Full Text Available The strong integration of “intelligent mobile devices” into modern societies offers a great potential for a wide spread distribution of mobile serious games. As in the case of Virtual Reality based systems, in order to be useful and efficient, these serious games need to be validated ecologically. In this context, this paper addresses the use of ecological interactions for a mobile serious game. We exploit a wearable insole in order to let users interact with a virtual soccer game via real-world soccer movements. We analyzed the concept of ecological interactions. The system used for recognition of ecological gestures is also detailed. A primary study showed that proposed system can be exploited for real time gesture recognition on a mobile device.
Krustrup, Peter; Zebis, Mette; Jensen, Jack Majgaard
.06 +/- 0.06 seconds after the game, which was 4% slower (p game-induced effect was observed on vertical jump performance. Significant inverse correlations were observed between Yo-Yo IE2 test performance and fatigue index during the repeated sprint test both......Krustrup, P, Zebis, M, Jensen, JM, and Mohr, M. Game-induced fatigue patterns in elite female soccer. J Strength Cond Res 24(2): 437-441, 2010-The purpose was to examine the fatigue pattern of elite female soccer players after competitive games. Soccer players (n = 23) from the Danish women Premier...... League performed a countermovement vertical jump test, a repeated 30-m sprint test, and the Yo-Yo intermittent endurance level 2 (Yo-Yo IE2) test at rested state and after a competitive game. Average heart rate during the game was 86 +/- 1% of maximal heart rate with no differences between halves. Blood...
Den Hartigh, Ruud J R; Van Der Steen, Steffie; Hakvoort, Bas; Frencken, Wouter G P; Lemmink, Koen A P M
Applying an established theory of cognitive development-Skill Theory-the current study compares the game-reading skills of youth players selected for a soccer school of a professional soccer club (n = 49) and their non-selected peers (n = 38). Participants described the actions taking place in videos of soccer game plays, and their verbalisations were coded using Skill Theory. Compared to the non-selected players, the selected players generally demonstrated higher levels of complexity in their game-reading, and structured the information of game elements-primarily the player, teammate and field-at higher complexity levels. These results demonstrate how Skill Theory can be used to assess, and distinguish game-reading of youth players with different expertise, a skill important for soccer, but also for other sports.
Krustrup, Peter; Mohr, Magni; Steensberg, Adam
Abstract: Purpose: To examine muscle and blood metabolites during soccer match play and relate it to possible changes in sprint performance. Methods: Thirty-one Danish fourth division players took part in three friendly games. Blood samples were collected frequently during the game, and muscle......, muscle pH, or total glycogen content. Conclusion: Sprint performance is reduced both temporarily during a game and at the end of a soccer game. The latter finding may be explained by low glycogen levels in individual muscle fibers. Blood lactate is a poor indicator of muscle lactate during soccer match...
Soccer, or football as it is called in the rest of the world, is the most popular and fastest-growing global sport, with an estimated 240 million people regularly playing what Brazilian star Pele called "the beautiful game." Millions, worldwide, watch it on television. In 2006, the average viewership for each match of the month-long World Cup was…
Forsman, Hannele; Gråstén, Arto; Blomqvist, Minna; Davids, Keith; Liukkonen, Jarmo; Konttinen, Niilo
The objective of this study was to create a valid, self-reported, game-specific soccer competence scale. A structural model of perceived competence, performance measures and motivation was tested as the basis for the scale. A total of 1321 soccer players (261 females, 1060 males) ranging from 12 to 15 years (13.4 ± 1.0 years) participated in the study. They completed the Perceived Game-Specific Soccer Competence Scale (PGSSCS), self-assessments of tactical skills and motivation, as well as technical and speed and agility tests. Results of factor analyses, tests of internal consistency and correlations between PGSSCS subscales, performance measures and motivation supported the reliability and validity of the PGSSCS. The scale can be considered a suitable instrument to assess perceived game-specific competence among young soccer players.
Doncaster, Greg; Unnithan, Viswanath
To assess the between-game variation in measures of physical performance during 11 v 11 soccer match-play, over a short period of time, in highly trained youth soccer players. A single cohort observational study design was employed. Physical match performance data were collected from 17 male, highly trained youth soccer players (age: 13.3 ± 0.4 y) over three, 2 x 20min, 11 v 11 matches. Using 10 Hz GPS, the variables selected for analyses were total distance (TD), high-speed running (HSR), very high-speed running (VHSR), number of high-speed running efforts (HSReff) and number of very high-speed running efforts (VHSReff). Match data was also separated into cumulative 5 min epochs, to identify the peak 5 min epoch and the mean of the cumulative 5 min epochs for each match. Variability was quantified using the coefficient of variation (CV), Standard error of measurement (SEM) and intra-class correlation coefficient (ICC). Between- and within-player smallest worthwhile changes (SWC) were also calculated for each variable to aid in the interpretation of the data. Analysis of the variance between games reported a low CV for TD (3.8%) but larger CVs for HSR (33.3%), HSReff (35.4%) and VHSR and VHSReff (59.6 and 57.4 %, respectively). Analysis of 5 min epochs (peak and average) found an increase in the CVs beyond that of the values reported for the whole match. Between-player SWC in high intensity physical performance data ranged from 24.7 - 42.4 %, whereas within-player SWC ranged from 1.2 - 79.9%. The between-game variability of high and very high intensity activities in youth soccer players, across three soccer matches over a short period of time (2 weeks), is relatively 'large' and specific to the individual, thus highlighting the need for caution when interpreting physical performance data between games and players.
Krustrup, Peter; Zebis, Mette; Jensen, Jack M; Mohr, Magni
The purpose was to examine the fatigue pattern of elite female soccer players after competitive games. Soccer players (n = 23) from the Danish women Premier League performed a countermovement vertical jump test, a repeated 30-m sprint test, and the Yo-Yo intermittent endurance level 2 (Yo-Yo IE2) test at rested state and after a competitive game. Average heart rate during the game was 86 +/- 1% of maximal heart rate with no differences between halves. Blood lactate was 5.1 +/- 0.5 mmol.L after the first half, which was higher (p game, which was 62% lower (p game, which was 4% slower (p game-induced effect was observed on vertical jump performance. Significant inverse correlations were observed between Yo-Yo IE2 test performance and fatigue index during the repeated sprint test both at rest (r = -0.76, p game (r = -0.66, p game does cause marked impairment in intense intermittent exercise and repeated sprint performance but does not affect vertical jump performance. These findings support the notion that decrements in distance covered by sprinting and high-speed running toward the end of elite female games are caused by fatigue.
Gyarmati, Laszlo; Hefeeda, Mohamed
It is challenging to get access to datasets related to the physical performance of soccer players. The teams consider such information highly confidential, especially if it covers in-game performance.Hence, most of the analysis and evaluation of the players' performance do not contain much information on the physical aspect of the game, creating a blindspot in performance analysis. We propose a novel method to solve this issue by deriving movement characteristics of soccer players. We use eve...
Katis, Athanasios; Kellis, Eleftherios
The purpose of this study was to examine, first, the movement actions performed during two different small-sided games and, second, their effects on a series of field endurance and technical tests. Thirty-four young soccer players (age: 13 ± 0.9 yrs; body mass: 62.3 ± 15.1 kg; height: 1.65 ± 0.06 m) participated in the study. Small-sided games included three-a-side (3 versus 3 players) and six-a-side (6 versus 6 players) games consisting of 10 bouts of 4 min duration with 3 min active recovery between bouts. Soccer player performance was evaluated using five field tests: a) 30m sprint, b) throw-in for distance, c) Illinois Agility Test, d) dribbling the ball and e) horizontal jump before, in the middle and after the implementation of both game situations. Heart rate was monitored during the entire testing session. Each game was also filmed to measure soccer movements within the game. The ANOVA analysis indicated that the three-a- side games displayed significantly higher heart rate values compared with the six-a-side games (p players performed more long passes and headed the ball more often during the six-a-side (p performance (p performance were observed (p physical conditioning and technical improvement than six-a-side games and their use for training young soccer players is recommended. Key pointsThree-a-side games display higher HR compared with six-a-side games.In the three-a-side games players performed more short passes, kicks, dribbles, tackles and scored more goals compared with the six-a-side games.Impairment in endurance and field test performance was observed mainly after three-a-side games.The use of the three-a-side games to develop physical fitness and technique in young soccer players is recommended.
Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann
There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (pgames demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.
Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...
Fransson, Dan; Vigh-Larsen, Jeppe Foged; Fatouros, Ioannis G
We examined the degree of post-game fatigue and the recovery pattern in various leg and upper-body muscle groups after a simulated soccer game. Well-trained competitive male soccer players (n = 12) participated in the study. The players completed the Copenhagen Soccer Test, a 2 x 45 min simulated...
McCormack, William P; Stout, Jeffrey R; Wells, Adam J; Gonzalez, Adam M; Mangine, Gerald T; Fragala, Maren S; Hoffman, Jay R
The purpose of this investigation was to determine which physiological assessments best predicted high-intensity running (HIR) performance during a women's collegiate soccer game. A secondary purpose was to examine the relationships among physiological performance measures including muscle architecture on soccer performance (distance covered, HIR, and sprints during the game) during a competitive collegiate women's soccer game. Ten National Collegiate Athletic Association (NCAA) Division I women soccer players performed physiological assessments within a 2-week period before a competitive regulation soccer game performed during the spring season. Testing consisted of height, body mass, ultrasound measurement of dominant (DOMleg), and nondominant leg (NDOMleg) vastus lateralis for muscle thickness (MT) and pennation angle (PA), VO2max, running economy, and Wingate anaerobic test (WAnT) for peak power (PP), mean power (MP), and fatigue rate (FR). During the game, distance run, HIR, and sprints were measured using a 10-Hz global positioning system. Stepwise regression revealed that VO2max, dominant leg thickness, and dominant leg PA were the strongest predictors of HIR distance during the game (R = 0.989, SEE = 115.5 m, p = 0.001). V[Combining Dot Above]O2max was significantly correlated with total distance run (r = 0.831; p = 0.003), HIR (r = 0.755; p = 0.012), WAnTPP (r = -0.737; p = 0.015), WAnTPP·kg (r = -0.706; p = 0.022), and WAnTFR (r = -0.713; p = 0.021). DOMlegMT was significantly correlated with WAnTFR (r = 0.893; p = 0.001). DOMlegPA was significantly correlated with WAnTFR (r = 0.740; p = 0.023). The NDOMlegPA was significantly correlated to peak running velocity (r = 0.781; p = 0.013) and WAnT MP·kg (r = 0.801; p = 0.01). Results of this study indicate that V[Combining Dot Above]O2max and muscle architecture are important characteristics of NCAA Division I women soccer players and may predict HIR distance during a competitive contest.
Predictors of pre-game anxiety dysphoria among teenage soccer players. ... The result confirmed a significant composite effect of the dependent variable on the independent variables (0.87637, 74.49548, ... AJOL African Journals Online.
Mohr, Magni; Krustrup, Peter
ABSTRACT:: The present study examined the effect of environmental heat stress on repeated jump performance after elite competitive soccer games. Male elite soccer players (n=19) from two Scandinavian teams participated (age; 26.7±1.0 yrs, height; 181.7±1.1 cm, body mass; 75.8±1.0 kg). The players...... had a Yo-Yo IR2 performance of 1032±42 m (range: 920-1400 m). The players took part in the Champions League Qualification (CL), where six games (three home and three away) were played. The home games took place at an average ambient temperature of 12.2±0.5 oC (control game; CON) and the away games...... in hot conditions (30.0±0.3 oC; HOT). In resting condition (Baseline) and immediately after CON and HOT, the players performed a repeated countermovement jump (CMJ) test consisting of five jumps separated by 10 s of recovery. Game-induced body mass loss was determined based on change in body mass after...
Frencken, Wouter; Lemmink, Koen; Delleman, Nico; Visscher, Chris
There is a need for a collective variable that captures the dynamics of team sports like soccer at match level. The centroid positions and surface areas of two soccer teams potentially describe the coordinated flow of attacking and defending in small-sided soccer games at team level. The aim of the
Full Text Available The purpose of this study was to examine, first, the movement actions performed during two different small-sided games and, second, their effects on a series of field endurance and technical tests. Thirty-four young soccer players (age: 13 ± 0.9 yrs; body mass: 62.3 ± 15.1 kg; height: 1.65 ± 0.06 m participated in the study. Small-sided games included three-a-side (3 versus 3 players and six-a-side (6 versus 6 players games consisting of 10 bouts of 4 min duration with 3 min active recovery between bouts. Soccer player performance was evaluated using five field tests: a 30m sprint, b throw-in for distance, c Illinois Agility Test, d dribbling the ball and e horizontal jump before, in the middle and after the implementation of both game situations. Heart rate was monitored during the entire testing session. Each game was also filmed to measure soccer movements within the game. The ANOVA analysis indicated that the three-a- side games displayed significantly higher heart rate values compared with the six-a-side games (p < 0.05. The number of short passes, kicks, tackles, dribbles and scoring goals were significantly higher during the three-a-side compared with the six-a-side game condition (p < 0. 05 while players performed more long passes and headed the ball more often during the six-a-side (p < 0.05. After the three-a-side games, there was a significant decline in sprint and agility performance (p < 0.05, while after both game conditions significant alterations in the throw-in and the horizontal jump performance were observed (p < 0.05. The results of the present study indicated that three-a-side games provide higher stimulus for physical conditioning and technical improvement than six-a-side games and their use for training young soccer players is recommended
Clemente, Filipe Manuel
This book reviews the general acute effects and adaptations of small-sided and conditioned games (SSCGs) in terms of physiological responses, technical performance and methodology/periodization in the game of soccer. It also reviews the many studies conducted in the past decade to investigate the influence of SSCGs on physiological responses and technical performance in soccer training. SSCGs, which are smaller and adapted versions of formal team sports, are very popular training drills for players at all ability levels and competitive levels and offer an alternative to traditional fitness training. Exploring their role in depth, this book offers a valuable resource for academics, researchers and coaches with an interest in developing improved training techniques for soccer.
Liszio , Stefan; Masuch , Maic
Part 4: Short Papers; International audience; Designing multiplayer virtual reality games is a challenging task since immersion is easily destroyed by real world influences. However, providing fun and social virtual reality experiences is inevitable for establishing virtual reality gaming as a convincing new medium. We propose a design approach to integrate social interactions into the game design while retaining immersion, and present design methods to implement this approach. Furthermore, w...
Aquino, Rodrigo L; Gonçalves, Luiz G; Vieira, Luiz H; Oliveira, Lucas P; Alves, Guilherme F; Santiago, Paulo R; Puggina, Enrico F
The objectives of this study were to describe and compare the displacement patterns and the tactical performance of the players in the first to the second game time and verify possible associations between indirect markers of muscle damage with displacement patterns in a simulated game played by young soccer players. Eighteen young soccer players were submitted to a simulated game and two blood collections, one before and another 30 minutes post-game to analyze the behavior of creatine kinase and lactate dehydrogenase enzymes. The patterns of displacement and tactics variables were obtained through functions developed in MATLAB environment (MathWorks, Inc., Natick, MA, USA). It is observed a significant increase in average speed (P=0.05), number of sprints (Ptactical variables (team surface area: P=0.002; spreading: P=0.001) in the second period of the simulated game. In addition, there was significant reduction in the percentage of the total distance at low intensity (P≤0.05) in the second period, and there was a strong association between the percentage of change delta of creatine kinase and lactate dehydrogenase with the displacement patterns in the simulated game. The results show that indirect markers of muscle damage have great association with displacement patterns in game performed in training conditions for young soccer players, evidencing a need for reflection on the post-training recovery sessions strategies, contributing to better planning of sessions throughout the macrocycle.
Fenner, Jonathan S J; Iga, John; Unnithan, Viswanath
The aim of this study was to evaluate physiological and technical attributes of prepubertal soccer players during multiple small-sided games (SSGs), and determine if SSGs can act as a talent identification tool. Sixteen highly trained U10 soccer players participated and separated into two groups of eight. Each group played six small-sided (4 vs. 4) matches of 5-min duration. Each player was awarded total points for the match result and goals scored. A game technical scoring chart was used to rate each player's performance during each game. Time-motion characteristics were measured using micromechanical devices. Total points had a very large significant relationship with game technical scoring chart (r = 0.758, P talented prepubertal soccer players.
Badin, Oliver O; Smith, Mitchell R; Conte, Daniele; Coutts, Aaron J
To assess the effects of mental fatigue on physical and technical performance in small-sided soccer games. Twenty soccer players (age 17.8 ± 1.0 y, height 179 ± 5 cm, body mass 72.4 ± 6.8 kg, playing experience 8.3 ± 1.4 y) from an Australian National Premier League soccer club volunteered to participate in this randomized crossover investigation. Participants played 15-min 5-vs-5 small-sided games (SSGs) without goalkeepers on 2 occasions separated by 1 wk. Before the SSG, 1 team watched a 30-min emotionally neutral documentary (control), while the other performed 30 min of a computer-based Stroop task (mental fatigue). Subjective ratings of mental and physical fatigue were recorded before and after treatment and after the SSG. Motivation was assessed before treatment and SSG; mental effort was assessed after treatment and SSG. Player activity profiles and heart rate (HR) were measured throughout the SSG, whereas ratings of perceived exertion (RPEs) were recorded before the SSG and immediately after each half. Video recordings of the SSG allowed for notational analysis of technical variables. Subjective ratings of mental fatigue and effort were higher after the Stroop task, whereas motivation for the upcoming SSG was similar between conditions. HR during the SSG was possibly higher in the control condition, whereas RPE was likely higher in the mental-fatigue condition. Mental fatigue had an unclear effect on most physical-performance variables but impaired most technical-performance variables. Mental fatigue impairs technical but not physical performance in small-sided soccer games.
