who returned to play sustained a decrease in player efficiency ratings compared with similar athletes without ACL injury. [Orthopedics. 2017; 40(4):e658-e662.]. Copyright 2017, SLACK Incorporated.
Overmans, J.F.A.|info:eu-repo/dai/nl/375780718; Bakker, W.E.|info:eu-repo/dai/nl/080095291; van Zeeland, Y.R.A.|info:eu-repo/dai/nl/314101160; van der Ree, G.; Jeuring, J.T.|info:eu-repo/dai/nl/075189771; van Mil, M.H.W.; Glas, M.A.J.|info:eu-repo/dai/nl/330981447; van de Grint, E.J.M.; Bastings, M.A.S.|info:eu-repo/dai/nl/133948676; de Smale, S.; Dictus, W.J.A.G.
Simulations and games play an important role in how young people learn. Through simulations and games you can practice skills that are relevant for professional practice. Through simulations and games you can learn to deal with complexity and diversity. Simulations and games already play a role in
Jos\\u00E9 M. S\\u00E1nchez
Full Text Available The aim of the study was to examine the coach-athlete relationship by analyzing the determinants of the quality of that relationship, the components emerged from previous constraints and the outcomes of the relationship. We accomplished a qualitative study using semistructured in-depth interviews with a total of 4 dyads (2 coaches and 4 players selected deliberately. The data obtained suggested that the coach-athlete relationship in basketball is organized into three layers: a relationship antecedent variables (coach's and athlete's behaviour and values wanted, b components (behaviours, feelings, cognitions, improvement and maintenance strategies, and management of differences and c the consequences or outcomes (the coach and the player. In conclusion, we found that the different antecedents determine the components of the relationship, generating, in the case of positive relationships, satisfaction, wellbeing and performance, representing a personal and professional growth in both members of the dyad.
videogame-based approaches to professional development, elearning , and simulation. A key goal for establishing this event was to provide a better...perspective Paul Ballas Games for Global Health : Examples & Discussion Jackson Stakeman, USC Safe2Live: Using Virtual Worlds Tools to Engage AT
Bakkes, S.; Tan, C.T.; Pisan, Y.
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific
This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other
Hendricks, Vincent F.
Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....
Full Text Available The aim of this study was to establish the correlation between the predictor-basic motor and situational-motor tests in sports games. On the sample of 62 subjects of the first year of high school was carried out measurements which covered 12 basic and 6 motor variables and situational tests in volleyball and basketball.Based on the results of the canonical correlation analysis, it can be concluded that there is a significant relationship between the predictor variables and a set of criterion variables, situational-motor tests basketball and volleyball. These results are logical given the structure of movements from basketball and volleyball that require a high level of coordination and speed.
Full Text Available Testing and measurement in basketball is basically supposed to help in the initial evaluation and interpretation of features and capabilities of players that are important for their activity. The main objective of testing is the possibility of obtaining information about the three general indicators in basketball practice, namely: the level of current results in certain ability, the pace of results improvement in the ability and stability of the results in tests of ability. For this purpose, testing and measurement of young basketball players, members of the Montenegro under-18 team, was carried out. The aim of this paper is to present the basic features and capabilities of young basketball players of Montenegro and their comparison with some other teams. Variables from anthropometry space were measured: body height, arm span, reach height, body mass. Motor skills were observed by variables: the last squat, thrust from a flat bench, rear thrust, lying-sitting for 30 seconds, sargent test, long jump, 20 yard test, kamikaze, špagat, sitting bow. Based on the processed results it can be concluded that the motor skills of our young players, tested in this study, are at the level of the young players of other representations. The results will be of great help to coaches who work with these players.
The aim of this study is to compare the risk perception levels of Basketball athletes in Turkish League teams according to some variables. In this research the "general screening model," which is one of the descriptive screening methods, was used. While the population of the study consists of athletes actively engaged in the Turkish…
Martin, Jeffrey J.
In the current study, variables grounded in social cognitive theory with athletes with disabilities were examined. Performance, training, resiliency, and thought control self-efficacy, and positive (PA) and negative (NA) affect were examined with wheelchair basketball athletes (N = 79). Consistent with social cognitive theory, weak to strong…
Full Text Available Basketball is a sport that has a very long tradition in the territory of ex-Yugoslavia. The breakdown of the country led to a de- crease in quality of basketball in the newly created countries. The unsteadiness of quality of the teams in national leagues resulted in formation of the Regional Adriatic Basketball League (ABA in 2001. The main goal of this research was to measure the competitive balance in ABA, Spanish (ACB and National Basketball Association League (NBA. The competitive balance was calculated by using Ratio of Standard Deviation index (RSD and Herfindahl-Hirschman Index (HHI.The results of RSD showed that the most equable was ABA league, then came ACB league, while the most unequable was NBA league. The calculating of HHI index gave a different result. NBA is the most equable, then comes ABA league, and the last one is ACB league, which is the most unequable according to this parameter. ABA league has less quality than ACB and NBA league, but the results show that it is competitively the most balanced league. According to the RSD rates, NBA league is the most unequable. The main reason for that is a huge number of teams taking part in the league, which causes the unequable distribution of quality players. Ac- cording to HHI, NBA is the most equable. Reason for that are different mechanisms whose goal is to reach and maintain the competitive balance.
Full Text Available Background: Basketball, as an exciting team sport, is very popular among athletes with disabilities. Among psychological skills, mood states as an important variable have been of special interest to researchers. Objectives: The purpose of the present study was to investigate and compare profile of mood states (BRUMS of disabled former soldiers who play basketball in different age groups. Methodology: After getting permit to conduct the research, 28 disabled basketball players completed the demographic survey and the Brunel Mood Scale (BRUMS questionnaire. BRUMS consisted of 24 items in subscales of stress, anger, depression, fatigue, confusion and vigor. The one-way analysis of variance test was used for the data analysis. The significance level was set at P≤0.05. SPSS Statistics 22.0 was used for the analysis of data. Results: The results showed that mood states become less negative with age. However, scores showed a rising trend in the 35-39 age groups (mood of anger with P=0/02 fatigue with P=0/03 and confusion with P=0/04. Conclusion: It seems that examining the psychological variables in relation to age can help develop more effective strategies in physical and mental training programs for disabled players. Keywords: Mood States, Basketball Players, veteran with disabilities, Age
te Wierike, Sanne C. M.; de Jong, Mark C.; Tromp, Eveline J. Y.; Vuijk, Pieter J.; Lemmink, Koen A. P. M.; Malina, Robert M.; Elferink-Gemser, Marije T.; Visscher, Chris
te Wierike, SCM, de Jong, MC, Tromp, EJY, Vuijk, PJ, Lemmink, KAPM, Malina, RM, Elferink-Gemser, MT, and Visscher, C. Development of repeated sprint ability in talented youth basketball players. J Strength Cond Res 28(4): 928-934, 2014-Factors affecting repeated sprint ability (RSA) were evaluated
Based upon Lakoff and Johnson’s theory of conventional metaphor, this paper takes some basketball jargons as a case for analysis from the cognitive perspective. The analysis verifies the indispensable role that metaphor as an important cogni⁃tive instrument plays in people’s interpreting and understanding the target domain by carrying over concepts from the source domain.