Brito, João; Krustrup, Peter; Rebelo, António
This study aimed to analyze the influence of the playing surface on movement pattern, physical loading, perceived exertion, and fatigue development during small-sided recreational soccer games. Time-motion, heart rate, blood lactate, and perceived exertion were measured for 16 recreational players aged 22 (range: 19-35) yrs. During 5-a-side soccer games on 3 different field surfaces: sand, artificial turf, and asphalt. Jump and sprint tests were performed prior to and after each game. Total distance covered was higher on asphalt and turf than on sand (3.89±0.04 and 3.73±0.12 vs. 2.59±0.21 km; p90% HR(max) (20.8±5.1% vs. 44.1±5.0%) were lower (precreational soccer games elicit high heart rates, multiple intense actions, and decreased jump performance for all the investigated playing surfaces, suggesting that multiple fitness and health benefits can be achieved through soccer on sand, artificial turf and asphalt. Nonetheless, locomotor activities, heart rate, blood lactate levels, and perceived exertion differ between surfaces. Copyright © 2012 Elsevier B.V. All rights reserved.
Olthof, S. B. H.; Frencken, W. G. P.; Lemmink, K. A. P. M.
Small-sided games are an often used training tool in soccer practices. It has proven to provide a simultaneous physical, technical and tactical training stimulus for soccer players. Small-sided games replicate the tactical character of a match, but in a simplified format with reductions in number
Suenaga, Ryo; Suzuki, Kazuyoshi; Tezuka, Tomoyuki; Panahpour Tehrani, Mehrdad; Takahashi, Keita; Fujii, Toshiaki
In this paper, we present a free viewpoint video generation system with billboard representation for soccer games. Free viewpoint video generation is a technology that enables users to watch 3-D objects from their desired viewpoints. Practical implementation of free viewpoint video for sports events is highly demanded. However, a commercially acceptable system has not yet been developed. The main obstacles are insufficient user-end quality of the synthesized images and highly complex procedures that sometimes require manual operations. In this work, we aim to develop a commercially acceptable free viewpoint video system with a billboard representation. A supposed scenario is that soccer games during the day can be broadcasted in 3-D, even in the evening of the same day. Our work is still ongoing. However, we have already developed several techniques to support our goal. First, we captured an actual soccer game at an official stadium where we used 20 full-HD professional cameras. Second, we have implemented several tools for free viewpoint video generation as follow. In order to facilitate free viewpoint video generation, all cameras should be calibrated. We calibrated all cameras using checker board images and feature points on the field (cross points of the soccer field lines). We extract each player region from captured images manually. The background region is estimated by observing chrominance changes of each pixel in temporal domain (automatically). Additionally, we have developed a user interface for visualizing free viewpoint video generation using a graphic library (OpenGL), which is suitable for not only commercialized TV sets but also devices such as smartphones. However, practical system has not yet been completed and our study is still ongoing.
Hou, D.; Driessen, Theo
Inspired by the first lustrum of the Club Positioning Matrix (CPM) for professional Dutch soccer teams, we model the interaction between soccer teams and their potential fans as a cooperative cost game based on the annual voluntary sponsorships of fans in order to validate their fan registration in
Van Maarseveen, Mariette J.J.; Oudejans, Raoul R.D.; Savelsbergh, Geert J.P.
The objective of this study was to compose an objective and detailed notational analysis system for 3 vs. 2GK smallsided soccer games, in which three roles are examined: attacker with ball, attacker without ball and defender. The actions and the outcome of the actions were registered for each player
Perin, Charles; Vuillemot, Romain; Fekete, Jean-Daniel
This article presents SoccerStories, a visualization interface to support analysts in exploring soccer data and communicating interesting insights. Currently, most analyses on such data relate to statistics on individual players or teams. However, soccer analysts we collaborated with consider that quantitative analysis alone does not convey the right picture of the game, as context, player positions and phases of player actions are the most relevant aspects. We designed SoccerStories to support the current practice of soccer analysts and to enrich it, both in the analysis and communication stages. Our system provides an overview+detail interface of game phases, and their aggregation into a series of connected visualizations, each visualization being tailored for actions such as a series of passes or a goal attempt. To evaluate our tool, we ran two qualitative user studies on recent games using SoccerStories with data from one of the world's leading live sports data providers. The first study resulted in a series of four articles on soccer tactics, by a tactics analyst, who said he would not have been able to write these otherwise. The second study consisted in an exploratory follow-up to investigate design alternatives for embedding soccer phases into word-sized graphics. For both experiments, we received a very enthusiastic feedback and participants consider further use of SoccerStories to enhance their current workflow.
Oh, Seong Hwan; Joo, Chang Hwa
The aims of this study were to examine the differences in technical aspects and physical demands between small-size games (SSG; 8 vs. 8) and regular-size games (RSG; 11 vs. 11) in young Korean soccer players. Seventy-nine young soccer players from 6 teams (U-12) volunteered to participate in the study. The players completed 4 games (2 SSG, 62×51 m, and 2 RSG, 80×54 m) in 2 days. Each game was filmed to evaluate technical actions. Physical demand variables were measured using global positioning system technology. SSG showed significantly greater numbers of technical plays among 17 variables when compared to RSG ( P game format for Korean young soccer players, resulting in significantly greater exposure to technical plays without excessive physical demands.
Full Text Available The aim of this study was to investigate the influence of the number of goal-posts and the positioning of goal-posts used within small-sided games on the frequency of technical actions and offensive scenarios performed by prepubescent players within soccer. The participants were eight male prepubescent soccer players (12.1 ± 0.5 years. The participants were video recorded for 20 min playing four different formats of 4v4 small-sided games: (1 standard two goal game; (2 four goal game, one goal in each corner; (3 two goal game with goal-posts positioned 9.14 m/10 yd infield, scoring only through the back of the goal; (4 four goal-game, one goal positioned 9.14 m/10 yd infield in each corner, scoring through either the front or back of each goal. Chi-squared tests of independence were utilized to statistically explore the impact of the different small-sided game formats. There were significant associations (p < 0.05 observed between the different small-sided game formats and the frequency of turns, dribbles, shots, goals and overlaps performed. For example, players performed more turns in small-sided game format two and more shots during small-sided game format four. It is suggested coaches should consider using a variation of the number and positioning of goal-posts in small-sided games as an effective training tool in the development of prepubescent soccer players. This will enable coaches to vary the focus of sessions, and develop specific technical and tactical actions within a situation similar to that of real match-play.
This thesis is based on the fact that HIFK (Idrottsförening Kamraterna i Helsingfors) Soccer has not had any guidelines or a manual on how the club wants to develop the players. The basic idea and aim of the game book is to collect all the important information about coaching and football in one book. Today there is a huge mass of information around football which makes it difficult for a football coach to find essential know-how from that flood of informa-tion. The game book is a practical t...
Padlipsky, Patricia S; Brindis, Seth; Young, Kelly D
The spleen is the most commonly injured abdominal organ in children who sustain blunt abdominal trauma, and pediatric splenic injury may result from minor mechanisms of injury, including sports participation. We present 2 cases of splenic injury in soccer goalies because of blunt abdominal trauma sustained during game play. Although abdominal organ injuries are uncommon in soccer, emergency medicine and primary care physicians must be aware of the possibility. A high index of suspicion and careful physical examination are key in making the diagnosis.
Jain, Lakhmi; Anderson, Paul
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to th...
Barbero-Alvarez, José C; Gómez-López, Maite; Castagna, Carlo; Barbero-Alvarez, Verónica; Romero, David V; Blanchfield, Anthony W; Nakamura, Fábio Y
Barbero-Alvarez, JC, Gómez-López, M, Castagna, C, Barbero-Alvarez, V, Romero, DV, Blanchfield, AW, and Nakamura, FY. Game demands of seven-a-side soccer in young players. J Strength Cond Res 31(7): 1771-1779, 2017-The aim of this study was to examine the activity patterns and physiological demands of 7-a-side youth soccer matches across 2 chronological age categories (U12 and U14). Twenty-two soccer players of a national youth soccer academy were investigated. Players of each age category performed 2 training matches (2 × 25 minutes) and were monitored by global positioning system and heart rate monitor units. Players of both categories covered similar total distance (5,348 ± 307 m), at similar mean heart rate values (86 ± 4% of maximum). However, the number of high-intensity runs (82.5 ± 17.4 vs. 69.7 ± 15.2) and total distance covered during sprints (264 ± 207 vs. 128 ± 74 m) were significantly (p ≤ 0.05) higher in U14 compared with U12. The results suggest a highly demanding nature of 7-a-side soccer for skilled players, with physical maturity possibly influencing the match-related high-intensity performance at these ages.
Brito, João; Krustrup, Peter; Rebelo, António
This study aimed to analyze the influence of the playing surface on movement pattern, physical loading, perceived exertion, and fatigue development during small-sided recreational soccer games. Time-motion, heart rate, blood lactate, and perceived exertion were measured for 16 recreational players...... aged 22 (range: 19-35)yrs. During 5-a-side soccer games on 3 different field surfaces: sand, artificial turf, and asphalt. Jump and sprint tests were performed prior to and after each game. Total distance covered was higher on asphalt and turf than on sand (3.89±0.04 and 3.73±0.12 vs. 2.59±0.21km; p90...
Cristian Javier Ramirez Lizana
Full Text Available AbstractConceptual small-sided games (CSSGs may be interesting as a methodology for training soccer players given its connection to the unpredictability that is inherent to soccer. Our aim was investigate, through videogrammetry, if the technical and tactical principles promoted through the adoption of distinct rules from two distinct CSSGs (maintaining ball possession; and progression to the target would actually be achieved. The study included 24 athletes assigned to 6-player teams. Our data showed that the CSSGs' organising principles create situations with differing levels of difficulty that obey the propositions of maintaining ball possession and progression to the target, i.e., CSSGs permit systematic training on technical and tactical components in order to emphasize the concepts adopted in this study in games context. Our data credit the CSSGs for teaching technical and tactical lessons that, when coupled with adequate physical conditioning, can facilitate a player's capacity to merge thoughts and events in different situations.
Full Text Available In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented reality technology must be closely examined. Augmented reality technology shows a potential for the promotion of healthy behaviors and social interaction among children. However, the full immersion and physical movement required in augmented reality video games may also put users at risk for physical and mental harm. Our review article and commentary emphasizes both the benefits and dangers of augmented reality video games for children and adolescents.
Fransson, Dan; Vigh-Larsen, Jeppe Foged; Fatouros, Ioannis G; Krustrup, Peter; Mohr, Magni
We examined the degree of post-game fatigue and the recovery pattern in various leg and upper-body muscle groups after a simulated soccer game. Well-trained competitive male soccer players (n = 12) participated in the study. The players completed the Copenhagen Soccer Test, a 2 x 45 min simulated soccer protocol, following baseline measures of maximal voluntary contractions of multiple muscle groups and systemic markers of muscle damage and inflammation at 0, 24 and 48 h into recovery. All muscle groups had a strength decrement ( p ≤ 0.05) at 0 h post-match with knee flexors (14 ± 3%) and hip abductors (6 ± 1%) demonstrating the largest and smallest impairment. However, 24 h into recovery all individual muscles had recovered. When pooled in specific muscle groups, the trunk muscles and knee joint muscles presented the largest decline 0 h post-match, 11 ± 2% for both, with the performance decrement still persistent (4 ± 1%, p ≤ 0.05) for trunk muscles 24 h into recovery. Large inter-player variations were observed in game-induced fatigue and recovery patterns in the various muscle groups. Markers of muscle damage and inflammation peaked 0 h post-match (myoglobin) and 24 h into recovery (creatine kinase), respectively, but thereafter returned to baseline. Intermittent test performance correlated with creatine kinase activity 24 h after the Copenhagen Soccer Test (r = -0.70; p = 0.02). In conclusion, post-game fatigue is evident in multiple muscle groups with knee flexors showing the greatest performance decrement. Fatigue and recovery patterns vary markedly between muscle groups and players, yet trunk muscles display the slowest recovery.
Full Text Available We examined the degree of post-game fatigue and the recovery pattern in various leg and upper-body muscle groups after a simulated soccer game. Well-trained competitive male soccer players (n = 12 participated in the study. The players completed the Copenhagen Soccer Test, a 2 x 45 min simulated soccer protocol, following baseline measures of maximal voluntary contractions of multiple muscle groups and systemic markers of muscle damage and inflammation at 0, 24 and 48 h into recovery. All muscle groups had a strength decrement (p ≤ 0.05 at 0 h post-match with knee flexors (14 ± 3% and hip abductors (6 ± 1% demonstrating the largest and smallest impairment. However, 24 h into recovery all individual muscles had recovered. When pooled in specific muscle groups, the trunk muscles and knee joint muscles presented the largest decline 0 h post-match, 11 ± 2% for both, with the performance decrement still persistent (4 ± 1%, p ≤ 0.05 for trunk muscles 24 h into recovery. Large inter-player variations were observed in game-induced fatigue and recovery patterns in the various muscle groups. Markers of muscle damage and inflammation peaked 0 h post-match (myoglobin and 24 h into recovery (creatine kinase, respectively, but thereafter returned to baseline. Intermittent test performance correlated with creatine kinase activity 24 h after the Copenhagen Soccer Test (r = -0.70; p = 0.02. In conclusion, post-game fatigue is evident in multiple muscle groups with knee flexors showing the greatest performance decrement. Fatigue and recovery patterns vary markedly between muscle groups and players, yet trunk muscles display the slowest recovery.
Full Text Available Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes. The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old. A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire, the usability of the system (using the System Usability Scale, and the specific user observations and remarks, as documented by open, semi-structured interviews. Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components.
Brandes, Mirko; Elvers, Sebastian
The purpose of this study was to determine the impact of mild vs. strongly pushed coach feedback on the physiological response, ratio of perceived exertion (RPE), and time-motion characteristics in soccer training with small-sided games (SSGs). Sixteen elite youth soccer players (aged 17.2 ± 0.7 years, V[Combining Dot Above]O2max 62.1 ± 3.8 ml·kg·min) played two 4 vs. 4 small-sided games each. In random order, the coach provided a mild, unobtrusive, or a strongly pushed feedback throughout the game. Physiological measurements included heart rate expressed in mean values and intensity zones, blood lactate concentration, and RPE. The distance traveled, number of sprints, and work:rest ratio were captured by global positioning systems at 5 Hz. Game performance, such as volume of play and efficacy index, was estimated using the Team Sports Assessment Procedure. No differences were found for the physiological response and time-motion characteristics, but effect sizes demonstrated an increase in RPE (+0.4, p = 0.27) and a decrease in game performance (e.g., volume of play, -2.5, p = 0.08) under pushed feedback. Although a pushed feedback raises RPE, it negatively affected the players' game performance, without necessarily provoking higher physiological responses. These results should help coaches to understand that modifying the type of feedback provided during SSG does not impact the physiological response if SSG are already played with high intensity but that the feedback affects RPE and game performance. To keep a better game performance, soccer coaches are encouraged to provide smooth feedback during SSG.
Wetzel, R.; Lindt, I.; Waern, A.; Johnson, S.
Mixed Reality games are becoming more and more popular these days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard hardware The Magic Lens Box enables game designers with little technological background to create their own Mixed Reality games in a simple yet power...
Dal Corso, Alessandro; Olsen, Mikkel Damgaard; Steenstrup, Kasper Hornbak
VirtualTable is a projection augmented reality installation where users are engaged in an interactive tower defense game. The installation runs continuously and is designed to attract people to a table, which the game is projected onto. Any number of players can join the game for an optional period...
Ma, Minhua; Jain, Lakhmi C; Anderson, Paul
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with...
Mesquita, Isabel; Farias, Claudio; Hastie, Peter
The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…
Mohr, Magni; Krustrup, Peter; Bangsbo, Jens
This review describes when fatigue may develop during soccer games and the potential physiological mechanisms that cause fatigue in soccer. According to time?-?motion analyses and performance measures during match-play, fatigue or reduced performance seems to occur at three different stages......, acidity or the breakdown of creatine phosphate. Instead, it may be related to disturbances in muscle ion homeostasis and an impaired excitation of the sarcolemma. Soccer players' ability to perform maximally is inhibited in the initial phase of the second half, which may be due to lower muscle...... concentrations in a considerable number of individual muscle fibres. In a hot and humid environment, dehydration and a reduced cerebral function may also contribute to the deterioration in performance. In conclusion, fatigue or impaired performance in soccer occurs during various phases in a game, and different...