Marcelino, PR; Aoki, MS; Arruda, AFS; Freitas, CG; Mendez-Villanueva, A
The purpose of this study was to investigate the effect of court size on physiological responses and physical performance of young elite basketball players. Twelve male basketball players (18.6 ± 0.5 years; 88.8 ± 14.5 kg; 192.6 ± 6.5 cm) from an under-19 team performed two small-sided games (matches) with different court areas (28x15 m and 28x9 m; 28x15 and 28x9 protocols). The number of players (3x3) was kept the same in each protocol. The players performed a repeated-sprint ability (RSA) test before and after each match. Blood lactate concentration was collected before (pre) and after (post) the matches, and the session rating of perceived exertion (session-RPE) was determined 30 minutes after the match. Best and mean time in the RSA test were not different between the 28x15 and the 28x9 match protocols (p > 0.05). A significant difference was observed for lactate concentration from pre- to post-match (p 0.05, ES=0.41). In summary, the results of the current study suggest that the different court areas induced similar responses. Although there was no significant difference in effort perception, players tended to perceive a greater effort in the larger court size. PMID:26985132
YOU WATCH ANY OF THE FOLLOWING PROGRAMS OR PROGRAMMING TYPES ON TV? - NBA BASKETBALL 1 - REGULARLY TURN ON THE TV TO WATCH IT 2 - SOMETIMES WATCH IT...league baseball — regular season games 105. Major league baseball playoffs 106. World Series 107. NBA basketball 108. College basketball 109...LAG BASEBALL PLAYOFFS WORLD SERIES MBA BASKETBALL COLLEGE BASKETBALL NHL HOCKEY PROFESSIONAL WRESTLING CAR RACES 154 156 158- 160 162- 164
Full Text Available Basketball is in the top of favourite sports. The appearance of private sport clubs on the sports market is caused by the increasingly precarious conditions in state institutions and, at the same time, by the influence of the European Community. We aim at identifying a pattern of activity meant to attract and educated children in the field of basketball through private basketball clubs by making parents aware of the beneficial effects of basketball and of being a member of a sports team. The survey was carried out in 12 private basketball clubs that carry out activities in a consequent manner (in number and in value. Private basketball club managers responded to the questions in our questionnaire showing willingness to cooperate; results show that all private basketball clubs are non-profit organisations and are involved in the competitions organised by the Romanian Federation of Basketball. Private basketball clubs represent half of the affiliated basketball clubs and dominate the competitions reserved to the different age categories, which denotes the efficiency of their activities.
Full Text Available Eri Ito, Jun Iwamoto, Koichiro Azuma, Hideo MatsumotoInstitute for Integrated Sports Medicine, Keio University School of Medicine, Tokyo, JapanAbstract: The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females consulted our sports medicine clinic; in total, 1,414 injuries in basketball players (729 injuries in males and 685 injuries in females were recorded. The mean age of patients was 19.6 years. The most common injury site was the knee, followed by the foot and ankle, lower back, and upper extremities. There was a higher proportion of female players presenting with a knee injury, compared with male players (50.4% vs 41.7%, and a lower proportion of female players presenting with an upper extremity injury (5.1% vs 9.7%. The proportion of anterior cruciate ligament injury in the 10–19-year-old age group was higher among female players than among male players (45.9% vs 22.1%, while the proportions of Osgood–Schlatter disease in the 10–19-year-old age group and jumper's knee (patellar and femoral tendinopathy in the 20–29-year-old age group were higher among male players than among female players (12.5% vs 1.8% and 14.6% vs 3.7%, respectively. However, the proportions of other injuries did not differ significantly between male and female players. The present observational study, which was performed using a retrospective case-series design, showed the existence of sex-specific differences in knee injuries sustained while participating in basketball.Keywords: sports injury, sex, anterior cruciate ligament injury, Osgood–Schlatter disease, basketball
Zouch, Mohamed; Chaari, Hamada; Zribi, Anis; Bouajina, Elyès; Vico, Laurence; Alexandre, Christian; Zaouali, Monia; Ben Nasr, Hela; Masmoudi, Liwa; Tabka, Zouhair
The aim of this study was to examine the effect of volleyball and basketball practice on bone acquisition and to determine which of these 2 high-impact sports is more osteogenic in prepubertal period. We investigated 170 boys (aged 10-12 yr, Tanner stage I): 50 volleyball players (VB), 50 basketball players (BB), and 70 controls. Bone mineral content (BMC, g) and bone area (BA, cm(2)) were measured by dual-energy X-ray absorptiometry at different sites. We found that, both VB and BB have a higher BMC at whole body and most weight-bearing and nonweight-bearing sites than controls, except the BMC in head which was lower in VB and BB than controls. Moreover, only VB exhibited greater BMC in right and left ultra-distal radius than controls. No significant differences were observed between the 3 groups in lumbar spine, femoral neck, and left third D radius BMC. Athletes also exhibited a higher BA in whole body, limbs, lumbar spine, and femoral region than controls. In addition, they have a similar BA in head and left third D radius with controls. The VB exhibited a greater BA in most radius region than controls and a greater femoral neck BA than BB. A significant positive correlation was reported between total lean mass and both BMC and BA in whole body, lumbar spine, total hip, and right whole radius among VB and BB. In summary, we suggest that volleyball and basketball have an osteogenic effect BMC and BA in loaded sites in prepubescent boys. The increased bone mass induced by both volleyball and basketball training in the stressed sites was associated to a decreased skull BMC. Moreover, volleyball practice produces a more sensitive mechanical stress in loaded bones than basketball. This effect seems translated by femoral neck expansion. Copyright © 2016 The International Society for Clinical Densitometry. Published by Elsevier Inc. All rights reserved.