Krustrup, Peter; Ørtenblad, Niels; Nielsen, Joachim
The aim of this study was to examine maximal voluntary knee-extensor contraction force (MVC force), sarcoplasmic reticulum (SR) function and muscle glycogen levels in the days after a high-level soccer game when players ingested an optimised diet. Seven high-level male soccer players had a vastus...... lateralis muscle biopsy and a blood sample collected in a control situation and at 0, 24, 48 and 72 h after a competitive soccer game. MVC force, SR function, muscle glycogen, muscle soreness and plasma myoglobin were measured. MVC force sustained over 1 s was 11 and 10% lower (P ...
Garcia Jorge Diaz-Cidoncha
Full Text Available There has been a lot of research that enabled soccer to improve: its technique, tactics and strategy through analysis and training. Nevertheless, players’ need to interact with each other turns any defending or attacking situation into complex solutions with a wide range of variables to be considered, in which the player is never isolated and must make the move that has the most positive impact on play. Fifty-four sided games played in three different formats (5v5, 7v7 and 9v9 and with two age groups (U9 and U14 were filmed at three soccer clubs in Spain in order to identify the most relevant attacking moves, from a technical and tactical perspective. This study used the observational method; it is descriptive and is applied through well-prepared systematic quantitative observation in a natural environment. A key part of the method involved viewing the match recordings and logging moves that had been categorised beforehand. Cohen’s Kappa analysis showed that the results for the most representative variables presented a substantial degree of concordance (0.61-0.80. The results show that there were significant variations depending on the game format, and the following study will present a description and analysis of the aspects that had considerable influence on attacking moves in different formats of sided games (5v5, 7v7 and 9v9. The study also presents various practical applications for the area of training and analysing both youth and professional soccer.
Full Text Available The main purpose of this study was to develop and apply a neural network (NN approach and an adaptive neuro-fuzzy inference system (ANFIS model for forecasting the attendance rates at soccer games. The models were designed based on the characteristics of the problem. Past real data was used. Training data was used for training the models, and the testing data was used for evaluating the performance of the forecasting models. The obtained forecasting results were compared to the actual data and to each other. To evaluate the performance of the models, two statistical indicators, Mean Absolute Deviation (MAD and mean absolute percent error (MAPE, were used. Based on the results, the proposed neural network approach and the ANFIS model were shown to be effective in forecasting attendance at soccer games. The neural network approach performed better than the ANFIS model. The main contribution of this study is to introduce two effective techniques for estimating attendance at sports games. This is the first attempt to use an ANFIS model for that purpose.
Da Silva, Rafael P; Mündel, Toby; Natali, Antonio J; Bara Filho, Mauricio G; Alfenas, Rita C G; Lima, Jorge R P; Belfort, Felipe G; Lopes, Priscila R N R; Marins, João C B
In this study, we assessed the pre-game hydration status and fluid balance of elite young soccer players competing in a match played in the heat (temperature 31.0 ± 2.0 ° C, relative humidity 48.0 ± 5.0%) for an official Brazilian soccer competition. Fluid intake was measured during the match, as were urine specific gravity and body mass before and after the game to estimate hydration status. Data were obtained from 15 male players (age 17.0 ± 0.6 years, height 1.78 ± 0.06 m, mass 65.3 ± 3.8 kg); however, data are only analysed for 10 players who completed the full game. The mean (± s) sweat loss of players amounted to 2.24 ± 0.63 L, and mean fluid intake was 1.12 ± 0.39 L. Pre-game urine specific gravity was 1.021 ± 0.004, ranging from 1.010 to 1.025. There was no significant correlation between sweat loss and fluid intake (r = 0.504, P = 0.137) or between urine specific gravity and fluid intake (r = -0.276, P = 0.440). We conclude that young, native tropical soccer players started the match hypohydrated and replaced about 50% of the sweat lost. Thus, effective strategies to improve fluid replacement are needed for players competing in the heat.
Full Text Available By utilizing the augmented reality technology which now develops well, a card game system design and the game prototype are created on through this study Android-based Smartphone. This study is expected to increase the children’s interest to play cards in a modern way, to be utilized as a reference material for business actors in the world, and to be an alternative facility for marketing officers to market their products. The scope of this study is limited only to the system design and the prototype making of the game. The combination of waterfall methodology and a game design by Jesse is used in this study. From the results of the study it is concluded that the augmented reality technology is able to make the game more interesting.
Seo, Na Jin; Arun Kumar, Jayashree; Hur, Pilwon; Crocher, Vincent; Motawar, Binal; Lakshminarayanan, Kishor
The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.
Andersson, Helena A; Randers, Morten B; Heiner-Møller, Anja; Krustrup, Peter; Mohr, Magni
The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM. The distances covered in high-intensity running (HIR) and sprinting were longer (p game types, the amount of HIR was reduced by 24-27% (p game. The midfielders covered longer (p game and in the most intense 5-minute period of the games, whereas no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus, our results are important to coaches to prepare players to meet the challenges of international soccer games and show that the ability to perform intense intermittent exercise should be trained regularly in elite female players.
Edis, Çağlar; Vural, Faik; Vurgun, Hikmet
Making assessments regarding postural control and balance is very important for injury prevention in soccer. However, there has been no study that has associated postural control variables with branch-specific technical properties in a game. The aim of the present study was to determine the relationships between variables designating postural control levels and technical performance variables in different (1:1, 2:2 and 3:3) small-sided games (SSGs). Sixteen trained male amateur soccer players volunteered to take part in the study (age 17.2 ± 1.02 years, body height 176.25 ± 0.07 m, body mass 67.67 ± 13.27 kg). Following familiarization sessions, postural control was evaluated using one-leg and both-leg quiet-stance positions by measuring postural sway with a Tekscan HR Mat™ in anterior-posterior and medial-lateral directions. Later, 1:1, 2:2 and 3:3 SSGs were performed at two-day intervals and the technical variables specified for each game were analyzed. A Spearman's rank-order correlation analysis demonstrated the relationship between postural control and soccer-specific technical variables in 1:1 (r-values ranging from 0.582 to 0.776), 2:2 (rvalues ranging from 0.511 to 0.740) and 3:3 (r-values ranging from 0.502 to 0.834) SSGs. In addition, a Wilcoxon signed rank test revealed differences between SSGs in terms of several variables. The results of the study showed that higher postural control levels are among the important variables that affect success in the performance of technical skills under rival pressure and suddenly changing conditions. Therefore, it is recommended that in addition to its use for injury prevention purposes, balance training should be conducted to improve branch-specific technical skills and to increase the levels of their successful performance in a game.
Full Text Available Small-sided games provide young soccer players with better opportunities to develop their skills and progress as individual and team players. There is, however, little evidence on the effectiveness of different game formats in different age groups, and furthermore, these formats can vary between and even within countries. The Royal Spanish Soccer Association replaced the traditional grassroots 7-a-side format (F-7 with the 8-a-side format (F-8 in the 2011-12 season and the country’s regional federations gradually followed suit. The aim of this observational methodology study was to investigate which of these formats best suited the learning needs of U-10 players transitioning from 5-aside futsal. We built a multiple logistic regression model to predict the success of offensive moves depending on the game format and the area of the pitch in which the move was initiated. Success was defined as a shot at the goal. We also built two simple logistic regression models to evaluate how the game format influenced the acquisition of technicaltactical skills. It was found that the probability of a shot at the goal was higher in F-7 than in F-8 for moves initiated in the Creation Sector-Own Half (0.08 vs 0.07 and the Creation Sector-Opponent's Half (0.18 vs 0.16. The probability was the same (0.04 in the Safety Sector. Children also had more opportunities to control the ball and pass or take a shot in the F-7 format (0.24 vs 0.20, and these were also more likely to be successful in this format (0.28 vs 0.19.
Full Text Available Augmented reality games have the power to extend virtual gaming into real world scenarios with real people, while enhancing the senses of the user. This paper describes the AR- Zombie game developed with the aim of studying and developing mobile augmented reality applications, specifically for tablets, using face recognition interaction techniques. The goal of the ARZombie player is to kill zombies that are detected through the display of the device. Instead of using markers as a mean of tracking the zombies, this game incorporates a facial recognition system, which will enhance the user experience by improving the interaction of players with the real world. As the player moves around the environment, the game will display virtual zombies on the screen if the detected faces are recognized as belonging to the class of the zombies. ARZombie was tested with users to evaluate the interaction proposals and its components were evaluated regarding the performance in order to ensure a better gaming experience.
Ternier, Stefaan; Klemke, Roland
Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.
Ternier, Stefaan; Klemke, Roland
Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.
Virtual Reality has for many years been a technology which has stagnated in application and software development for games. What was possible and created ten years ago for games in VR environments is still being developed. The applications available for VR environments have increased...
Li, J.; van der Spek, E.D.; Feijs, L.M.G.; Wang, F.; Hu, J.; Streitz, N.; Markopoulos, P.
This study presents a literature review of previous studies of Augmented Reality (AR) games for learning. We classified learner groups, learning subjects, and learning environments mentioned in the literature. From this we conclude that AR games for learning generally have positive effects. We found
Joo, Chang H; Hwang-Bo, Kwan; Jee, Haemi
Joo, CH, Hwang-Bo, K, and Jee, H. Technical and physical activities of small-sided games in young Korean soccer players. J Strength Cond Res 30(8): 2164-2173, 2016-The aim of this study was to examine the technical aspects and physical demands during small-sided games (SSGs) with different sized pitches in young Korean soccer players. Participants were randomly selected during a nationally held youth competition. Three different game formats were used: SSG8 (8 vs. 8 played on a small-sized field [68 × 47 m]), RSG8 (8 vs. 8 played on a regular-sized field [75 × 47 m]), and RSG11 (11 vs. 11 played on a regular-sized field). Eleven technical (ball touches, passes, and shots) and 6 physical demand variables (exercise frequency by intensity) were observed and analyzed. Same variables were also analyzed for the goalkeepers. As a result, SSG8 and RSG8 showed significantly greater numbers of technical plays in 5 and 4 variables in comparison to RSG11, respectively. In addition, although the exercise intensities increased slightly in both SSG formats, the amount was within the similar range as previous reports. In conclusion, the SSGs with reduced number of players may be referred in young players to effectively train them in technical aspects of the game by allowing greater ball exposure time without excessive physical demands. Various confounding factors such as pitch dimension should be carefully considered for training specific technical and physical variables in young Korean players.
This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key pointsWith game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically.The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers).Current literature on tactics for school sports as well as for children's, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer.
Klemke, Roland; Schneider, Jan; Happe, Sven; Bockelmann, Timo; Börner, Dirk; Specht, Marcus
Technological innovations enable us to connect computer games with the environment they are played in: augmented reality games take the world as their playground. In this talk, the use of such technologies for mobile serious games is explored.
Aasgaard, Mats; Kilding, Andrew E
Aasgaard, M and Kilding, AE. Does man marking influence running outputs and intensity during small-sided soccer games? J Strength Cond Res XX(X): 000-000, 2018-Small-sided games (SSGs) are considered an effective training tool for physical development in soccer. Small-sided games can be modified in several ways to manipulate the physical demands to best match the game demands, player characteristics, and session objectives. The aim of this study was to compare the physiological, perceptual, and Global Positioning System (GPS)-derived time-motion characteristics of man marking (MM) vs. non-man marking (NMM) in 2v2, 3v3, and 4v4 SSGs. In an acute crossover design, 8 amateur soccer players (mean age ± SD: 23.6 ± 3.3 years) played 2v2, 3v3, and 4v4 SSGs consisting of 4 × 4-minute bouts, with 2-minute passive recovery. During all SSGs, players wore a heart rate (HR) monitor and GPS unit and reported their rating of perceived exertion (RPE). Average percent HR (%HRave) induced small to moderate effects with MM compared with NMM (%Δ = 1-2.7%; effect size [ES] = 0.22-0.65). Comparisons between MM formats indicated a decrease in %HRave with increased player numbers (%Δ = 1.6-3.5%; ES = 0.39-0.86). Perceptual load increased with MM compared with NMM (%Δ = 6.7-17.6%; ES = 0.66-2.09), whereas increases in player numbers (MM only) reduced RPE output (%Δ = 9.4-24.3%; ES = 1.14-3.61). Time-motion characteristics revealed substantially greater total distance covered in MM irrespective of player number (%Δ = 6.8-14.7%; ES = 1.34-2.82). There were very likely increases in distances covered at striding (13.1-17.8 km·h) (%Δ: 23.4-33.2; ES = 2.42-4.35) and high-intensity running (HIR) (17.9-21 km·h) (%Δ: 47.3-104; ES = 0.91-1.68) for MM compared with NMM irrespective of player number. In conclusion, MM substantially elevated perceptual load and distances from striding to HIR regardless of player number, whereas differences between NMM and MM for internal load remain unclear
Lim, Taehyeong; Lee, Sungwoong; Ke, Fengfeng
The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this…
Johan Torp Rasmussen, Ludvig; Østergaard, Lars Domino
Creativity is essential in soccer due to the unpredictable and complex situations occurring in the game, where stereotypical play gradually loses its efficiency. Further, creativity is an important psychological factor for the development of soccer expertise, and valuing creativity increases...... sessions where TSCP was implemented at a youth team indicate that the application of TCSP exercises establishes a playful, judgment-free and autonomy-supportive training environment, where soccer players are able to unfold their creative potential. The creative environment helped the youth players...... in the intervention engage in unfamiliar activities that they did not dare to do in normal training sessions (i.e., performed difficult, new and playful technical skills), which developed creative abilities important for game performance (i.e., idea generation abilities and not fearing mistakes)....
Bergs, Jessica; Livingstone, Daniel; Loranger, Brian
In this paper, we present a collaborative cross-reality game for two players, Lab2, which blends tangible board game and immersive virtual reality playing spaces in a gameplay that aims to promote and train collaborative behaviour. As collaborative learning has been stressed as an effective teaching method for many years, Lab2 could assist learners in exploring and further developing their collaborative skills in a playful manner. One player controls a physical game board showing a moveable m...
Nielsen, Rune; Delman, Thomas Fabian; Løssing, Tobias
This paper presents a case study based on an innovative collaborative, game-based approach to urban planning utilizing mixed and augmented reality techniques. Modern urban planning involves a wide variety of interests and individuals, consequently new methods and tools are needed to assure...... the active involvement of all parties in the planning process. The Harbour Game is a debating game employing visual tracking and pattern recognition to superimpose information, e.g. 3-dimensional models, text, and photos on physical artefacts facilitating the understanding of complex relations in urban...... planning. The paper discusses the Harbour Game as an innovative approach to urban planning and the technology used in the Harbour Game in relation to similar approaches....
Reynolds, Bryson B.; Patrie, James; Henry, Erich J.; Goodkin, Howard P.; Broshek, Donna K.; Wintermark, Max; Druzgal, T. Jason
Background: The effects of head impact in sports are of growing interest for clinicians, scientists, and athletes. Soccer is the most popular sport worldwide, but the burden of head impact in collegiate soccer is still unknown. Purpose: To quantify head impact associated with practicing and playing collegiate soccer using wearable accelerometers. Study Design: Descriptive epidemiological study. Methods: Mastoid patch accelerometers were used to quantify head impact in soccer, examining differences in head impact as a function of sex and event type (practice vs game). Seven female and 14 male collegiate soccer players wore mastoid patch accelerometers that measured head impacts during team events. Data were summarized for each athletic exposure, and statistical analyses evaluated the mean number of impacts, mean peak linear acceleration, mean peak rotational acceleration, and cumulative linear and rotational acceleration, each grouped by sex and event type. Results: There were no differences in the frequency or severity of head impacts between men’s and women’s soccer practices. For men’s soccer, games resulted in 285% more head impacts than practices, but there were no event-type differences in mean impact severity. Men’s soccer games resulted in more head impacts than practices across nearly all measured impact severities, which also resulted in men’s soccer games producing a greater cumulative impact burden. Conclusion: Similar to other sports, men’s soccer games have a greater impact burden when compared with practices, and this effect is driven by the quantity rather than severity of head impacts. In contrast, there were no differences in the quantity or severity of head impacts in men’s and women’s soccer practices. These data could prompt discussions of practical concern to collegiate soccer, such as understanding sex differences in head impact and whether games disproportionately contribute to an athlete’s head impact burden. PMID:28491885
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Krustrup, Peter; Christensen, Jesper F.; Randers, Morten Bredsgaard
We examined the physical demands of small-sided soccer games in untrained middle-age males and muscle adaptations and performance effects over 12 weeks of recreational soccer training in comparison with continuous running. Thirty-eight healthy subjects (20-43 years) were randomized into a soccer....... Blood lactate during running at 11 km/h was lowered (p soccer organized as small-sided games stimulates both aerobic and anaerobic...
Full Text Available The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance. This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013—First Leg. The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann–Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.
Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M; Jonsson, Gudberg K; Anguera, M Teresa
The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013-First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann-Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.