Zagatto, Alessandro M; Ardigò, Luca P; Barbieri, Fabio A; Milioni, Fabio; Dello Iacono, Antonio; Camargo, Bruno H F; Padulo, Johnny
Zagatto, AM, Ardigò, LP, Barbieri, FA, Milioni, F, Dello Iacono, A, Camargo, BHF, and Padulo, J. Performance and metabolic demand of a new repeated-sprint ability test in basketball players: does the number of changes of direction matter? J Strength Cond Res 31(9): 2438-2446, 2017-This study compared 2 repeated-sprint ability (RSA) tests in basketball players. Both tests included 10 × 30-m sprints, with the difference that the previously validated test (RSA2COD) featured 2 changes of direction (COD) per sprint, whereas the experimental test (RSA5COD) featured 5 CODs per sprint. Test performances and metabolic demands were specifically assessed in 20 basketball players. First, RSA5COD test-retest reliability was investigated. Then, RSA2COD, RSA5COD sprint times, peak speeds, oxygen uptake (V[Combining Dot Above]O2) and posttest blood lactate concentration [La] were measured. The RSA5COD results showed to be reliable. RSA2COD performance resulted better than the RSA5COD version (p 0.05). Over whole bout, the RSA2COD was more demanding than the RSA5COD, considering overall metabolic power requirement (i.e., VO2-driven + [La]-driven components). Given that RSA5COD (a) mimics real game-play as sprint distance and action change frequency/direction and (b) has the same metabolic expenditure per task completion as metabolic cost, RSA5COD is a valuable option for players and coaches for training basketball-specific agility and assessing bioenergetic demands.
Full Text Available Daria J KussPsychology Research and Behavior Management, Birmingham City University, Birmingham, UKAbstract: In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive
te Wierike, Sanne Cornelia Maria
Veel jonge talentvolle basketballers hebben één doel voor ogen; de top halen in hun sport. Hoe de ontwikkeling van jonge speler tot aan volwassen basketballer verloopt, is onderzocht in het promotieonderzoek van Sanne te Wierike. Dit onderzoek is uitgevoerd bij Bewegingswetenschappen (UMCG,
Master complex C++ programming with this helpful, in-depth resource From game programming to major commercial software applications, C++ is the language of choice. It is also one of the most difficult programming languages to master. While most competing books are geared toward beginners, Professional C++, Third Edition, shows experienced developers how to master the latest release of C++, explaining little known features with detailed code examples users can plug into their own codes. More advanced language features and programming techniques are presented in this newest edition of the book,
Full Text Available The importance of jumping ability in basketball is well known, but there is an evident lack of studies that have examined different jumping testing protocols in basketball players at advanced levels. The aim of this study was to assess the applicability of different tests of jumping capacity in identifying differences between (i playing position and (ii competitive levels of professional players. Participants were 110 male professional basketball players (height: 194.92±8.09 cm; body mass: 89.33±10.91 kg; 21.58±3.92 years of age; Guards, 49; Forwards, 22; Centres, 39 who competed in the first (n = 58 and second division (n = 52. The variables included anthropometrics and jumping test performance. Jumping performances were evaluated by the standing broad jump (SBJ, countermovement jump (CMJ, reactive strength index (RSI, repeated reactive strength ability (RRSA and four running vertical jumps: maximal jump with (i take-off from the dominant leg and (ii non-dominant leg, lay-up shot jump with take-off from the (iii dominant leg and (iv non-dominant leg. First-division players were taller (ES: 0.76, 95%CI: 0.35-1.16, moderate differences, heavier (0.69, 0.29-1.10, had higher maximal reach height (0.67, 0.26-1.07, moderate differences, and had lower body fat % (-0.87, -1.27-0.45, moderate differences than second-division players. The playing positions differed significantly in three of four running jump achievements, RSI and RRSA, with Centres being least successful. The first-division players were superior to second-division players in SBJ (0.63, 0.23-1.03; 0.87, 0.26-1.43; 0.76, 0.11-1.63, all moderate differences, for total sample, Guards, and Forwards, respectively. Running vertical jumps and repeated jumping capacity can be used as valid measures of position-specific jumping ability in basketball. The differences between playing levels in vertical jumping achievement can be observed by assessing vertical jump scores together with differences
Pehar, Miran; Sekulic, Damir; Sisic, Nedim; Spasic, Miodrag; Uljevic, Ognjen; Krolo, Ante; Milanovic, Zoran; Sattler, Tine
The importance of jumping ability in basketball is well known, but there is an evident lack of studies that have examined different jumping testing protocols in basketball players at advanced levels. The aim of this study was to assess the applicability of different tests of jumping capacity in identifying differences between (i) playing position and (ii) competitive levels of professional players. Participants were 110 male professional basketball players (height: 194.92±8.09 cm; body mass: 89.33±10.91 kg; 21.58±3.92 years of age; Guards, 49; Forwards, 22; Centres, 39) who competed in the first (n = 58) and second division (n = 52). The variables included anthropometrics and jumping test performance. Jumping performances were evaluated by the standing broad jump (SBJ), countermovement jump (CMJ), reactive strength index (RSI), repeated reactive strength ability (RRSA) and four running vertical jumps: maximal jump with (i) take-off from the dominant leg and (ii) non-dominant leg, lay-up shot jump with take-off from the (iii) dominant leg and (iv) non-dominant leg. First-division players were taller (ES: 0.76, 95%CI: 0.35-1.16, moderate differences), heavier (0.69, 0.29-1.10), had higher maximal reach height (0.67, 0.26-1.07, moderate differences), and had lower body fat % (-0.87, -1.27-0.45, moderate differences) than second-division players. The playing positions differed significantly in three of four running jump achievements, RSI and RRSA, with Centres being least successful. The first-division players were superior to second-division players in SBJ (0.63, 0.23-1.03; 0.87, 0.26-1.43; 0.76, 0.11-1.63, all moderate differences, for total sample, Guards, and Forwards, respectively). Running vertical jumps and repeated jumping capacity can be used as valid measures of position-specific jumping ability in basketball. The differences between playing levels in vertical jumping achievement can be observed by assessing vertical jump scores together with differences
To date, competitive gaming has not been widely researched or recognised in the scientific and professional literature on video games. As the name suggests, competitive gaming comprises players who regularly compete in tournaments organised and run by the gaming community, often for large monetary gains. Secondary benefits include the recognition and admiration of other gaming community members. Such tournaments are now often run by companies that host the events at large convention centres i...
Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan
A dominant discourse on "scaling-up" small-scale innovations based on a limited number of successful classroom trials pervades the educational literature. We view this discourse as insensitive to the professional work of teachers and the human side of school change. Our research investigated how teacher professional development could be…
Stanley Ilango Thangaraj
South Asian American participants of a co-ethnic basketball league, known as Indo-Pak Basketball, utilized urban basketball vernacular through the phrase “liting it up” to identify individuals scoring points in great numbers. The person “liting it up” becomes visible and receives recognition. Accordingly, I want to “lite up” the scholarship on South Asian America whereby situating South Asian American religious sites and cultural centers as key arenas for “Americanization” through US popula...
Urpose: to find out effectiveness of concentrated training technology in students’ basketball trainings. Material: 55 students participated in experiment. The research was being conducted during one academic year. Skillfulness in basketball techniques was determined with the help of tests’ complex. We assessed: basketball techniques’ fulfillment and their quantitative parameters (quickness of dribbling, passes, movements and accuracy of hitting in basket). Every student was offered to fulfill...
Gonzalo-Skok, Oliver; Serna, Jorge; Rhea, Matthew R; Marín, Pedro J
Sprinting and jumping are two common and important components of high-level sport performance. The weight-bearing dorsiflexion test (WB-DF) and Star Excursion Balance Test (SEBT) are tools developed to identify athletes at risk for lower extremity injury and may be related to running and jumping performance among athletes. The purposes of the present study were: 1) to identify any relationships between functional movement tests (WB-DF and SEBT) and performance tests (jumping, sprinting and changing direction); 2) to examine any relationships between asymmetries in functional movements and performance tests. Descriptive cohort study. Fifteen elite male basketball players (age: 15.4 ± 0.9 years) were assessed during a three-week period to determine the reliability of functional screening tools and performance tests and to examine the relationships between these tests. Relative (intraclass correlation coefficient) and absolute (coefficient of variation) reliability were used to assess the reproducibility of the tests. Significant correlations were detected between certain functional movement tests and performance tests. Both left and right excursion composite scores related to slower performance times in sprint testing, demonstrating that greater dynamic reach relates to decreased quickness and acceleration among these elite basketball athletes. The various relationships between dynamic functional movement testing, speed, and jump performance provide guidance for the strength and conditioning professional when conducting and evaluating data in an effort to improve performance and reduce risk of injury. The results of the present study suggest that these functional and performance tests do not measure the same components of human movement, and could be paired as outcome measures for the clinical and sport assessment of lower extremity function. 2b.
Geisler, G; Leith, L M
48 undergraduate women performed basketball foul shots with and without background music. Slow music, fast music, and music personally selected by subjects did not significantly affect shooting performance.
participants make decisions with or without the intervention of ... formulation of game theory started in 1944 with the publication of the book ... Nearly all games require seeing patterns, making plans, searching ..... utility/ outcome. •. Players will ...
Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi
The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.
Moreira, Alexandre; Arsati, Franco; Cury, Patrícia Ramos; Franciscon, Clóvis; Simões, Antonio Carlos; de Oliveira, Paulo Roberto; de Araújo, Vera Cavalcanti
This investigation examined the impact of a 17-d training period (that included basketball-specific training, sprints, intermittent running exercises, and weight training, prior to an international championship competition) on salivary immunoglobulin A (SIgA) levels in 10 subjects (athletes and staff members) from a national basketball team, as a biomarker for mucosal immune defence. Unstimulated saliva samples were collected at rest at the beginning of the preparation for the Pan American Games and 1 d before the first game. The recovery interval from the last bout of exercise was 4 h. The SIgA level was measured using enzyme-linked immunosorbent assay and expressed as absolute concentrations, secretion rate, and SIgA level relative to total protein. The decrease in SIgA levels following training was greater in athletes than in support staff; however, no significant differences between the two groups were detected. A decrease in SIgA level, regardless of the method used to express IgA results, was verified for athletes. Only one episode of upper respiratory tract illness symptoms was reported, and it was not associated with changes in SIgA levels. In summary, a situation of combined stress for an important championship was found to decrease the level of SIgA-mediated immune protection at the mucosal surface in team members, with greater changes observed in the athletes.
Drummond, David; Hadchouel, Alice; Tesnière, Antoine
Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games.
Annino, Giuseppe; Ruscello, Bruno; Lebone, Pietro; Palazzo, Francesco; Lombardo, Mauro; Padua, Elvira; Verdecchia, Luca; Tancredi, Virginia; Iellamo, Ferdinando
The aim of this study was to assess the effects of static (SS) and dynamic stretching (DS) on vertical jump performance executed before, immediately after and at the end of the shooting phase (i.e., 15 min later), as to simulate the actual conditions preceding a match, in professional basketball players. Ten elite basketball players (age: 29±6.73 years, height: 194.67±7.75 cm, weight: 91±8.17 kg and BMI 23.8±7.91 kg.m-2) participated to the study. SS and DS protocols were administered during the first training session of the week, 48 hours after the championship match. Stretching protocols consisted in ~7 minutes of general warm-up phase followed by ~8 minutes of SS and DS, performed with a cross-over design., and ~15 minutes of a specific warm-up shooting phase (SP). Vertical jump tests consisted in counter movement jump (CMJ) and CMJ with arm swings (CMJas) and were performed immediately after the end of each stretching phase (preS, postS, postSP). A significant decrease (P=0.05; η2partial=0.29) in jumping tests height occurred in CMJas, when performed after the SS (i.e., PostS). However, no significant differences in jumping performances, occurred after the general warm phase and the specific warm-up shooting phase, between the two stretching protocols. These results would indicate that, overall, stretching routines either dynamic or static, performed before a basketball match are transient and affect only marginally leg muscles performance. Stretching routines, particularly the dynamic ones, may be useful to maintain muscle performance before a competition, provided that this latter begins shortly after.
Full Text Available Background/Objective: Basketball players commonly use mouthguards for protecting their mouths from collisions with other players. Besides, literature reports that specific types of mouthguards may become an ergogenic device that facilitates a powerful jaw clenching, and a subsequent concurrent activation potentiation through this remote voluntary contraction of the mandible muscles. Methods: A randomized within-subjects design was used to study the effects of this mechanism on muscular performance (vertical jump, agility, bench press power and leg press power into two different conditions (mouthguard and no mouthguard in high-standard basketball players (n = 13. A mean differences analysis and a responder analysis were conducted. Results: Significant improvements were found (p < 0.05 in all vertical jump protocols using the mouthguard when compared to the no mouthguard conditions. However, no significant differences were found between the two conditions in agility and power (except in one load of bench press. Nevertheless, p-values were closer to statistical significance when analyzing the total time for the agility T-Test than when the first split time was under consideration (p = 0.111 and p = 0.944, respectively. Conclusion: This study demonstrated that the use of custom-made, bite-aligning mouthguard had an ergogenic effect on jump outcomes and inconclusive results in agility T-Test in professional basketball players. From the results obtained in the present study, the use of this type of mouthguards seems to be more justified in power actions on the court than in the strength and conditioning sessions at the gym in well-trained players. Keywords: Agility, Ergogenic effects, Jump ability, Mouthpiece, Power
Hansen, Ole Ertløv
Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....
Duncan, Michael J; Lyons, Mark; Nevill, Alan M
This study compared peak power estimated using 4 commonly used regression equations with actual peak power derived from force platform data in a group of adolescent basketball players. Twenty-five elite junior male basketball players (age, 16.5 +/- 0.5 years; mass, 74.2 +/- 11.8 kg; height, 181.8 +/- 8.1 cm) volunteered to participate in the study. Actual peak power was determined using a countermovement vertical jump on a force platform. Estimated peak power was determined using countermovement jump height and body mass. All 4 prediction equations were significantly related to actual peak power (all p jump prediction equations, 12% for the Canavan and Vescovi equation, and 6% for the Sayers countermovement jump equation. In all cases peak power was underestimated.
Full Text Available The questions of working out of the criteria for assessment the results of students by subject "Physical education" (basketball section are considered. The article focuses on variants of assessing the results physical training employment of the students under the credit and module system. It is set that at the choice of type of sport (or directions motive activity about 40% students of basic separation are given by a preference the playing types of sport. From this number 12% choose basket-ball. Norms in special physical training are given. It's emphasized that there is no common system of assessment the results of students; the model of sectional form of physical training is worked out not enough.
, called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...
Full Text Available Offense tatctics can be divided into indivdual, group and collective. This article deals with man to man offense, as well as with primary and secondary fast break. It deals with offense tactics consideration and analysis of well-known contemporary teams. Their tactics is presented through different simplified patterns. These patterns allow the teams to find more ideas how to outperform an oponent. The aim of each strategy is to bring a specific outcome, which may be positive or negative. A game outcome is the final product of a team and it shows whether any progress has been made. One of the important offense tactics is man to man, which is very demanding. There is secondary offense also, that represents a situation in which the oponent defense is outnumbered by the offense. These tactics are closely connected with primary and secondary fast break offense. Another interesting type of an offensive play is the pick and roll, one of the most common contemporary plays used in basketball.
Teri J. Hepler
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
Full Text Available Actual conditions and styles of young people’s lives suggest to a teacher an oc- currence of different diseases of basic organic systems and functions in organism. So far experience and practice proved that with appropriate matters and resources of exercise can and must be prevented and/or mitigate all the problems from ‘’this chain’’ of actual states or diseases (obesity, diabetis, cardio diseases, respirator problems, etc. The goal of this process is the analyses of the premisses and opinions in a speci- ment of 380 students of University of Montenegro, in a relation to their most interesting profiles and matters of exercise, such as basketball, etc. In the process were used de- scriptive and analytic methods with inquiry as the instrument of the research. With the analyses of given results it is ratified that student population has signifi- cant needs for regular sport activities, and also positive premisses and knoledge that this kind of activity is the most important to them for taking care and improvement of their health, life condition, mood, social activities, etc. As the most interesting matters which students take affect in or they would take part in are sport games among which basket- ball is ranked as number one sport, then running, fitness, etc
Marmarinos, Christos; Kostopoulos, Nikolaos; Apostolidis, Alexandros
Abstract Team offense in basketball games consists of a set of offensive actions carried out with the cooperation of two or more players. Of these actions, the most commonly used in the last decade is the on-ball screen called the “pick and roll.” The aim of this study was to analyze all of the pick and rolls conducted in the Euroleague championship from all of the 24 participating teams and to investigate the possible relationships between success in the pick and roll and overall success of the teams. For this purpose, 12,376 pick and rolls from 502 matches were analyzed and classified in categories according to the end result of the offensive possession. The results showed that the most effective type of pick and roll offense was when a shot was attempted after 2 passes from the pick and roll occurrence, followed by the screener’s shot when he rolled to the basket. Additionally, linear regression analysis confirmed that pick and roll effectiveness could predict the final classification of the teams. Conclusively, coaches of the high level European clubs should focus on training the players to the most efficient phases of the pick and roll offense, so that the chances of winning the championship to be maximized. PMID:28149375
Full Text Available Team offense in basketball games consists of a set of offensive actions carried out with the cooperation of two or more players. Of these actions, the most commonly used in the last decade is the on-ball screen called the “pick and roll.” The aim of this study was to analyze all of the pick and rolls conducted in the Euroleague championship from all of the 24 participating teams and to investigate the possible relationships between success in the pick and roll and overall success of the teams. For this purpose, 12,376 pick and rolls from 502 matches were analyzed and classified in categories according to the end result of the offensive possession. The results showed that the most effective type of pick and roll offense was when a shot was attempted after 2 passes from the pick and roll occurrence, followed by the screener’s shot when he rolled to the basket. Additionally, linear regression analysis confirmed that pick and roll effectiveness could predict the final classification of the teams. Conclusively, coaches of the high level European clubs should focus on training the players to the most efficient phases of the pick and roll offense, so that the chances of winning the championship to be maximized.
Viggiano, Andrea; Chieffi, Sergio; Tafuri, Domenico; Messina, Giovanni; Monda, Marcellino; De Luca, Bruno
Asymmetrically placed visual distractors are known to cause a lateral bias in the execution of a movement directed toward a target. The aim of the present experiment was to verify if the trajectory of the ball and the trajectory of the jump for a basket-shot can be affected by the sole position of a second player, who stays in front of the shooting player in one of three possible positions (centre, left or right) but too far to physically interfere with the shot. Young basketball players were asked to perform 60 shots at 6.25 m from a regular basket, with or without a second player staying in front of them in, alternately, a centre, left or right position. A computerised system measured the angular deviation of the jump direction from the vertical direction and the lateral deviation of the ball trajectory from the midline. The results showed that both the jump direction and the entry position of the ball deviated toward the opposite side from the second player's side; however, these effects were too small to significantly affect the mean goal percentage. This result confirms that some placements of the players can have an effect as visual distractors. Further studies are necessary to find what game conditions can make such distractors harmful for the athletic performance.
Drummond, D; Tesnière, A; Hadchouel, A
Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.