Lynall, Robert C; Clark, Michael D; Grand, Erin E; Stucker, Jaclyn C; Littleton, Ashley C; Aguilar, Alain J; Petschauer, Meredith A; Teel, Elizabeth F; Mihalik, Jason P
There are limited nonlaboratory soccer head impact biomechanics data. This is surprising given soccer's global popularity. Epidemiological data suggest that female college soccer players are at a greater concussion injury risk than their male counterparts. Therefore, the purposes of our study were to quantify head impact frequency and magnitude during women's soccer practices and games in the National Collegiate Athletic Association and to characterize these data across event type, playing position, year on the team, and segment of game (first and second halves). Head impact biomechanics were collected from female college soccer players (n = 22; mean ± SD age = 19.1 ± 0.1 yr, height = 168.0 ± 3.5 cm, mass = 63.7 ± 6.0 kg). We employed a helmetless head impact measurement device (X2 Biosystems xPatch) before each competition and practice across a single season. Peak linear and rotational accelerations were categorized based on impact magnitude and subsequently analyzed using appropriate nonparametric analyses. Overall, women's college soccer players experience approximately seven impacts per 90 min of game play. The overwhelming majority (~90%) of all head impacts were categorized into our mildest linear acceleration impact classification (10g-20g). Interestingly, a higher percentage of practice impacts in the 20g-40g range compared with games (11% vs 7%) was observed. Head impact biomechanics studies have provided valuable insights into understanding collision sports and for informing evidence-based rule and policy changes. These have included changing the football kickoff, ice hockey body checking ages, and head-to-head hits in both sports. Given soccer's global popularity, and the growing public concern for the potential long-term neurological implications of collision and contact sports, studying soccer has the potential to impact many athletes and the sports medicine professionals caring for them.
McCall, Roderick; Wetzel, Richard; Löschner, Johannes; Braun, Anne-Kathrin
Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement techniques including questionnaires, direct observation, semi-structured interviews and video analysis to measure player’s sense of presence. The paper points to the importance of the availability of actions within augmented reality games and how this shapes their sense of presence. The findings ...
How coaches use their knowledge to develop small-sided soccer games: a case study. ... The method employed by coaches when designing small-sided soccer games has had limited attention from the ... AJOL African Journals Online.
Salem, Yasser; Elokda, Ahmed
Children who are critically ill are frequently viewed as "too sick" to tolerate physical activity. As a result, these children often fail to develop strength or cardiovascular endurance as compared to typically developing children. Previous reports have shown that early participation in physical activity in is safe and feasible for patients who are critically ill and may result in a shorter length of stay and improved functional outcomes. The use of the virtual reality gaming systems has become a popular form of therapy for children with disabilities and has been supported by a growing body of evidence substantiating its effectiveness with this population. The use of the virtual reality gaming systems in pediatric rehabilitation provides the children with opportunity to participate in an exercise program that is fun, enjoyable, playful, and at the same time beneficial. The integration of those systems in rehabilitation of children who are critically ill is appealing and has the potential to offer the possibility of enhancing physical activities. The lack of training studies involving children who are critically ill makes it difficult to set guidelines on the recommended physical activities and virtual reality gaming systems that is needed to confer health benefits. Several considerations should be taken into account before recommended virtual reality gaming systems as a training program for children who are critically ill. This article highlighted guidelines, limitations and challenges that need to be considered when designing exercise program using virtual reality gaming systems for critically ill children. This information is helpful given the popular use of virtual reality gaming systems in rehabilitation, particularly in children who are critically ill.
Rasmussen, Ludvig Johan Torp; Østergaard, Lars Domino
Creativity is essential in soccer due to the unpredictable and complex situations occurring in the game, where stereotypical play gradually loses its efficiency. Further, creativity is an important psychological factor for the development of soccer expertise, and valuing creativity increases satisfaction and well-being. Although creative players…
Chtourou, H; Dellal, A; Chaouachi, A; Chamari, K
The aim of this study was to identify the physiological responses of 3 forms of players’ numbers during two different games rules of small-sided games (SSG: stop-ball vs. small-goals rules). Eighteen youth amateur soccer players (age 13.5±0.7 years; height 168.9±6.1cm; body mass 63.1±7.7 kg) participated in this study and performed 3 SSGs with varying players’ number (2vs.2; 3vs.3 and 4vs.4): stop-ball SSG (SB-SSG) vs. small-goals SSG (SG-SSG) in a randomized and counter-balanced order on a constant pitch dimension (20×25m). The players performed 4×4 min SSG with 2-min of passive recovery in-between. Heart rate (HR), (expressed in bpm and % HRmax), lactate ([La-]), and rating of perceived exertion (RPE) were collected during each session. SB-SSG induced the higher HR values in comparison with the SG-SSG for the 3 game formats (2vs.2; 3vs.3 and 4vs.4). Also, compared with SG-SSG, SB-SSG induced the higher HR values during 2vs.2 compared with 4vs.4 games rules (178 vs. 174 and 175 vs. 171 bpm, respectively). However, the SB-SSG was more intense compared with SG-SSG in the 2 vs. 2 game rule compared with the two others (3 vs.3 and 4 vs. 4) for [La-] and RPE (7.58 vs. 7; 7.25 vs. 6.75 and 6.5 vs. 6.16 mmol ∙ L-1, and 7.75 vs. 7.33; 7.41 vs. 7.08 and 7.16 vs. 6.83, respectively). Therefore, the use of 2 vs. 2 and 3 vs. 3 SSG with SB-SSG seems to represent an alternative to coaches to increase cardiovascular and metabolic demands in youth soccer players. PMID:28566810
O'Kane, John W
Soccer is among the most popular youth sports with over 3 million youth players registered in the U.S. Soccer is unique in that players intentionally use their head to strike the ball, leading to concerns that heading could cause acute or chronic brain injury, especially in the immature brains of children. Pub Med search without date restriction was conducted in November 2014 and August 2015 using the terms soccer and concussion, heading and concussion, and youth soccer and concussion. 310 articles were identified and reviewed for applicable content specifically relating to youth athletes, heading, and/or acute or chronic brain injury from soccer. Soccer is a low-risk sport for catastrophic head injury, but concussions are relatively common and heading often plays a role. At all levels of play, concussions are more likely to occur in the act of heading than with other facets of the game. While concussion from heading the ball without other contact to the head appears rare in adult players, some data suggests children are more susceptible to concussion from heading primarily in game situations. Contributing factors include biomechanical forces, less developed technique, and the immature brain's susceptibility to injury. There is no evidence that heading in youth soccer causes any permanent brain injury and there is limited evidence that heading in youth soccer can cause concussion. A reasonable approach based on U.S. Youth Soccer recommendations is to teach heading after age 10 in controlled settings, and heading in games should be delayed until skill acquisition and physical maturity allow the youth player to head correctly with confidence.
A non cooperative markov game with several unique characteristics was introduced. Some of these characteristics include: the existence of a single phase multi server queuing model and markovian transition matrix/matrices for each game, introduction of virtual situations (virtual reality) or dummies to improve the chances ...
Frencken, Wouter; van der Plaats, Jorrit; Visscher, Chris; Lemmink, Koen
Pitch size varies in official soccer matches and differently sized pitches are adopted for tactical purposes in small-sided training games. Since interactive team behaviour emerges under con- straints, the authors evaluate the effect of pitch size (task) manipulations on interactive team behaviour
Fransson, Dan; Vigh-Larsen, Jeppe Foged; Fatouros, Ioannis G
soccer protocol, following baseline measures of maximal voluntary contractions of multiple muscle groups and systemic markers of muscle damage and inflammation at 0, 24 and 48 h into recovery. All muscle groups had a strength decrement (p ≤ 0.05) at 0 h post-match with knee flexors (14 ± 3%) and hip...... decrement still persistent (4 ± 1%, p ≤ 0.05) for trunk muscles 24 h into recovery. Large inter-player variations were observed in game-induced fatigue and recovery patterns in the various muscle groups. Markers of muscle damage and inflammation peaked 0 h post-match (myoglobin) and 24 h into recovery...... (creatine kinase), respectively, but thereafter returned to baseline. Intermittent test performance correlated with creatine kinase activity 24 h after the Copenhagen Soccer Test (r = -0.70; p = 0.02). In conclusion, post-game fatigue is evident in multiple muscle groups with knee flexors showing...
Gamito, Pedro; Oliveira, Jorge; Coelho, Carla; Morais, Diogo; Lopes, Paulo; Pacheco, José; Brito, Rodrigo; Soares, Fabio; Santos, Nuno; Barata, Ana Filipa
Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
In Augmented Reality (AR), interfaces consist of a blend of both real and virtual content. In this paper we examine existing gaming styles played in the real world or on computers. We discuss the strengths and weaknesses of these mediums within an informal model of gaming experience split into four aspects; physical, mental, social and emotional. We find that their strengths are mostly complementary, and argue that games built in AR can blend them to enhance existing game styles a...
Unnithan, Viswanath; White, Jordan; Georgiou, Andreas; Iga, John; Drust, Barry
The purpose of this review article was firstly to evaluate the traditional approach to talent identification in youth soccer and secondly present pilot data on a more holistic method for talent identification. Research evidence exists to suggest that talent identification mechanisms that are predicated upon the physical (anthropometric) attributes of the early maturing individual only serve to identify current performance levels. Greater body mass and stature have both been related to faster ball shooting speed and vertical jump capacity respectively in elite youth soccer players. This approach, however, may prematurely exclude those late maturing individuals. Multiple physiological measures have also been used in an effort to determine key predictors of performance; with agility and sprint times, being identified as variables that could discriminate between elite and sub-elite groups of adolescent soccer players. Successful soccer performance is the product of multiple systems interacting with one another. Consequently, a more holistic approach to talent identification should be considered. Recent work, with elite youth soccer players, has considered whether multiple small-sided games could act as a talent identification tool in this population. The results demonstrated that there was a moderate agreement between the more technically gifted soccer player and success during multiple small-sided games.
Kim, Hyoung-Gook; Roeber, Steffen; Samour, Amjad; Sikora, Thomas
In this paper, we present an automatic extraction of goal events in soccer videos by using audio track features alone without relying on expensive-to-compute video track features. The extracted goal events can be used for high-level indexing and selective browsing of soccer videos. The detection of soccer video highlights using audio contents comprises three steps: 1) extraction of audio features from a video sequence, 2) event candidate detection of highlight events based on the information provided by the feature extraction Methods and the Hidden Markov Model (HMM), 3) goal event selection to finally determine the video intervals to be included in the summary. For this purpose we compared the performance of the well known Mel-scale Frequency Cepstral Coefficients (MFCC) feature extraction method vs. MPEG-7 Audio Spectrum Projection feature (ASP) extraction method based on three different decomposition methods namely Principal Component Analysis( PCA), Independent Component Analysis (ICA) and Non-Negative Matrix Factorization (NMF). To evaluate our system we collected five soccer game videos from various sources. In total we have seven hours of soccer games consisting of eight gigabytes of data. One of five soccer games is used as the training data (e.g., announcers' excited speech, audience ambient speech noise, audience clapping, environmental sounds). Our goal event detection results are encouraging.
Randers, Morten B; Brix, Jonathan; Hagman, Marie
The present study investigated whether street soccer might be proposed as an alternative to recreational small-sided games on grass as a health-enhancing activity, and specifically the effects of the boards surrounding the pitch. Eleven recreationally active young males (28.4±4.2 (±SD) yrs, 19.......9±4.2% body fat, 47.7±6.0 mlminkg), after familiarization, completed one to two sessions of 20x13-m 3v3 street soccer games with boards (WB) and one to two sessions without boards (WOB) in a randomized order. Movement pattern was measured using GPS and heart rate recordings, blood sampling and RPE scales were...... after WB than after WOB (7.1±1.0 vs. 5.5±1.2, p game formats to expect short- and long-term health improvements as a result of regular participation. Boards affected movement pattern and physiological demands, producing higher...
Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi
Background Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. Objective The objectives of this study were to develop and evaluate ...
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
Staufenbiel, Kathrin; Lobinger, Babett; Strauss, Bernd
In soccer, home teams win about 67% of decided games. The causes for this home advantage are still unresolved. There is a shortage of research on the psychological states of actors involved. In this study, we examined soccer coaches' expectations, goal setting and tactical decisions in relation to game location. Soccer coaches (N = 297) with different expertise levels participated in an experimental, online management game and were randomly assigned to one of two groups, "home game (HG)" or "away game." Participants received information on the game for which they were asked to make decisions in multiple points. The only differing information between groups was game location. Regardless of expertise, HG coaches had higher expectations to win, set more challenging goals and decided for more offensive and courageous playing tactics. Possible consequences of these findings concerning home advantage in soccer are discussed.
Bendiksen, Mads; Bischoff, Rasmus; Randers, Morten Bredsgaard
in various phases of CST. METHODS: Twelve Danish Second and Third Division soccer players participated in the study. On separate days, heart rate (HR) measurements, frequent blood sampling and physical/technical tests were performed during 60- and 90-min versions of CST during which repeated m. vastus......INTRODUCTION: The aims of the study were 1) to evaluate whether a multi-facetted simulated soccer game protocol, entitled the Copenhagen Soccer Test (CST), elicited a similar physiological loading as a competitive game, and 2) to determine muscle metabolites, blood variables and sprint performance...
Asier Los Arcos
Full Text Available The purpose of this study was to compare the effects of Small-Sided Games (SSG vs. Interval Training (IT in soccer training on aerobic fitness and physical enjoyment in youth elite soccer players during the last 8 weeks of the season. Seventeen U-16 male soccer players (age = 15.5 ± 0.6 years, and 8.5 years of experience of a Spanish First Division club academy were randomized to 2 different groups for 6 weeks: SSG group (n = 9 and IT group (n = 8. In addition to the usual technical and tactical sessions and competitive games, the SSG group performed 11 sessions with different SSGs, whereas the IT group performed the same number of sessions of IT. Players were tested before and after the 6-week training intervention with a continuous maximal multistage running field test and the counter movement jump test (CMJ. At the end of the study, players answered the physical activity enjoyment scale (PACES. During the study, heart rate (HR and session perceived effort (sRPE were assessed. SSGs were as effective as IT in maintaining the aerobic fitness in elite young soccer players during the last weeks of the season. Players in the SSG group declared a greater physical enjoyment than IT (P = 0.006; ES = 1.86 ± 1.07. Coaches could use SSG training during the last weeks of the season as an option without fear of losing aerobic fitness while promoting high physical enjoyment.
Full Text Available The aim of this study was to identify the physiological responses of 3 forms of players’ numbers during two different games rules of small-sided games (SSG: stop-ball vs. small-goals rules. Eighteen youth amateur soccer players (age 13.5±0.7 years; height 168.9±6.1cm; body mass 63.1±7.7 kg participated in this study and performed 3 SSGs with varying players’ number (2vs.2; 3vs.3 and 4vs.4: stop-ball SSG (SB-SSG vs. small-goals SSG (SG-SSG in a randomized and counter-balanced order on a constant pitch dimension (20×25m. The players performed 4×4 min SSG with 2-min of passive recovery in-between. Heart rate (HR, (expressed in bpm and % HRmax, lactate ([La-], and rating of perceived exertion (RPE were collected during each session. SB-SSG induced the higher HR values in comparison with the SG-SSG for the 3 game formats (2vs.2; 3vs.3 and 4vs.4. Also, compared with SG-SSG, SB-SSG induced the higher HR values during 2vs.2 compared with 4vs.4 games rules (178 vs. 174 and 175 vs. 171 bpm, respectively. However, the SB-SSG was more intense compared with SG-SSG in the 2 vs. 2 game rule compared with the two others (3 vs.3 and 4 vs. 4 for [La-] and RPE (7.58 vs. 7; 7.25 vs. 6.75 and 6.5 vs. 6.16 mmol ∙ L-1, and 7.75 vs. 7.33; 7.41 vs. 7.08 and 7.16 vs. 6.83, respectively. Therefore, the use of 2 vs. 2 and 3 vs. 3 SSG with SB-SSG seems to represent an alternative to coaches to increase cardiovascular and metabolic demands in youth soccer players.
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Yoones A. Sekhavat
Full Text Available This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR. This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.
Pérez-Ciordia, Ignacio; Catalán Fabo, Francisca; Zalacain Nicolay, Fernando; Barriendo Antoñanzas, Maite; Solaegui Diaz de Guereñu, Ramón; Guillén Grima, Francisco
The demand placed on both hospital as well as extrahospital emergency care units currently continues to increase at a growing rate. This study has a twofold objective: the quantification and study of the personal characteristics of the users who are demanding emergency care and assessing whether televised soccer games have any bearing on the utilization of emergency care services. A longitudinal descriptive study (9,723 users demanding care) and study of cases and controls (1,284 users demanding care) according to whether or not a soccer game was being televised by means of a logistic regression model. The associations were quantified by means of the odds ratio (OR). Those dealt with by telephone or in infirmaries were not included in the study. A total 10.6% of the demand involved home visits, 4.8% of this total having been sent to hospital. A total 13.3% of the demand corresponds to individuals visiting from other healthcare districts, a total of 65 being overusers of emergency care (8 or more visits). The month of August (32.3%). Sundays (44.56%) and the 12:00 p.m.-2:00 p.m. timeframe (8.38%) are the times when the greatest demand for care occurs, the differences being statistically significant. Televised soccer games were associated to a 19.8% (p emergency care units has been found to exist, a major part of the demand being concentrated at highly specific points in time. A major degree of care is provided to those visiting from outside their own healthcare districts. Television soccer game broadcasts is associated with the greater utilization of the emergency care services.