Staunton, Craig; Gordon, Brett; Custovic, Edhem; Stanger, Jonathan; Kingsley, Michael
To assess sleep patterns and associations between sleep and match performance in elite Australian female basketball players. Prospective cohort study. Seventeen elite female basketball players were monitored across two consecutive in-season competitions (30 weeks). Total sleep time and sleep efficiency were determined using triaxial accelerometers for Baseline, Pre-match, Match-day and Post-match timings. Match performance was determined using the basketball efficiency statistic (EFF). The effects of match schedule (Regular versus Double-Header; Home versus Away) and sleep on EFF were assessed. The Double-Header condition changed the pattern of sleep when compared with the Regular condition (F (3,48) =3.763, P=0.017), where total sleep time Post-match was 11% less for Double-Header (mean±SD; 7.2±1.4h) compared with Regular (8.0±1.3h; P=0.007). Total sleep time for Double-Header was greater Pre-match (8.2±1.7h) compared with Baseline (7.1±1.6h; P=0.022) and Match-day (7.3±1.5h; P=0.007). Small correlations existed between sleep metrics at Pre-match and EFF for pooled data (r=-0.39 to -0.22; P≥0.238). Relationships between total sleep time and EFF ranged from moderate negative to large positive correlations for individual players (r=-0.37 to 0.62) and reached significance for one player (r=0.60; P=0.025). Match schedule can affect the sleep patterns of elite female basketball players. A large degree of inter-individual variability existed in the relationship between sleep and match performance; nevertheless, sleep monitoring might assist in the optimisation of performance for some athletes. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Ito, Eri; Iwamoto, Jun; Azuma, Koichiro; Matsumoto, Hideo
The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females) consulted our sports medicine clinic; in total, 1,414 injuries in basketball players (729 injuries in males and 685 injuries in females) were recorded. The mean age of patients was 19.6 years. The most common injury site was the knee, followed by the foot and ankle, lower back, and upper extremities. There was a higher proportion of female players presenting with a knee injury, compared with male players (50.4% vs 41.7%), and a lower proportion of female players presenting with an upper extremity injury (5.1% vs 9.7%). The proportion of anterior cruciate ligament injury in the 10-19-year-old age group was higher among female players than among male players (45.9% vs 22.1%), while the proportions of Osgood-Schlatter disease in the 10-19-year-old age group and jumper's knee (patellar and femoral tendinopathy) in the 20-29-year-old age group were higher among male players than among female players (12.5% vs 1.8% and 14.6% vs 3.7%, respectively). However, the proportions of other injuries did not differ significantly between male and female players. The present observational study, which was performed using a retrospective case-series design, showed the existence of sex-specific differences in knee injuries sustained while participating in basketball.
Boone, Jan; Bourgois, Jan
PURPOSE: The present study aimed to gain insight into the physiological profile of elite basketball players in Belgium in relation to their position on the field. METHODS: The group consisted of 144 players, divided into 5 groups according to position (point guards [PG], shooting guards [SG], small forwards [SF], power forwards [PF] and centers [C]). The anthropometrics were measured and the subjects underwent fitness tests (incremental running test, 10m-sprint,5x10m,Squat and Counter Move...
A physical model is developed, which suggests a pathway to determining the optimal release conditions for a basketball free throw. Theoretical framework is supported by Monte Carlo simulations and a series of free throws performed and analysed at Southbank International School. The model defines a smile-shaped success region in angle-velocity space where a free throw will score. A formula for the minimum throwing angle is derived analytically. The optimal throwing conditions are determined nu...
te Wierike, Sanne C M; de Jong, Mark C; Tromp, Eveline J Y; Vuijk, Pieter J; Lemmink, Koen A P M; Malina, Robert M; Elferink-Gemser, Marije T; Visscher, Chris
Factors affecting repeated sprint ability (RSA) were evaluated in a mixed-longitudinal sample of 48 elite basketball players 14-19 years of age (16.1 ± 1.7 years). Players were observed on 6 occasions during the 2008-09 and 2009-10 seasons. Three following basketball-specific field tests were administered on each occasion: the shuttle sprint test for RSA, the vertical jump for lower body explosive strength (power), and the interval shuttle run test for interval endurance capacity. Height and weight were measured; body composition was estimated (percent fat, lean body mass). Multilevel modeling of RSA development curve was used with 32 players (16.0 ± 1.7 years) who had 2 or more observations. The 16 players (16.1 ± 1.8 years) measured on only 1 occasion were used as a control group to evaluate the appropriateness of the model. Age, lower body explosive strength, and interval endurance capacity significantly contributed to RSA (p ≤ 0.05). Repeated sprint ability improved with age from 14 to 17 years (p ≤ 0.05) and reached a plateau at 17-19 years. Predicted RSA did not significantly differ from measured RSA in the control group (p ≥ 0.05). The results suggest a potentially important role for the training of lower body explosive strength and interval endurance capacity in the development of RSA among youth basketball players. Age-specific reference values for RSA of youth players may assist basketball coaches in setting appropriate goals for individual players.
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.
Full Text Available Purpose of the present study was to examine whether influence of relative age effect (RAE exists or not in the selected 13 year old basketball players. Subjects were 20 basketball players (HT=177.35cm±6.73, BW=61.42kg±8.98, average age 13 years and 7 months ±.28, average experience in basketball training 4 years and 6 months ±1.15. Sample was divided in two groups: 11 players born in first half of the year and 9 players born in the second half of the year. One-way ANOVA was used in order to analyze the differences between the two groups of players in set of anthropometric variables (body height, arm span, standing reach height, body weight and percentage of body fat, motor variables (velocity of neuromuscular reaction time, vertical jump, 5 meters sprint, 10 meters sprint, 20 meters sprint, T-test, Zig-zag test, ball throw from sitting position, Sit-ups for 30 seconds and standing forward bend and one functional variable (20-M shuttle run test. Subjects do not differ in applied set of parameters, except in on variable (sit-ups for 30 seconds, p=.040. It was concluded that RAE does not exist in this sample of examinees.
Fort-Vanmeerhaeghe, Azahara; Gual, Gabriel; Romero-Rodriguez, Daniel; Unnitha, Viswanath
The primary objective of the present study was to evaluate the agreement between the dominant leg (DL) (determined subjectively) and the stronger leg (SL) (determined via a functional test) in a group of basketball and volleyball players. The secondary objective was to calculate lower limb neuromuscular asymmetry when comparing the DL vs the non-dominant leg (NDL) and the SL vs the weaker (WL) leg in the whole group and when differentiating by sex. Seventy-nine male and female volleyball and basketball players (age: 23.7 ± 4.5 years) performed three single-leg vertical countermovement jumps (SLVCJ) on a contact mat. Vertical jump height and an inter-limb asymmetry index (ASI) were determined. Only 32 (40%) of the subjects had a concordance between the perception of their dominant leg and the limb reaching the highest jump height. Using the DL as the discriminating variable, significant (pjump performance. Vertical jump asymmetry of 10-15% exists and this can be considered as a reference value for male and female basketball and volleyball players.
Full Text Available Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes” to use in creating their game and in each step, select which components(“ingredients” to take into account and tools(“utensils” to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners.
Božović Ratko R.
Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...
Porter, Guy; Starcevic, Vladan
The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.
Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.
Funk, Jeanne B
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.
Kilic, Özgür; van Os, Vivian; Kemler, Ellen; Barendrecht, Maarten; Gouttebarge, Vincent
Currently, there is no overview of the incidence and (basketball-specific) risk factors of musculoskeletal injuries among recreational basketball players, nor any insight into the effect of preventive measures on the incidence of basketball injuries. This study aimed to gather systematically the
Montgomery, Paul G; Pyne, David B; Hopkins, Will G; Dorman, Jason C; Cook, Katherine; Minahan, Clare L
To evaluate the effectiveness of recovery strategies on physical performance during a 3-day tournament style basketball competition, 29 male players (mean age 19.1 years, s= 2.1; height 1.84 m, s= 0.34; body mass 88.5 kg, s= 14.7) were assigned to one of three treatment groups: carbohydrate+stretching (7.7 g kg(-1) day(-1), s= 1.7; 'n = 9), cold water immersion (11 degrees C, 5 x 1; n = 10) or full leg compression garments (18 mmHg, approximately 18 h; n = 10). Effects of the recovery strategies on pre-post tournament performance tests were expressed as the mean change (% +/- standard deviation of the change score). Changes and differences were standardized for accumulated game time, assessed against the smallest worthwhile change for each test, and reported qualitatively. Accumulated fatigue was evident over the tournament with small to moderate impairments in performance tests. Sprint and agility performance decreased by 0.7% (s = 1.3) and 2.0% (s = 1.9) respectively. Vertical jump decreased substantially after the first day for all treatments, and remained suppressed post-tournament. Cold water immersion was substantially better in maintaining 20-m acceleration with only a 0.5% (s = 1.4) reduction in 20-m time after 3 days compared with a 3.2% (s = 1.6) reduction for compression. Cold water immersion (-1.4%, s = 1.7) and compression (-1.5%, s = 1.7) showed similar substantial benefits in maintaining line-drill performance over the tournament, whereas carbohydrate+stretching elicited a 0.4% (s =1.8) reduction. Sit-and-reach flexibility decreased for all groups, although cold water immersion resulted in the smallest reduction in flexibility. Basketball tournament play elicited small to moderate impairments in physical test performance. In conclusion, cold water immersion appears to promote better restoration of physical performance measures than carbohydrate + stretching routines and compression garments.
van Maarseveen, Mariëtte J.J.; Savelsbergh, Geert J.P.; Oudejans, Raôul R.D.
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,
de Groot, Sonja; Balvers, Inge J.M.; Kouwenhoven, Sanne M.; Janssen, Thomas W.J.
The purpose of this study was to investigate the reliability and validity of wheelchair basketball field tests. Nineteen wheelchair basketball players performed 10 test items twice to determine the reliability. The validity of the tests was assessed by relating the scores to the players'
De Groot, Sonja; Balvers, Inge J. M.; Kouwenhoven, Sanne M.; Janssen, Thomas W. J.
The purpose of this study was to investigate the reliability and validity of wheelchair basketball field tests. Nineteen wheelchair basketball players performed 10 test items twice to determine the reliability. The validity of the tests was assessed by relating the scores to the players'
Turna, Bülent; Kilinç, Fatih
The purpose of this study is to determine and compare some biomotoric properties and anthropometric measurements of Antalya Muratpasa High School Boys' Basketball Team and Football Team. Thirty volunteering players from Antalya Muratpasa High School Boys' Basketball and Football Teams participated in the study. Fifteen of the participants were…
The purpose of this study was to investigate the effects of basketball basic skills training on gross motor skills development of female children in Turkey. For that purpose, 40 female children took part in the study voluntarily. Basketball basic skills test was used to improve the gross motor skills of the female children in the study. Also,…
Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.
Padaki, Ajay S; Cole, Brian J; Ahmad, Christopher S
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).
Full Text Available INTRODUCTION: Wheelchair basketball is a paralympic sport characterized by intermittent high-intensity activities that require explosive strength and speed. OBJECTIVE: To investigate the effect of explosive strength training on speed and agility performance in wheelchair basketball players. METHODS: Ten male wheelchair basketball players (Mage=31±4 yrs were divided into two groups [i.e. explosive strength training (ES; control (CN] based on International Wheelchair Basketball Federation (IWBF classification scores. The ES group underwent 6-weeks of training, twice weekly, at 50% 1RM, 10-12 repetitions and 3-4 sets in addition to routine training. Effects of training were measured by the 20 m sprint test and Illinois agility test. RESULTS: The ES group, showed significantly higher increases in speed and agility performance (p ≤ .05. CONCLUSION: A short-duration (i.e. 6-week explosive strength training programme in wheelchair basketball athletes results in significant improvements in sprint and agility performance.
Lockie, Robert G; Jeffriess, Matthew D; McGann, Tye S; Callaghan, Samuel J; Schultz, Adrian B
Research indicates that planned and reactive agility are different athletic skills. These skills have not been adequately assessed in male basketball players. To define whether 10-m-sprint performance and planned and reactive agility measured by the Y-shaped agility test can discriminate between semiprofessional and amateur basketball players. Ten semiprofessional and 10 amateur basketball players completed 10-m sprints and planned- and reactive-agility tests. The Y-shaped agility test involved subjects sprinting 5 m through a trigger timing gate, followed by a 45° cut and 5-m sprint to the left or right through a target gate. In the planned condition, subjects knew the cut direction. For reactive trials, subjects visually scanned to find the illuminated gate. A 1-way analysis of variance (P basketball players; planned agility did not. To distinguish between male basketball players of different ability levels, agility tests should include a perceptual and decision-making component.
Research suggests that a teacher's social and managerial acumen is highly influential over student learning outcomes. This broad collection of skills is categorized in teacher evaluation frameworks using terms like "professional behavior" or "deportment." Despite their importance, there is little evidence to suggest that…
Wit-Zuurendonk, de L.D.; Oei, S.G.