Metz, Lore; Deleuze, Thomas; Pereira, Bruno; Thivel, David
Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook) during a control day (CON) and a day with a game (GAME). The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macr...
Elmer P. Dadios
Full Text Available This paper presents a new algorithm for real time event detection using Finite State Machines with multiple Fuzzy Logic Probability Evaluators (FLPEs. A machine referee for a robot soccer game is developed and is used as the platform to test the proposed algorithm. A novel technique to detect collisions and other events in microrobot soccer game under inaccurate and insufficient information is presented. The robots' collision is used to determine goalkeeper charging and goal score events which are crucial for the machine referee's decisions. The Main State Machine (MSM handles the schedule of event activation. The FLPE calculates the probabilities of the true occurrence of the events. Final decisions about the occurrences of events are evaluated and compared through threshold crisp probability values. The outputs of FLPEs can be combined to calculate the probability of an event composed of subevents. Using multiple fuzzy logic system, the FLPE utilizes minimal number of rules and can be tuned individually. Experimental results show the accuracy and robustness of the proposed algorithm.
Andru Deva Lukito
Full Text Available Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training . One of them that can be used is digital media. One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education
Buchheit, M; Simpson, B M; Mendez-Villanueva, A
The aim of this study was to examine in highly-trained young soccer players whether substantial changes in either maximal sprinting speed (MSS) or maximal aerobic speed (as inferred from peak incremental test speed, V(Vam-Eval)) can affect repeated high-intensity running during games. Data from 33 players (14.5±1.3 years), who presented substantial changes in either MSS or V(Vam-Eval) throughout 2 consecutive testing periods (~3 months) were included in the final analysis. For each player, time-motion analyses were performed using a global positioning system (1-Hz) during 2-10 international club games played within 1-2 months from/to each testing period of interest (n for game analyzed=109, player-games=393, games per player per period=4±2). Sprint activities were defined as at least a 1-s run at intensities higher than 61% of individual MSS. Repeated-sprint sequences (RSS) were defined as a minimum of 2 consecutive sprints interspersed with a maximum of 60 s of recovery. Improvements in both MSS and V(Vam-Eval) were likely associated with a decreased RSS occurrence, but in some positions only (e. g., - 24% vs. - 3% for improvements in MSS in strikers vs. midfielders, respectively). The changes in the number of sprints per RSS were less clear but also position-dependent, e. g., +7 to +12% for full-backs and wingers, - 5 to - 7% for centre-backs and midfielders. In developing soccer players, changes in repeated-sprint activity during games do not necessarily match those in physical fitness. Game tactical and strategic requirements are likely to modulate on-field players' activity patterns independently (at least partially) of players' physical capacities. © Georg Thieme Verlag KG Stuttgart · New York.
Ismail Selimović; Mehmeti Ejup
Effects of basic motor skills on situational-motor abilities for speed dribble and ball control precision assessment in soccer game at boys aged 12-14 years were analyzed with regression analysis. For this purpose, 17 variables for basic motor parameters were selected, as well as three situational tests. In every example of the regression analysis results, the results obtained showed confirmation of the hypothesis of significant effects of the morphological characteristics on the results in a...
Luiza da Silva Pereira Tannus
Full Text Available Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for patients who need functionality gains, such as individuals with cerebral palsy (CP. Aim: to evaluate the effects of virtual reality on the gross motor function of individuals with CP. Methods: longitudinal study, realized in a special education school, with five individuals with CP (7.4 years of age ± 1.14 of both sexes, evaluated using the B, D and E dimensions of the GMFM 88, before and after the application of three Wii Fit Plus(r console games: Hula Hoop, Slide Penguin and Soccer Heading. These games were applied for four minutes per game, at the beginner level, twice a week, for twelve consecutives weeks. The normality of the sample was evaluated through the Shapiro-Wilk's test. The results obtained before and after the Wii Fit(r application were compared using descriptive statistics. Results: all the individuals obtained improvements in the dimensions evaluated after the virtual reality application, with a 5.14% general improvement, varying between 1.9% and 9.6%. The standing (D and walking, running and jumping (E dimensions were the dimensions which obtained higher improvement percentages. Conclusion: considering the study limitations, the results obtained suggest that virtual reality can promote benefits in the gross motor function of individuals with cerebral palsy.
Klopfer, Eric; Sheldon, Josh
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Yates, Michael; Kelemen, Arpad; Sik Lanyi, Cecilia
Occurrences of strokes often result in unilateral upper limb dysfunction. Dysfunctions of this nature frequently persist and can present chronic limitations to activities of daily living. Research into applying virtual reality gaming systems to provide rehabilitation therapy have seen resurgence. Themes explored in stroke rehab for paretic limbs are action observation and imitation, versatility, intensity and repetition and preservation of gains. Fifteen articles were ultimately selected for review. The purpose of this literature review is to compare the various virtual reality gaming modalities in the current literature and ascertain their efficacy. The literature supports the use of virtual reality gaming rehab therapy as equivalent to traditional therapies or as successful augmentation to those therapies. While some degree of rigor was displayed in the literature, small sample sizes, variation in study lengths and therapy durations and unequal controls reduce generalizability and comparability. Future studies should incorporate larger sample sizes and post-intervention follow-up measures.
Full Text Available Effects of basic motor skills on situational-motor abilities for speed dribble and ball control precision assessment in soccer game at boys aged 12-14 years were analyzed with regression analysis. For this purpose, 17 variables for basic motor parameters were selected, as well as three situational tests. In every example of the regression analysis results, the results obtained showed confirmation of the hypothesis of significant effects of the morphological characteristics on the results in analyzed situational- motor tests.
Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Yamaner, Faruk; Gumusdag, Hayrettin; Kartal, Alparslan; Gumus, M.; Gullu, A.; Imamoglu, O.
Study aim: To assess the prevalence and anatomical sites of injuries in professional soccer players in one game season. Material and methods: A cohort of 510 professional male soccer players consisting of 48 goalkeepers, 194 defence players, 189 mid-field players and 79 forward players of the 1st and 2nd Turkish Professional Soccer Leagues in…
Full Text Available Fanny Levy,1 Pierre Leboucher,2 Gilles Rautureau,2 Odile Komano,2 Bruno Millet,1 Roland Jouvent1 1Department of Adults Psychiatry, 2PRISME-Virtual Reality, ICM-A- IHU, UPMC UMR_S 975, Inserm U 1127, CNRS UMR 7225, GH Pitié-Salpêtrière, Paris, France Objective: Fear of falling is defined as an ongoing concern about falling that is not explained by physical examination. Focusing on the psychological dimension of this pathology (phobic reaction to walking, we looked at how virtual reality associated with serious games can be used to treat this pathology.Methods: Participants with fear of falling were randomly assigned to either a treatment group or a waiting list. The therapy consisted of 12 weekly sessions of virtual reality exposure therapy associated with serious games.Results: Sixteen participants were included. The mean age of the treatment group was 72 years and that of the control group was 69 years. Participants’ scores on the fear of falling measure improved after treatment with virtual reality associated with serious games, leading to a significant difference between the two groups.Conclusion: Virtual reality exposure therapy associated with serious games can be used in the treatment of fear of falling. The two techniques are complementary (top-down and bottom-up processes. To our knowledge, this is the first time that a combination of the two has been assessed. There was a specific effect of this therapy on the phobic reaction. Further studies are needed to confirm its efficacy and identify its underlying mechanism. Keywords: fear of falling, virtual reality exposure therapy, serious games, phobia, anxiety disorders
Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
Full Text Available Organ manusia merupakan alat yang sangat vital dalam tubuh manusia. Pada prakteknya, pengenalan organ manusia pada siswa sekolah dasar membutuhkan alat peraga tiga dimensi yang hanya dimiliki oleh sekolah. Sedangkan anak usia sekolah dasar cenderung lebih tertarik dengan hal-hal yang baru. Oleh karena itu dibutuhkan inovasi untuk menjembatani kedua permasalahan tersebut dengan aplikasi augmented reality game edukasi untuk menarik minat dan membantu belajar siswa pada organ tubuh manusia yang dilakukan pada penelitian ini. Metode yang digunakan adalah prototyping yang merupakan bagian dari metode SDLC (System Development Life Cycle. Aplikasi augmented reality game edukasi untuk pengenalan organ tubuh manusia adalah hasil dari penelitiannya yang akan dijelaskan pada paper ini.
Metcalf, Mary; Rossie, Karen; Stokes, Katie; Tallman, Christina; Tanner, Bradley
New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals. We developed and assessed the Take Control game, a partially immersive Kinect for Windows platform game that allows users to counter substance cues through active movements (hitting, kicking, etc). Formative analysis during phase I and phase II guided development. We conducted a small wait-list control trial using a quasi-random sampling technique (systematic) with 61 participants in recovery from addiction to alcohol or tobacco. Participants used the game 3 times and reported on substance use, cravings, satisfaction with the game experience, self-efficacy related to recovery, and side effects from exposure to a virtual reality intervention and substance cues. Participants found the game engaging and fun and felt playing the game would support recovery efforts. On average, reported substance use decreased for participants during the intervention period. Participants in recovery for alcohol use saw more benefit than those in recovery for tobacco use, with a statistically significant increase in self-efficacy, attitude, and behavior during the intervention. Side effects from the use of a virtual reality intervention were minor and decreased over time; cravings and side effects also decreased during the study. The preliminary results suggest the intervention holds promise as an adjunct to standard treatment for those in recovery, particularly from alcohol use. ©Mary Metcalf, Karen Rossie, Katie Stokes, Christina Tallman, Bradley Tanner. Originally published in JMIR Serious Games (http://games.jmir.org), 16.04.2018.
Full Text Available Abstract Background Virtual reality (VR offers powerful therapy options within a functional, purposeful and motivating context. Several studies have shown that patients' motivation plays a crucial role in determining therapy outcome. However, few studies have demonstrated the potential of VR in pediatric rehabilitation. Therefore, we developed a VR-based soccer scenario, which provided interactive elements to engage patients during robotic assisted treadmill training (RAGT. The aim of this study was to compare the immediate effect of different supportive conditions (VR versus non-VR conditions on motor output in patients and healthy control children during training with the driven gait orthosis Lokomat®. Methods A total of 18 children (ten patients with different neurological gait disorders, eight healthy controls took part in this study. They were instructed to walk on the Lokomat in four different, randomly-presented conditions: (1 walk normally without supporting assistance, (2 with therapists' instructions to promote active participation, (3 with VR as a motivating tool to walk actively and (4 with the VR tool combined with therapists' instructions. The Lokomat gait orthosis is equipped with sensors at hip and knee joint to measure man-machine interaction forces. Additionally, subjects' acceptance of the RAGT with VR was assessed using a questionnaire. Results The mixed ANOVA revealed significant main effects for the factor CONDITIONS (p Conclusions The VR scenario used here induces an immediate effect on motor output to a similar degree as the effect resulting from verbal instructions by the therapists. Further research needs to focus on the implementation of interactive design elements, which keep motivation high across and beyond RAGT sessions, especially in pediatric rehabilitation.
O'Neil, Rochelle L; Skeel, Reid L; Ustinova, Ksenia I
Virtual reality games and simulations have been utilized successfully for motor rehabilitation of individuals with traumatic brain injury (TBI). Little is known, however, how TBI-related cognitive decline affects learning of motor tasks in virtual environments. To fill this gap, we examined learning within a virtual reality game involving various reaching motions in 14 patients with TBI and 15 healthy individuals with different cognitive abilities. All participants practiced ten 90-second gaming trials to assess various aspects of motor learning. Cognitive abilities were assessed with a battery of tests including measures of memory, executive functioning, and visuospatial ability. Overall, participants with TBI showed both reduced performance and a slower learning rate in the virtual reality game compared to healthy individuals. Numerous correlations between overall performance and several of the cognitive ability domains were revealed for both the patient and control groups, with the best predictor being overall cognitive ability. The results may provide a starting point for rehabilitation programs regarding which cognitive domains interact with motor learning.
van der Mey, A.; Smit, F; Droog, K.J.; Visser, A.
Following a soccer game is an example where clear emotions are displayed. This example is worked out for a humanoid robot which can express emotions with body language. The emotions expressed by the robot are not just stimuli-response, but are based on an affective state which shows dynamic behavior
Giancola, Silvio; Amine, Mohieddine; Dghaily, Tarek; Ghanem, Bernard
In this paper, we introduce SoccerNet, a benchmark for action spotting in soccer videos. The dataset is composed of 500 complete soccer games from six main European leagues, covering three seasons from 2014 to 2017 and a total duration of 764 hours. A total of 6,637 temporal annotations are automatically parsed from online match reports at a one minute resolution for three main classes of events (Goal, Yellow/Red Card, and Substitution). As such, the dataset is easily scalable. These annotations are manually refined to a one second resolution by anchoring them at a single timestamp following well-defined soccer rules. With an average of one event every 6.9 minutes, this dataset focuses on the problem of localizing very sparse events within long videos. We define the task of spotting as finding the anchors of soccer events in a video. Making use of recent developments in the realm of generic action recognition and detection in video, we provide strong baselines for detecting soccer events. We show that our best model for classifying temporal segments of length one minute reaches a mean Average Precision (mAP) of 67.8%. For the spotting task, our baseline reaches an Average-mAP of 49.7% for tolerances $\\delta$ ranging from 5 to 60 seconds.
In this paper, we introduce SoccerNet, a benchmark for action spotting in soccer videos. The dataset is composed of 500 complete soccer games from six main European leagues, covering three seasons from 2014 to 2017 and a total duration of 764 hours. A total of 6,637 temporal annotations are automatically parsed from online match reports at a one minute resolution for three main classes of events (Goal, Yellow/Red Card, and Substitution). As such, the dataset is easily scalable. These annotations are manually refined to a one second resolution by anchoring them at a single timestamp following well-defined soccer rules. With an average of one event every 6.9 minutes, this dataset focuses on the problem of localizing very sparse events within long videos. We define the task of spotting as finding the anchors of soccer events in a video. Making use of recent developments in the realm of generic action recognition and detection in video, we provide strong baselines for detecting soccer events. We show that our best model for classifying temporal segments of length one minute reaches a mean Average Precision (mAP) of 67.8%. For the spotting task, our baseline reaches an Average-mAP of 49.7% for tolerances $\\\\delta$ ranging from 5 to 60 seconds.
Diment, Gregory Michael
a systematic observation checklist of mental toughness behavior in professional soccer. Consistent with existing studies, the results created a systematic observation instrument containing 15 mental toughness behaviors. Practical implications include goal-setting, game analysis and self-modeling interventions...
Levy, Fanny; Leboucher, Pierre; Rautureau, Gilles; Komano, Odile; Millet, Bruno; Jouvent, Roland
Fear of falling is defined as an ongoing concern about falling that is not explained by physical examination. Focusing on the psychological dimension of this pathology (phobic reaction to walking), we looked at how virtual reality associated with serious games can be used to treat this pathology. Participants with fear of falling were randomly assigned to either a treatment group or a waiting list. The therapy consisted of 12 weekly sessions of virtual reality exposure therapy associated with serious games. Sixteen participants were included. The mean age of the treatment group was 72 years and that of the control group was 69 years. Participants' scores on the fear of falling measure improved after treatment with virtual reality associated with serious games, leading to a significant difference between the two groups. Virtual reality exposure therapy associated with serious games can be used in the treatment of fear of falling. The two techniques are complementary (top-down and bottom-up processes). To our knowledge, this is the first time that a combination of the two has been assessed. There was a specific effect of this therapy on the phobic reaction. Further studies are needed to confirm its efficacy and identify its underlying mechanism.
López-Fernández, Jorge; Gallardo, Leonor; Fernández-Luna, Álvaro; Villacañas, Victor; García-Unanue, Jorge; Sánchez-Sánchez, Javier
The aim of this research was to evaluate the influence of game surface and pitch size on the movement profile in female soccer players during Small-Sided-Games (SSGs) of 4 v 4. 16 women played three different 4-a-side (400 m, 600 m and 800 m) on three surfaces (ground [GR], artificial turf [AT] and natural grass [NG]). Time-motion variables were assessed through GPS devices (Spi Pro X, GPSports, Australia). GR had the worst outputs on most variables. NG achieved higher results than AT in terms of total distance [SSG 400 (+37.000 m; p=0.006); SSG 600 (+59.989 m; pwomen's performance being higher on AT than GR, the NG surface still showed the highest outcomes in the most intense SSG. Moreover, although the performance increase in bigger pitches, if the size is too large the outputs could be reduced.
Portalés Ricart, Cristina
Gaming is a natural way of learning and multimedia technologies bring new possibilities in the field of edutainment. Live LEGO House in an interactive space to explore coexistence and multicultural factors through gaming based on the Mixed Reality(MXR)technology. The system consists basically on a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files, including sounds, videos and 3D animations with multicultural content. Childre...
Full Text Available Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook during a control day (CON and a day with a game (GAME. The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macronutrients and energy intake at each meal were analyzed using the Bilnuts nutrition software. Total daily energy intake was not significantly different between conditions (CON: 2270 ± 535 vs. GAME: 2782 ± 293. Energy derived from fat and protein was not different between conditions but the participants ingested more calories derived from carbohydrates during the GAME day (45.5 ± 5.9% vs. 54.9 ± 5.5%, respectively, p<0.05. The calories ingested during snacking were significantly increased during GAME compared with CON (p<0.05. The stress level was significantly higher during GAME and especially before the breakfast, lunch and snack (p<0.05. Hunger feeling was not different between conditions. Referring leads to nutritional adaptations in elite soccer umpires, who tend to increase their energy intake mainly during snacking, by increasing their carbohydrate consumption.
Location-based augmented reality games have entered the mainstream with the nearly overnight success of Niantic's Pok\\'emon Go. Unlike traditional video games, the fact that players of such games carry out actions in the external, physical world to accomplish in-game objectives means that the large-scale adoption of such games motivate people, en masse, to do things and go places they would not have otherwise done in unprecedented ways. The social implications of such mass-mobilisation of ind...
Hvass, Jonatan Salling; Larsen, Oliver Stevns; Vendelbo, Kasper Bøgelund
Virtual Reality (VR) has finally entered the homes of consumers, and a large number of the available applications are games. This paper presents a between-subjects study (n=50) exploring if vi-sual realism (polygon count and texture resolution) affects pres-ence during a scenario involving gameplay...
Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi
Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP). Item generation occurred through an iterative process of literature review and sample videotape viewing. The MRI-VRGP includes 25 items quantifying upper extremity, lower extremity, and total body movements. A total of 176 videotaped 90-second game play sessions involving 7 typically developing children and 4 children with cerebral palsy were rated by 3 raters trained in MRI-VRGP use. Children played 8 games on 2 virtual reality and active video game systems. Intraclass correlation coefficients (ICCs) determined intra-rater and interrater reliability. Excellent intrarater reliability was evidenced by ICCs of >0.75 for 17 of the 25 items across the 3 raters. Interrater reliability estimates were less precise. Excellent interrater reliability was achieved for far reach upper extremity movements (ICC=0.92 [for right and ICC=0.90 for left) and for squat (ICC=0.80) and jump items (ICC=0.99), with 9 items achieving ICCs of >0.70, 12 items achieving ICCs of between 0.40 and 0.70, and 4 items achieving poor reliability (close-reach upper extremity-ICC=0.14 for right and ICC=0.07 for left) and single-leg stance (ICC=0.55 for right and ICC=0.27 for left). Poor video quality, differing item interpretations between raters, and difficulty quantifying the high-speed movements involved in game play affected reliability. With item definition clarification and further psychometric property evaluation, the MRI
Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Full Text Available The article investigates the problem of interaction between a modern primary school-aged child and the field of virtual reality gaming and, in particular, the impact of virtual reality on the formation of self-image. Our study enabled us to explore the differences in the self-image in active and non-active players of roleplaying video games. The outcomes proved that there are certain changes in the self-image of active players related to their self-identification with characters of computer games according to their individual psychological features, whereas for children who engage in non-role-playing games such identification is not common. It was found that non-active children players generally have positive selfacceptance and do not suffer from feelings of anxiety and abandonment; active players, on the opposite, often demonstrate inadequate self-esteem, anxiety and a tendency to self-actualise in virtual reality gaming.
Full Text Available We analyse thirty games of world championship in soccer 2006 with am to determine variables which contribute signifi cant distinction and differences between winner and defeat tim. Fortifi cation differences in aplayed variables we will apply multivariant analisis of variance. For this examination we will use variable of tehnich elements, and some of tactics calculation and estimate quality of tehnics elements according to the judges. This problem is very interesting for exploration, and it’s leading to modern tendency’s so these are the elementary reasons why we chose this kind of exploration.
Karl H. Stingeder
Full Text Available Das an das "Geocoaching"-Spielprinzip erinnernde Augmented-Reality-Game "Ingress" ist auf allen mit Android-Betriebssystem ausgestatteten Smartphones spielbar. Das Alleinstellungsmerkmal des Spiels ist gleichzeitig auch das beste Patent-Rezept für bzw. gegen notorisches "Couch-Potato-ing": Das Game-Design des "Draußenspiels" erfordert jedoch stets die physische Anwesenheit der SpielerInnen am realen Ort des Geschehens, meist touristisch attraktive Sehenswürdigkeiten und architektonisch markante Plätze. Sobald "Ingress" per App am Smartphone gestartet wird, stehen Interaktionen und Machtverhältnisse auf dem Handy-Display im Dreh- und Angelpunkt des Geschehens. Die Spielgrafik ist auf das Wesentliche reduziert und erinnert an die Optik von Videospielen der 80er Jahre. "Ingress" im Allgemeinen sowie "Magnus13", die erste von Google organisierte Fan-Veranstaltung Österreichs mit mehreren Hundert TeilnehmerInnen und ist mit einer "digitalen Schnitzeljagd" vergleichbar: Gemeinsam ist der klassischen "Schnitzeljagd" und dem digitalen "Schere-Schein-Papier" Prinzip von "Ingress" die tragende Rolle des im Spiel entstehenden Gemeinschaftsgefühls, welche in einer hohen Langzeitmotivation mündet. Trotz aller Euphorie, ob des unkonventionellen Augmented-Reality-Spielkonzepts und des in Folge der sozialen Dynamik außergewöhnlichen Suchtpotentials, ist angesichts von Edward Snowden und vielfältiger NSA-Abhörmaßnahmen, eine gesunde Portion Skepsis angebracht: Welchen Zweck erfüllt "Ingress"? Gibt es ein verhülltes "Mittel zum Zweck"? Welche Gefahren bestehen mit einer systematischen Auswertung des umfangreichen, ortsrelevanten Daten-Sammelsuriums? "Ingress" verdeutlicht trotz aller Risiken den soziokulturellen Bedeutungswandel des digitalen Spiels: Spiele per se und das Spiel als soziale Interaktion sind aktuell dabei, alle Bereiche unseres Lebens zu erfassen.
Mara, Jocelyn K; Thompson, Kevin G; Pumpa, Kate L
The aim of this study was to assess the total and exercise energy expenditure of elite female soccer players during a training week. Eight elite female soccer players wore SenseWear Mini Armbands (SWAs) for 7 consecutive days during the preseason phase of a national league competition. In addition, players wore 15-Hz GPSports tracking devices during 4 training sessions and a friendly game. Total energy expenditure, exercise energy expenditure, and training and game demands were collected from the SWA and GPSports devices. Mean daily energy expenditure for the game day, training days, and rest days were 12,242 kJ (SD = 603 kJ), 11,692 (SD = 274 kJ), and 9,516 (SD = 369 kJ), respectively, with significant differences shown between activities (p soccer players. Nutritional intake should be adjusted accordingly to avoid energy imbalances for optimal performance and recovery.
Borges, Paulo Henrique; Guilherme, José; Rechenchosky, Leandro; da Costa, Luciane Cristina Arantes; Rinadi, Wilson
The fundamental tactical principles of the game of soccer represent a set of action rules that guide behaviours related to the management of game space. The aim of this study was to compare the performance of fundamental offensive and defensive tactical principles among youth soccer players from 12 to 17 years old. The sample consisted of 3689 tactical actions performed by 48 soccer players in three age categories: under 13 (U-13), under 15 (U-15), and under 17 (U-17). Tactical performance was measured using the System of Tactical Assessment in Soccer (FUT-SAT). The Kruskal Wallis, Mann-Whitney U, Friedman, Wilcoxon, and Cohen's Kappa tests were used in the study analysis. The results showed that the principles of "offensive coverage" (p = 0.01) and "concentration" (p = 0.04) were performed more frequently by the U-17 players than the U-13 players. The tactical principles "width and length" (p principles are performed varies between the gaming categories, which implies that there is valuation of defensive security and a progressive increase in "offensive coverage" caused by increased confidence and security in offensive actions.
Bradley, Paul S.; Sheldon, William; Wooster, Blake
The aims of this study were to (1) determine the activity profiles of a large sample of English FA Premier League soccer players and (2) examine high-intensity running during elite-standard soccer matches for players in various playing positions. Twenty-eight English FA Premier League games were...
Cidota, M.A.; Bank, Paulina J.M.; Ouwehand, P.W.; Lukosch, S.G.
Advances in technology offer new opportunities for a better understanding of how different disorders affect motor function. In this paper, we explore the potential of an augmented reality (AR) game implemented using free hand and body tracking to develop a uniform, cost-effective and objective
Full Text Available Our research deals with the development of a new type of game-based learning environment: (MMORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum. After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual for the players’ involvement in the game.
Elliott, Steven; Ellis, Margery; Combs, Sue; Hunt Long, Lynn
Injuries to the ankle are among the most common injuries for soccer players at any age. Soccer coaches should be aware of current research and best practices that suggest it is possible to decrease the incidence of soccer players' ankle injuries by providing an appropriate warm-up to utilize prior to practices and games. This article introduces…
Metz, Lore; Deleuze, Thomas; Pereira, Bruno; Thivel, David
Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook) during a control day (CON) and a day with a game (GAME). The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macronutrients and energy intake at each meal were analyzed using the Bilnuts nutrition software. Total daily energy intake was not significantly different between conditions (CON: 2270 ± 535 vs. GAME: 2782 ± 293). Energy derived from fat and protein was not different between conditions but the participants ingested more calories derived from carbohydrates during the GAME day (45.5 ± 5.9% vs. 54.9 ± 5.5%, respectively, psoccer umpires, who tend to increase their energy intake mainly during snacking, by increasing their carbohydrate consumption.
This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…
Maria Cristina Chimelo Paim
Full Text Available This study aimed to verify what were the motivational factors that made teenagers to choose ADUFSM soccer school, and to verify the difference among the groups, the performance and gain scores at soccer basis. The sample comprised 32 persons, 10 to 16 years old, that practice soccer at ADUFSM. The sample was divided in four groups. The motivational factors inventory (MFI was applied in the beginning of the semester. It was verified, through descriptive statistics, that the stronger motivation for the subjects involvement with soccer was to develop skills (78%, followed by excitation and challenge (72%; affiliation (70% and aptitude (68%. The performance level evaluation in three different phases was done through soccer basis analytical matrix (SBAM, always in game situation. Five observations per subject were made for each base listed in SBAM, and the execution mistakes were identifies. Initially, an ANOVA was used to deal with the data; later, a post-hoc test. The results showed that learning occurred and that there was a significant difference favoring GF10 in the learning gain scores after the treatment.
Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio
The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…
Taki, Tsuyoshi; Hasegawa, Jun-ichi
This paper proposes a basic feature for quantitative measurement and evaluation of group behavior of persons. This feature called 'dominant region' is a kind of sphere of influence for each person in the group. The dominant region is defined as a region in where the person can arrive earlier than any other persons and can be formulated as Voronoi region modified by replacing the distance function with a time function. This time function is calculated based on a computational model of moving ability of the person. As an application of the dominant region, we present a motion analysis system of soccer games. The purpose of this system is to evaluate the teamwork quantitatively based on movement of all the players in the game. From experiments using motion pictures of actual games, it is suggested that the proposed feature is useful for measurement and evaluation of group behavior in team sports. This basic feature may be applied to other team ball games, such as American football, basketball, handball and water polo.
Full Text Available In this paper the trajectories of a soccer ball for the most important kicks in the football game - a corner kick and a direct free kick are studied. The soccer ball is modelled as an ideal rigid hollow spherical body with six degrees of freedom, which performs a general motion in an immovable air environment with constant parameters. The ball 3D orientation is determined by the three Cardan angles. The aerodynamic forces and moments with which the air environment acts to the ball are taken into account. Two of the most dangerous areas of the football goal are defined. Differential equations which describe the motion of the soccer ball are solved numerically by MatLab-Simulink.
This paper studies heuristic usability evaluation of user interfaces. The literature review distinguishes characteristics of augmented reality and smartphones, presents heuristic evaluation, PACMAD usability model, personal navigation assistants, video games, augmented reality and J. Nielsen usability heuristics. In research part, usability heuristics of related subject fields and design guidelines are combined. Created heuristics and control questionnaire are used for evaluation of augmented...
Lund, Henrik Hautop
We developed the Playware Soccer game and tested this with more than 1,000 users during the FIFA World Cup 2010 in South Africa in townships, orphanages for HIV/AIDS children, markets, FIFA fan parks, etc. The playware game is set up to motivate players to engage in training of technical soccer...... skills by receiving motivating, immediate feedback on the soccer playing on a modular interactive wall composed of modular interactive tiles that respond with coloured light, sound and scores on the players performance. The flexibility of the system was designed for with the modular interactive tiles......, and simple construction with these building blocks should give a high degree of flexibility for the designer and the user to create various set-ups and interaction possibilities in an easy manner....
"Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…
Andrés N. Vargas González
Full Text Available We present an exploratory study to assess the benefits of using Augmented Reality (AR in training sports rule comprehension. Soccer is the chosen context for this study due to the wide range of complexity in the rules and regulations. Observers must understand and holistically evaluate the proximity of players in the game to the ball and other visual objects, such as the goal, penalty area, and other players. Grounded in previous literature investigating the effects of Virtual Reality (VR scenarios on transfer of training (ToT, we explore how three different interfaces influence user perception using both qualitative and quantitative measures. To better understand how effective augmented reality technology is when combined with learning systems, we compare results on the effects of learning outcomes in three interface conditions: AR, VR and a traditional Desktop interface. We also compare these interfaces as measured by user experience, engagement, and immersion. Results show that there were no significance difference among VR and AR; however, these participants outperformed the Desktop group which needed a higher number of adaptations to acquire the same knowledge.
Full Text Available The popularity of female soccer is increasing as well as the number of females playing soccer. Similarly, over the last twenty or so years, research in soccer has increased significantly, but a large disparity exists in the volume of studies involving male and female players. As a consequence of this, female players remain less well understood compared to males. The purpose of the present narrative review was to describe morphological characteristics, physiological demands, physical abilities and injuries in female soccer players. Physiological demands are similar between men’s and women’s soccer, but competitive women’s matches were characterized by nearly 33% less distance covered, although at higher intensity levels (maximum speeds greater than 15 km/h than typically found in the men’s game. Sub-elite female players also tended to run less at higher intensity levels at the end of both halves in comparison with elite female players. High intensity running is an important factor of success in soccer since many critical moments of the game occur under this condition. The ability to rapidly change direction also determined elite, sub-elite and amateur levels. The implementation of functional training, which focused on soccer-specific drills and plyometric exercises, to improve explosive power, may improve conditioning in female soccer players as well as decrease the risk of injuries which was 3-8 times higher in females compared to males. This review presents an in-depth overview of the most influential factors for determining success in female soccer.
Full Text Available The present study aimed to compare players’ tactical behaviour in 3 vs. 3 and 6 vs. 6 soccer small-sided games (SSGs. The sample comprised 3,482 tactical actions performed by 18 U-11 youth soccer players from a Portuguese club, in 3 vs. 3 and 6 vs. 6 SSGs. All participants played eight minutes in both situations and field size was adapted according to the number of players involved (30 m x 19.5 m for 3 vs. 3 and 60 m x 39 m for 6 vs. 6. The System of Tactical Assessment in Soccer (FUT-SAT was used for data collection and analyses. Descriptive analysis was conducted to verify frequencies and percentages of the variables assessed. The chi-squared (χ2 test was performed to compare the frequencies of the variables between 3 vs. 3 and 6 vs. 6 SSGs and Standardized Residuals (e were used to examine the influence of the frequency of one or more variables within 3 vs. 3 and 6 vs. 6 SSGs. Data treatment was performed through SPSS for Windows®, version 18.0. Results indicated that players displayed safer behaviours in 6 vs. 6 SSG and more aggressive behaviours in 3 vs. 3 SSG. Findings can aid coaches and teachers to develop different players’ tactical skills according to the chosen SSG (3 vs. 3 or 6 vs. 6 form.