Computer-based (serious) gaming is a new field in medical education, which has the potential to become an important tool for healthcare professionals for learning a range of clinical skills. To evaluate the current status of serious gaming in medicine, we performed a systematic literature review. In
Watson, Michael; Allen, Richard
This paper describes the gaming techniques used at the University of San Francisco Counseling Center to enhance growth and to evaluate the training of professional and paraprofessional staff in the areas of crisis intervention, student services, and self-awareness. Gaming is defined as an exercise in which people either act as themselves or play…
Shaffer, David Williamson
This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…
Buckland, K.; Hindle, A.
In professional training of librarians, mathematical modeling can be useful in relatively sophisticated library management games if the models simulate the provision and use of library services. (33 references) (MM)
Buteau, Chantal; Muller, Eric
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor
This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.
Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco
In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...
This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-dominant cultural mode of narrative. Th...
Eberly, David H
""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa
Andersen, Christian Ulrik
T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
Johansson, Martin Wetterstrand
In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...
This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...
Carvalho, Humberto M; Coelho-e-Silva, Manuel J; Eisenmann, Joey C; Malina, Robert M
Relationships among chronological age (CA), maturation, training experience, and body dimensions with peak oxygen uptake (VO2max) were considered in male basketball players 14-16 y of age. Data for all players included maturity status estimated as percentage of predicted adult height attained at the time of the study (Khamis-Roche protocol), years of training, body dimensions, and VO2max (incremental maximal test on a treadmill). Proportional allometric models derived from stepwise regressions were used to incorporate either CA or maturity status and to incorporate years of formal training in basketball. Estimates for size exponents (95% CI) from the separate allometric models for VO2max were height 2.16 (1.23-3.09), body mass 0.65 (0.37-0.93), and fat-free mass 0.73 (0.46-1.02). Body dimensions explained 39% to 44% of variance. The independent variables in the proportional allometric models explained 47% to 60% of variance in VO2max. Estimated maturity status (11-16% of explained variance) and training experience (7-11% of explained variance) were significant predictors with either body mass or estimated fat-free mass (P ≤ .01) but not with height. Biological maturity status and training experience in basketball had a significant contribution to VO2max via body mass and fat-free fat mass and also had an independent positive relation with aerobic performance. The results highlight the importance of considering variation associated with biological maturation in aerobic performance of late-adolescent boys.
Gomes de Araujo Gustavo
Full Text Available The purpose of this study was to propose a specific lactate minimum test for elite basketball players considering the: Running Anaerobic Sprint Test (RAST as a hyperlactatemia inductor, short distances (specific distance, 20 m during progressive intensity and mathematical analysis to interpret aerobic and anaerobic variables. The basketball players were assigned to four groups: All positions (n=26, Guard (n= 7, Forward (n=11 and Center (n=8. The hyperlactatemia elevation (RAST method consisted of 6 maximum sprints over 35 m separated by 10 s of recovery. The progressive phase of the lactate minimum test consisted of 5 stages controlled by an electronic metronome (8.0, 9.0, 10.0, 11.0 and 12.0 km/h over a 20 m distance. The RAST variables and the lactate values were analyzed using visual and mathematical models. The intensity of the lactate minimum test, determined by a visual method, reduced in relation to polynomial fits (2nd degree for the Small Forward positions and General groups. The Power and Fatigue Index values, determined by both methods, visual and 3rd degree polynomial, were not significantly different between the groups. In conclusion, the RAST is an excellent hyperlactatemia inductor and the progressive intensity of lactate minimum test using short distances (20 m can be specifically used to evaluate the aerobic capacity of basketball players. In addition, no differences were observed between the visual and polynomial methods for RAST variables, but lactate minimum intensity was influenced by the method of analysis
Full Text Available The primary objective of the present study was to evaluate the agreement between the dominant leg (DL (determined subjectively and the stronger leg (SL (determined via a functional test in a group of basketball and volleyball players. The secondary objective was to calculate lower limb neuromuscular asymmetry when comparing the DL vs the non-dominant leg (NDL and the SL vs the weaker (WL leg in the whole group and when differentiating by sex. Seventy-nine male and female volleyball and basketball players (age: 23.7 ± 4.5 years performed three single-leg vertical countermovement jumps (SLVCJ on a contact mat. Vertical jump height and an inter-limb asymmetry index (ASI were determined. Only 32 (40% of the subjects had a concordance between the perception of their dominant leg and the limb reaching the highest jump height. Using the DL as the discriminating variable, significant (p<0.05 inter-limb differences were found in the total group of players. When comparing between sexes, significant differences (p<0.05 arose in the female group only. With regard to the WL vs. the SL, significant (p<0.05 differences were noted in the whole group and when stratified into males and females. The mean ASI ranged from 9.31% (males to 12.84% (females and from 10.49% (males to 14.26% (females, when comparing the DL vs. the NDL and the SL vs. the WL, respectively. Subjective expression of leg dominance cannot be used as a predictor of limb jump performance. Vertical jump asymmetry of 10-15% exists and this can be considered as a reference value for male and female basketball and volleyball players.
Mai, Harry T; Chun, Danielle S; Schneider, Andrew D; Erickson, Brandon J; Freshman, Ryan D; Kester, Benjamin; Verma, Nikhil N; Hsu, Wellington K
Excellent outcomes have been reported for anterior cruciate ligament (ACL) reconstruction (ACLR) in professional athletes in a number of different sports. However, no study has directly compared these outcomes between sports. To determine if differences in performance-based outcomes exist after ACLR between professional athletes of each sport. Cohort study; Level of evidence, 3. National Football League (NFL), National Basketball Association (NBA), National Hockey League (NHL), and Major League Baseball (MLB) athletes undergoing primary ACLR for an acute rupture were identified through an established protocol of injury reports and public archives. Sport-specific performance statistics were collected before and after surgery for each athlete. Return to play (RTP) was defined as a successful return to the active roster for at least 1 regular-season game after ACLR. Of 344 professional athletes who met the inclusion criteria, a total of 298 (86.6%) returned to play. NHL players had a significantly higher rate of RTP (95.8% vs 83.4%, respectively; P = .04) and a shorter recovery time (258 ± 110 days vs 367 ± 268 days, respectively; P NBA and NFL players showed decreased performance at season 1 after ACLR ( P ≤ .001). NFL players continued to have lower performance at seasons 2 and 3 ( P = .002), while NBA players recovered to baseline performance. The data indicate that NFL athletes fare the worst after ACLR with the lowest survival rate, shortest postoperative career length, and sustained decreases in performance. NHL athletes fare the best with the highest rates of RTP, highest survival rates, longest postoperative career lengths, and no significant changes in performance. The unique physical demand that each sport requires is likely one of the explanations for these differences in outcomes.