The term accountability is used extensively in performance management. In youth soccer, accountability is often discussed in the context of issues such as quality of coaching, officiating, responsiveness to stakeholders, scheduling of games, building parental involvement and support, and philosophical orientation to the sport. As part of the…
Gabyzon, M Elboim; Engel-Yeger, B; Tresser, S; Springer, S
Virtual reality gaming environments may be used as a supplement to the motor performance assessment tool box by providing clinicians with quantitative information regarding motor performance in terms of movement accuracy and speed, as well as sensory motor integration under different levels of dual tasking. To examine the feasibility of using the virtual reality game `Timocco' as an assessment tool for evaluating goal-directed hand movements among typically developing children. In this pilot study, 47 typically-developing children were divided into two age groups, 4-6 years old and 6-8 years old. Performance was measured using two different virtual environment games (Bubble Bath and Falling Fruit), each with two levels of difficulty. Discriminative validity (age effect) was examined by comparing the performance of the two groups, and by comparing the performance between levels of the games for each group (level effect). Test-retest reliability was examined by reassessing the older children 3-7 days after the first session. The older children performed significantly better in terms of response time, action time, game duration, and efficiency in both games compared to the younger children. Both age groups demonstrated poorer performance at the higher game level in the Bubble Bath game compared to the lower level. A similar level effect was found in the Falling Fruit game for both age groups in response time and efficiency, but not in action time. The performance of the older children was not significantly different between the two sessions at both game levels. The discriminative validity and test-retest reliability indicate the feasibility of using the Timocco virtual reality game as a tool for assessing goal-directed hand movements in children. Further studies should examine its feasibility for use in children with disabilities.
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Cidota, M.A.; Lukosch, S.G.; Bank, Paulina J.M.; Ouwehand, P.W.
Advances in technology offer new opportunities for a better understanding of how different disorders affect motor function. Our aim is to explore the potential of augmented reality (AR) using free hand and body tracking to develop engaging games for a uniform, cost-effective and objective evaluation
Nortje, L.; Dicks, M.S.; Coopoo, Y.; Savelsbergh, G.J.P.
The main goal of the study was to examine whether a relationship existed between self-reported and in situ tactical decision-making in the form of actions for small-sided soccer games, namely 4-vs.-4 and 8-vs.-8 games. Sixteen skilled male soccer players participated and completed the Tactical
Møller Jensen, Jette; Hageman, Michelle; Bang Løyche Lausen, Patrick
In 2017 it was believed that nearly 50mio people suffered from dementia. Besides the actual patients, the group that is mostly affected by this disease are informal caregivers. Informal caregivers -- people without a formal education in the field of health care -- can suffer from severe physical-......-based Virtual Reality game and how it can inform informal caregivers about symptoms of dementia. Our initial exploration demonstrates the potential that such a game holds in supporting informal caregivers....
Regelin, Tilman; Staar, Henning; Janneck, Monique
Alternate Reality Games (ARG) have been one of the first and most prominent viral marketing tools. In a dynamic marketing world, where new practices appear every other day and seemingly ‘old’ practices lose their appeal very quickly, Blizzard Entertainment – a leading video game developer – gained much attention regarding its marketing strategy promoting the release of a new playable hero called ‘Sombra’ for their online game Overwatch, which is the third most-played game in the world with ov...
Hammami, Amri; Randers, Morten B.; Kasmi, Sofien
, and enjoyment responses. Over 8 weeks, the between-group analysis revealed that soccer training had a large beneficial effect on postural balance (45%) when compared with control group with unclear effects on other fitness parameters. Conclusion: Adolescent soccer players had markedly higher physical fitness......, postural balance, flexibility, and aerobic capacity. After baseline testing, Purposes 2 and 3 were addressed by randomly assigning the untrained boys to either a soccer-training group (small-sided games, 2 sessions per week for 8 weeks) or to a control group, followed by identical retesting. Results......: At baseline, physical fitness was higher (p postural balance. Small-sided games using 6 v 6 or 4 v 4 elicited similar heart rate (HR) (mean: ~ 85% peak heart rate, HRpeak), rate of perceived exertion...
Dörner, Ralf; Lok, Benjamin; Broll, Wolfgang
Backed by a large consumer market, entertainment and education applications have spurred developments in the fields of real-time rendering and interactive computer graphics. Relying on Computer Graphics methodologies, Virtual Reality and Augmented Reality benefited indirectly from this; however, there is no large scale demand for VR and AR in gaming and learning. What are the shortcomings of current VR/AR technology that prevent a widespread use in these application areas? What advances in VR/AR will be necessary? And what might future “VR-enhanced” gaming and learning look like? Which role can and will Virtual Humans play? Concerning these questions, this article analyzes the current situation and provides an outlook on future developments. The focus is on social gaming and learning.
The article investigates the problem of interaction between a modern primary school-aged child and the field of virtual reality gaming and, in particular, the impact of virtual reality on the formation of self-image. Our study enabled us to explore the differences in the self-image in active and non-active players of roleplaying video games. The outcomes proved that there are certain changes in the self-image of active players related to their self-identification with characters of computer g...
van Bennekom, Martine J; Kasanmoentalib, M Soemiati; de Koning, Pelle P; Denys, Damiaan
The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.
Alexandra L. Borstad
Full Text Available Purpose: People with chronic hemiparesis are frequently dissatisfied with the recovery of their hand and arm, yet many lack access to effective treatments. Constraint-induced movement therapy (CI therapy effectively increases arm function and spontaneous use in persons with chronic hemiparesis. The purpose of this study was to determine the feasibility and measure safety and outcomes of an in-home model of delivering CI therapy using a custom, avatar-based virtual reality game. Methods: Seventeen individuals with chronic hemiparesis participated in this pretest/posttest quasi-experimental design study. The 10-day intervention had three components: 1 high-repetition motor practice using virtual reality gaming; 2 constraint of the stronger arm via a padded restraint mitt; and 3 a transfer package to reinforce arm use. Feasibility of the intervention was evaluated through comparison to traditional CI therapy and through participants’ subjective responses. The primary outcome measures were the Wolf Motor Function Test (WMFT and the Motor Activity Log quality of movement scale (MAL-QOM. Results: On average, participants completed 17.2 ± 8 hours and 19,436 repetitions of motor practice. No adverse events were reported. Of 7 feasibility criteria, 4 were met. WMFT rate and MAL-QOM increased, with effect size (Cohen’s d of 1.5 and 1.1, respectively. Conclusions: This model of delivering CI therapy using a custom, avatar-based virtual reality game was feasible, well received, and showed preliminary evidence of being a safe intervention to use in the home for persons with chronic hemiparesis.
David I. Waddington
Full Text Available In 2010, the World Bank launched Urgent: Evoke, an alternate reality game. Conceived in response to the demands of African universities, the game was designed to promote the World Bank Institute’s vision of positive global change through social innovation, and made substantial use of Web 2.0 tools such as blogs, personal profiles, and social networks. This article offers a case study of Urgent: Evoke, divided into four sections: first, the potential to use video games as citizenship education tools is discussed; second, the unique game genre (alternate reality games into which Evoke falls is explained and some possible uses of this genre in higher education are examined; third, the functioning of the Evoke game world is explained; and fourth, the results of the Evoke educational project are assessed. The case study concludes with some commentary on Evoke’s ideological message, which those less sympathetic to capitalism may view as problematic.
Fransson, Dan; Nielsen, Tobias Schmidt; Olsson, Karl
PURPOSE: To examine the skeletal muscle and performance responses across two different exercise training modalities which are highly applied in soccer training. METHODS: Using an RCT design, 39 well-trained male soccer players were randomized into either a speed endurance training (SET; n = 21...... pronouncedly than small-sided game training, but comparable responses were in muscle ion transporters and antioxidative capacity in well-trained male soccer players....
Burton, Erin Peters; Frazier, Wendy; Annetta, Leonard; Lamb, Richard; Cheng, Rebecca; Chmiel, Margaret
Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced preservice teachers' content knowledge and self-efficacy of cell phone use in schools. Results show…
McCallum, Simon; Boletsis, Costas
Serious games for health and, more specifically, for elderly people have developed rapidly in recent years. The recent popularization of novel interaction methods of consoles, such as the Nintendo Wii and Microsoft Kinect, has provided an opportunity for the elderly to engage in computer and video games. These interaction methods, however, still present various challenges for elderly users. To address these challenges, we propose an architecture consisted of Augmented Reality (as an output mechanism) combined with gestured-based devices (as an input method). The intention of this work is to provide a theoretical justification for using these technologies and to integrate them into an architecture, acting as a basis for potentially creating suitable interaction techniques for the elderly players.
Bressler, D. M.; Bodzin, A. M.
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors…
Schmitz, Birgit; Specht, Marcus; Klemke, Roland
Schmitz, B., Specht, M., & Klemke, R. (2012). An Analysis of the Educational Potential of Augmented Reality Games for Learning. In M. Specht, J. Multisilta, & M. Sharples (Eds.), Proceedings of the 11th World Conference on Mobile and Contextual Learning 2012 (pp. 140-147). October, 16-18, 2012,
Koning, Ruud H.
In this paper, we estimate an ordered probit model for soccer results in The Netherlands. The result of a game is assumed to be determined by home advantage and quality differences of the opposing teams. The parameters of the model are used to assess whether competitive balance in Dutch professional
Datcu, D.; Lukosch, S.G.; Lukosch, H.K.
While augmented reality research has grown into a mature field over the last years, the aspects of situational awareness and presence of augmented reality (AR) are still quite open research topics. This paper introduces a collaborative game to explore the different perception of situational
Full Text Available With recent advances in sensor technologies, large amounts of movement data have become available in many application areas. A novel, promising application is the data-driven analysis of team sport. Specifically, soccer matches comprise rich, multivariate movement data at high temporal and geospatial resolution. Capturing and analyzing complex movement patterns and interdependencies between the players with respect to various characteristics is challenging. So far, soccer experts manually post-analyze game situations and depict certain patterns with respect to their experience. We propose a visual analysis system for interactive identification of soccer patterns and situations being of interest to the analyst. Our approach builds on a preliminary system, which is enhanced by semantic features defined together with a soccer domain expert. The system includes a range of useful visualizations to show the ranking of features over time and plots the change of game play situations, both helping the analyst to interpret complex game situations. A novel workflow includes improving the analysis process by a learning stage, taking into account user feedback. We evaluate our approach by analyzing real-world soccer matches, illustrate several use cases and collect additional expert feedback. The resulting findings are discussed with subject matter experts.
Neri, Silvia Gr; Cardoso, Jefferson R; Cruz, Lorena; Lima, Ricardo M; de Oliveira, Ricardo J; Iversen, Maura D; Carregaro, Rodrigo L
To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL, LILACS, SPORTDiscus, Cochrane Library, Scopus, SciELO, PEDro) and retained only randomized controlled trials. Sample characteristics and intervention parameters were compared, focusing on clinical homogeneity of demographic characteristics, type/duration of interventions, outcomes (balance, reaction time, mobility, lower limb strength and fear of falling) and low risk of bias. Based on homogeneity, a meta-analysis was considered. Two independent reviewers assessed the risk of bias. A total of 28 studies met the inclusion criteria and were appraised ( n: 1121 elderly participants). We found that virtual reality games presented positive effects on balance and fear of falling compared with no-intervention. Virtual reality games were also superior to conventional interventions for balance improvements and fear of falling. The six studies included in the meta-analysis demonstrated that virtual reality games significantly improved mobility and balance after 3-6 and 8-12 weeks of intervention when compared with no-intervention. The risk of bias revealed that less than one-third of the studies correctly described the random sequence generation and allocation concealment procedures. Our review suggests positive clinical effects of virtual reality games for balance and mobility improvements compared with no-treatment and conventional interventions. However, owing to the high risk of bias and large variability of intervention protocols, the evidence remains inconclusive and further research is warranted.
Brush, Brian C.; Naples, Gregory J.
While women's intercollegiate soccer has grown rapidly over the past three decades, men still hold nearly two-thirds of all head coaching positions in NCAA Division I women's soccer programs. This paper explores whether the gender of the head coach affects success in winning games. After considering various reasons why gender might matter, we…
Olthof, Sigrid B H; Frencken, Wouter G P; Lemmink, Koen A P M
Small-sided games (SSGs) are used in training sessions to prepare for full-sized matches. For the same number of players, smaller pitch sizes result in decreased physical performance and shorter interpersonal distances. A relative pitch area derived from the full-sized match results in larger pitch sizes and this may increase the fit between SSGs and full-sized matches. This study aimed to investigate SSGs with a traditional small pitch and a match-derived relative pitch area in youth elite soccer players. Four age categories (under-13, under-15, under-17 and under-19) played 4 vs. 4 plus goalkeepers on a small (40x30m, 120m 2 relative pitch area) and large pitch (68x47m, 320m 2 relative pitch area). The number of games per age category ranged 15-30. Positional data (LPM-system) were collected to determine physical (total distance covered, high intensity distance and number of sprints) and team tactical (inter-team distance, LPW-ratio, surface area, stretch indices, goalkeeper-defender distance) performance measures and tactical variability. On a large pitch, physical performance significantly increased, inter-team and intra-team distances were significantly larger and tactical variability of intra-team distance measures significantly increased. The match-derived relative pitch area is an important training manipulation and leads to changes in physical and tactical performance 4 vs. 4 plus goalkeepers.
Pedowitz, Robert; Nicandri, Gregg; Tuchschmid, Stefan
Safe and effective arthroscopic surgery requires ambidextrous motor skills. The current study examined dominant versus non-dominant hand performance on a virtual reality serious game in a group of expert arthroscopic surgeons (n=15) compared to a group of orthopedic surgery residents (n=10). A virtual reality Tetris game was performed with the arthroscopic camera and arthroscope in one hand, using an arthroscopic grasping tool in the opposite hand to manipulate the virtual Tetris blocks onto the game grid. A second run was performed after swapping instruments between hands. The order of hand testing was randomized. There was no statistically significant difference in exercise time, grasper path length, or camera path length between the right and left hands of the expert surgeons. In contrast, there were statistically significant differences in all of these parameters between the two hands for the orthopedic surgery residents, with better performance when the grasping tool was used in the dominant hand. The findings of this study suggest that virtual reality games which incorporate progressive cognitive loading could be used to facilitate training, automation, and objective assessment of surgical motor skills.
Economides , Katerina
Part 1: Futures of Technology for Learning and Education; International audience; This paper explores the potential of Alternate Reality Games, a type of Game-Based Learning experience, within higher education. The discourse opens by explaining the essence of ARGs; it then moves to present the findings from research in this domain, highlighting key benefits and challenges in using ARGs in higher education.
Mohr, Magni; Krustrup, Peter; Andersson, Helena
, (2) fatigue develops temporarily during and towards the end of a game, and (3) defenders have lower work rates than midfielders and attackers. The difference in high-intensity running between the 2 levels demonstrates the importance of intense intermittent exercise for match performance in women......We sought to study the physical demands and match performance of women soccer players. Nineteen top-class and 15 high-level players were individually videotaped in competitive matches, and time-motion analysis were performed. The players changed locomotor activity >1,300 times in a game...... fewer (P women soccer players (1) top-class international players perform more intervals of high-intensity running than elite players at a lower level...
Dellal, Alexandre; Lago-Penas, Carlos; Wong, Del P; Chamari, Karim
The aim of this study was to examine the influence of the number of ball touches authorized per possession on the physical demands, technical performances and physiological responses throughout the bouts within 4 vs. 4 soccer small-sided games (SSGs). Twenty international soccer players (27.4 ± 1.5 y, 180.6 ± 2.3 cm, 79.2 ± 4.2 kg, body fat 12.7 ± 1.2%) performed three different 4 vs. 4 SSGs (4 × 4 min) in which the number of ball touches authorized per possession was manipulated (1 touch = 1T; 2 touches = 2T; Free Play = FP). The SSGs were divided in 4 bouts (B1, B2, B3 and B4) separated by 3 min of passive recovery. The physical performances, technical activities, heart rate responses, blood lactate and RPE were analyzed. The FP rule presented greater number of duels, induced the lowest decreases of the sprint and high-intensity performances, and affected less the technical actions (successful passes and number of ball losses) from B1 to B4 as compared with 1T and 2T forms. Moreover, the SSG played in 1T form led to reach higher solicitation of the high-intensity actions while players presented more difficulty to perform a correct technical action. The modification of the number of ball touches authorized per possession affects the soccer player activity from the first to the last bout of SSG, indicating that the determination of this rule has to be precisely planned by the coach according to the objectives of the training.
Bisyri Husin Musawi Maliki, Ahmad; Razali Abdullah, Mohamad; Juahir, Hafizan; Abdullah, Farhana; Ain Shahirah Abdullah, Nurul; Muazu Musa, Rabiu; Musliha Mat-Rasid, Siti; Adnan, Aleesha; Azura Kosni, Norlaila; Muhamad, Wan Siti Amalina Wan; Afiqah Mohamad Nasir, Nur
This study aims to identify the most dominant factors that influencing performance of soccer player and to predict group performance for soccer players. A total of 184 of youth soccer players from Malaysia sport school and six soccer academy encompasses as respondence of the study. Exploratory factor analysis (EFA) and Confirmatory factor analysis (CFA) were computed to identify the most dominant factors whereas reducing the initial 26 parameters with recommended >0.5 of factor loading. Meanwhile, prediction of the soccer performance was predicted by regression model. CFA revealed that sit and reach, vertical jump, VO2max, age, weight, height, sitting height, calf circumference (cc), medial upper arm circumference (muac), maturation, bicep, triceps, subscapular, suprailiac, 5M, 10M, and 20M speed were the most dominant factors. Further index analysis forming Youth Soccer Performance Index (YSPI) resulting by categorizing three groups namely, high, moderate, and low. The regression model for this study was significant set as p < 0.001 and R2 is 0.8222 which explained that the model contributed a total of 82% prediction ability to predict the whole set of the variables. The significant parameters in contributing prediction of YSPI are discussed. As a conclusion, the precision of the prediction models by integrating a multilateral factor reflecting for predicting potential soccer player and hopefully can create a competitive soccer games.
Full Text Available This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching practice involving a serious game based on an interactive augmented reality solution would impact on students in a physics class. A Design Based Research methodology was applied in a real‑world context within a college‑level physics class. Two conceptual tests containing ten questions on spatial notions regarding electromagnetic fields were administered to two control groups and two groups using the proposed serious game. The latter groups were administrated a game evaluation questionnaire as well. Thematic interpretation of students written responses to the evaluation questionnaire as well as the lessons and observations we derived from the in-class experimentation are provided and discussed in the paper.
Selmi, Okba; Haddad, Monoem; Majed, Lina; Ben Khalifa, Wissam; Hamza, Marzougui; Chamari, Karim
BACKGROUNDː The aim of the study was to compare the effects of high-intensity intermittent training (HIIT) versus small-sided games (SSG) in soccer on both the physiological responses and the mood state of players. Sixteen professional soccer players took part in the study (age: 24.1±0.9 years). Testing of players was conducted on separate days in a randomized and counter-balanced order (each training session: 28-min: 4x4 minutes work with 3-min of passive recovery in-between). Effort: HIIT: intermittent 15-s runs at 110% maximal aerobic speed with 15-s of passive recovery in-between. SSG: 4 versus 4 players on a 25x35m pitch size with full-involvement play. Psychological responses before- and after- each training-session were assessed using the profile of mood-state (POMS: Tension, Depression, Anger, Vigor, Fatigue, and Confusion). The players' heart rate (HR) was continuously measured, whereas ratings of perceived exertion (RPE) and blood lactate concentration ([La]) were collected ~3-min after each training-session. HIIT and SSG showed no significant difference in HR, RPE and [La] responses. The HIIT compared with SSG resulted in: an increased total mood disturbance (pmind the mood-related advantages of the SSG shown in the present study.
Mohr, Magni; Mujika, I; Santisteban, J
The study examines fatigue in elite soccer played in hot conditions. High-profile soccer players (n=20) were studied during match play at ~31 °C. Repeated sprint and jump performances were assessed in rested state and after a game and activity profile was examined. Additionally, heart rate (HR...
Casamichana, David; Castellano, Julen; Castagna, Carlo
This study compared the physical demands of friendly matches (FMs) and small-sided games (SGs) in semiprofessional soccer players by means of global positioning system technology. Twenty-seven semiprofessional soccer players were monitored during 7 FMs and 9 sessions involving different SGs. Their physical profile was described on the basis of 20 variables related to distances and frequencies at different running speeds, the number of accelerations, and through global indicators of workload such as the work:rest ratio, player workload, and the exertion index. Results showed significant differences (p FM); the distribution of the distance covered in the speed zones 7.0-12.9 km·h(-1) (SG > FM) and >21 km·h(-1) (FM > SG); the distribution of time spent in certain speed zones (FM > SG: 0.0-6.9 and >21 km·h(-1); FM > SG: 7.0-12.9 km·h(-1)). More sprints per hour of play were performed during FMs, with greater mean durations and distances, greater maximum durations and distances, and a greater frequency per hour of play for sprints of 10-40 and >40 m (p < 0.01). The frequency of repeated high-intensity efforts was higher during FM (p < 0.01). The results show that coaches and strength and conditioning professionals should consider FMs during their training routine to foster specific adaptations in the domain of high-intensity effort.
Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo
This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses...... are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy...
An inevitable reality that all athletes have to face is retirement from competition and this experience can lead an acute sense of loss in the athlete. Professional soccer players are no exception. While retirement traditionally occurs for most non-athletes after a long working career that allows them to plan and anticipate the ...
Palomino, F.A.; Renneboog, L.D.R.; Zhang, C.
Soccer clubs listed on the London Stock Exchange provide a unique way of testing stock price reactions to different types of news. For each firm, two pieces of information are released on a weekly basis: experts' expectations about game outcomes through the betting odds, and the game outcomes
Palomino, F.A.; Renneboog, L.D.R.; Zhang, C.
Soccer clubs listed on the London Stock Exchange provide a unique way of testing stock price reactions to different types of news. For each firm, two pieces of information are released on a weekly basis: experts' expectations about game outcomes through the betting odds, and the game outcomes
Palomino, F.A.; Renneboog, L.D.R.; Zhang, C.
Soccer clubs listed on the London Stock Exchange provide a unique way of testing stock price reactions to different types of news. For each firm, two pieces of information are released on a weekly basis: experts’ expectations about game outcomes through the betting odds, and the game outcomes
Full Text Available Abstract Background During a soccer game, the cardiovascular system is severely taxed The referees must be alert and their level of fitness must be such that fatigue will not impair their decision-making. Referee's peak overall performance is usually after 40 when the performance starts to decline. We evaluated the morphological and functional cardiac profile of professional soccer referees. Materials and methods We submitted to a clinical and echocardiographic exam a group of 120 professional soccer referees aged 25 – 45 years, including the first division of the Italian Championship, matched with 120 soccer players, including élite soccer players. Data were compared using an unpaired Student's t test. Statistical significance was with p Results Right ventricle dimensions (22.2 ± 3.8 vs 25.9 ± 2.4 mm and Left Ventricular Mass Index (LVMi (100.5 ± 45.2 vs 105.4 ± 17.3 were significantly greater in referees than in active soccer players. Left atrium dimensions (33.7 ± 8.9 vs 36.2 ± 3.1 mm, aortic root (29.7 ± 7.9 vs 32.1 ± 3 mm and LVMi (115.1 ± 16.7 vs 134.1 ± 19.9 g/m2 were significantly greater in élite soccer players than in first-division referees. Conclusion Our investigation shows that right ventricle is greater in referees than in soccer players. The differences (left atrium, aortic root and LVMi between first division referees and élite soccer players may derive from the different training workloads.
The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming
Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile
Ørntoft, Christina; Nejst Larsen, Malte; Bull Andersen, Thomas
player, respectively. Technical actions, HR, and activity profile were measured during the games using video filming, HR monitors, and 5-Hz GPS units. The number of technical actions was higher in 7v7 than in 8v8 games (34±19 (±SD) vs. 28±14, p=0.03, d=0.37), as was the number of successful actions (25......The purpose of this study was to evaluate technical performance, heart rate (HR), and activity profile in 7v7 and 8v8 soccer games for 9[FIGURE DASH]10-year-old girls (U11). A total of 24 female youth players participated in the study, all playing 20-min 7v7 and 8v8 games with 160 and 223 m per......=0.56), mean HR values (85±5 and 86±6%HRpeak, p=0.85, d=0.18), and time >90%HRpeak (37±16 and 34±16% of playing time, p=0.76, d=0.13). Distance covered at the highest running speeds of >16 km[BULLET OPERATOR]h was lower in 7v7 than in 8v8 games (34±24 vs. 63±34 m, p=0.018, d=0.98), as was number...
Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…
Locks, Renato; Utsunomiya, Hajime; Briggs, Karen K; McNamara, Shannen; Chahla, Jorge; Philippon, Marc J
Arthroscopic hip surgery has been shown to be effective in returning professional athletes back to play at a high level of performance in different sports. Limited information exists regarding professional soccer players and their return to play. To determine the rate and time to return to sport for professional soccer players after hip arthroscopic surgery for the treatment of femoroacetabular impingement (FAI) and to identify possible risk factors associated with a delay in returning to play. Case series; Level of evidence, 4. Professional soccer players who underwent hip arthroscopic surgery for FAI by a single surgeon between 2005 and 2015 were evaluated. Data retrieved from www.mlssoccer.com , www.fifa.com , www.transfermarkt.co.uk , and www.wikipedia.org included information on each player's professional career, participation on the national team, length of professional career before surgery, number of appearances (games) before surgery, time between surgery and first appearance in a professional game, and number of appearances after surgery. Other data were obtained from the patient's medical records. Twenty-four professional soccer players (26 hips) were included. The mean age at surgery was 25.0 ± 4.0 years (range, 19-32 years). A total of 96% of patients were able to return to play at the professional level. The mean time between surgery and the first professional game played was 9.2 months (range, 1.9-24.0 months). On average, players played in 70 games after surgery (range, 0-224). National team players were able to return to play significantly earlier than the rest of the players (median, 5.7 months vs 11.6 months, respectively; P = .018). Severe chondral damage and microfracture did not interfere with return to play. The arthroscopic management of FAI in symptomatic professional soccer players allowed 96% of them to return to play. Players with national team experience were able to return to play earlier than those without it. Severe chondral damage
Proposta de avaliação do comportamento tático de jogadores de futebol baseada em princípios fundamentais do jogo Proposal for tactical assessment of soccer player's behaviour, regarding core principles of the game
Israel Teoldo da Costa
Full Text Available Os instrumentos disponíveis para a avaliação do conhecimento tático processual em Futebol têm resultado de uma abordagem vaga, no que respeita à especificidade do jogo. O presente artigo tem por objetivo fundamentar conceitualmente a construção de um modelo de avaliação dos comportamentos táticos de jogadores, com base em princípios táticos fundamentais do jogo. A proposta aqui detalhada busca evidenciar a essencialidade tática do jogo e estabelecer um vínculo entre a informação proveniente da avaliação do jogador e suas implicações na transformação positiva do processo de ensino e treino.The tactical procedural knowledge assessment has displayed scarce approach concerning characteristics of Soccer game, specially, in the teaching context. This paper aims to show a proposal of tactical behavior evaluation of soccer player which takes account fundamentals tactical principles of Soccer game. This proposal tries to reflect specificity of the Soccer context and to establish a connection between the contents of training sections and assessment of the tactical development of players in all formations stages.
The trajectories of the molecules in an ideal gas and of the ball in a soccer game are compared. The great difference between these motions and some similarities are discussed. This example could be suitable for discussing many concepts in kinetic theory in a way that can be pictured by students for getting a more intuitive understanding. It could…
de Vries, Aijse W.; Faber, Gert; Jonkers, Ilse; Van Dieen, Jaap H.; Verschueren, Sabine M.P.
Background Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS). Methods Thirty young and elderly participants p...
Eddosary, Melfy; Ko, Yong Jae; Sagas, Michael; Kim, Hee Youn
The purpose of this study was to identify important factors of consumers' intention to attend professional soccer events among Saudi Arabian soccer fans. To explore the decision-making process of this relatively understudied population, the theory of planned behavior was used as theoretical background. Particularly, this study measured the effect of attitude, subjective norm, perceived behavioral control (time and money), and game importance on intention to attend, and examined the moderating role of commitment. Structural equation modeling (SEM) using 231 Saudi university students (M = 21.9 yr., SD = 1.21) indicate that attitude and game importance were significantly related to attendance intention. The effect of subjective norms was significant only for the low commitment group and game importance was more important for the low than the high commitment group.
Cumming, Sean P; Brown, Daniel J; Mitchell, Siobhan; Bunce, James; Hunt, Dan; Hedges, Chris; Crane, Gregory; Gross, Aleks; Scott, Sam; Franklin, Ed; Breakspear, Dave; Dennison, Luke; White, Paul; Cain, Andrew; Eisenmann, Joey C; Malina, Robert M
Individual differences in the growth and maturation have been shown to impact player performance and development in youth soccer. This study investigated Premier League academy players' experiences of participating in a tournament bio-banded for biological maturation. Players (N = 66) from four professional soccer clubs aged 11 and 14 years and between 85-90% of adult stature participated in a tournament. Players competed in three 11 vs 11 games on a full size pitch with 25-min halves. Sixteen players participated in four 15-min focus groups and were asked to describe their experiences of participating in the bio-banded tournament in comparison to age group competition. All players described their experience as positive and recommended the Premier League integrate bio-banding into the existing games programme. In comparison to age-group competitions, early maturing players described the bio-banded games more physically challenging, and found that they had to adapt their style of play placing a greater emphasis on technique and tactics. Late maturing players considered the games to be less physically challenging, yet appreciated the having more opportunity to use, develop and demonstrate their technical, physical, and psychological competencies. Bio-banding strategies appear to contribute positively towards the holistic development of young soccer players.
Lange, B S; Requejo, P; Flynn, S M; Rizzo, A A; Valero-Cuevas, F J; Baker, L; Winstein, C
Using the advances in computing power, software and hardware technologies, virtual reality (VR), and gaming applications have the potential to address clinical challenges for a range of disabilities. VR-based games can potentially provide the ability to assess and augment cognitive and motor rehabilitation under a range of stimulus conditions that are not easily controllable and quantifiable in the real world. This article discusses an approach for maximizing function and participation for those aging with and into a disability by combining task-specific training with advances in VR and gaming technologies to enable positive behavioral modifications for independence in the home and community. There is potential for the use of VR and game applications for rehabilitating, maintaining, and enhancing those processes that are affected by aging with and into disability, particularly the need to attain a balance in the interplay between sensorimotor function and cognitive demands and to reap the benefits of task-specific training and regular physical activity and exercise.
Daniel Barbosa Coelho
Full Text Available Serum creatine kinase (CK concentration has been widely used as an indicator of skeletal muscle damage in sports. However, there are no longitunal studies on post-game CK kinetics in Soccer during a competitive season. The aim of this study was to evaluate serum CK kinetics in professional Soccer players at different post-game times during a competitive season without training interruption. Seventeen professional soccer players (age: 22.2±3.1 years, height: 179±6.0 cm, body fat percentage: 9.5±1.1, and 67.0±3.5 mL O2/kg/min were evaluated over a period of 3 months of the national championship. Serum CK concentration was measured before the beginning of the season (baseline and at four different times after a soccer game (post-1: 12-20 h, post-2: 36-48 h, post-3: 60-65 h, and post-4: 90-110 h. Plasma CK concentrations were higher at all times when compared to baseline (p<0.05. Post-2 CK concentration was lower than post-1 and higher than post-3 and -4 (p<0.05, with no significant differences between post-3 and post-4. In conclusion, serum CK kinetics was influenced by the training routine of the soccer players, with a peak between 12 and 20 h after the game, returning to normal within 60-65 h. This procedure can be used to monitor the recovery state of athletes and game and training intensities.
Azrul Hisham Mohd Adib, Mohd; Firdaus Jaafar, Mohd
Knee is a part of the body that located between thigh and shank is one of the most complicated and largest joints in the human body. The common injuries that occur are ligaments, meniscus or bone fracture. During soccer games, the knee is the most critical part that will easily injure due to the shock from an external impact. Torn meniscus is one of the effects. This study will investigate the effect towards the meniscus within the knee joint during soccer ball kicking. We conduct a literary review of 14 journals that discuss the general view of meniscus and also soccer kicking. The selected topics for this review paper are meniscal function, meniscal movement, meniscal tears and also instep kick. As a finding, statistics show that most meniscal tears (73%) occurred in athletes who were soccer players, basketball players or skiers. The tear is frequently happening at the medial side rather than lateral side with a percentage of 70%.
Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Riead, Lorien H.; Straub, James; Mangino, Joseph
Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.
Deutsch, Judith E
Improving walking for individuals with musculoskeletal and neuromuscular conditions is an important aspect of rehabilitation. The capabilities of clinicians who address these rehabilitation issues could be augmented with innovations such as virtual reality gaming based technologies. The chapter provides an overview of virtual reality gaming based technologies currently being developed and tested to improve motor and cognitive elements required for ambulation and mobility in different patient populations. Included as well is a detailed description of a single VR system, consisting of the rationale for development and iterative refinement of the system based on clinical science. These concepts include: neural plasticity, part-task training, whole task training, task specific training, principles of exercise and motor learning, sensorimotor integration, and visual spatial processing.
and collective intelligence. How. The method includes directions for idea generation, site exploration, how to write the narrative, design of the player experience, design of challenges and how to run and monitor the game. In addition several tools are suggested in order to facilitate the process. Urban games...
Mahler, Hubert; Heyde, Christian; Röll, Mareike; Gollhofer, Albert
The relationship between the time duration of movement (t(dur)) and related maximum possible power output has been studied and modeled under many conditions. Inspired by the so-called power profiles known for discontinuous endurance sports like cycling, and the critical power concept of Monod and Scherrer, the aim of this study was to evaluate the numerical characteristics of the function between maximum horizontal movement velocity (HSpeed) and t(dur) in soccer. To evaluate this relationship, GPS data from 38 healthy soccer players and 82 game participations (≥30 min active playtime) were used to select maximum HSpeed for 21 distinct t(dur) values (between 0.3 s and 2,700 s) based on moving medians with an incremental t(dur) window-size. As a result, the relationship between HSpeed and Log(t(dur)) appeared reproducibly as a sigmoidal decay function, and could be fitted to a five-parameter equation with upper and lower asymptotes, and an inflection point, power and decrease rate. Thus, the first three parameters described individual characteristics if evaluated using mixed-model analysis. This study shows for the first time the general numerical relationship between t(dur) and HSpeed in soccer games. In contrast to former descriptions that have evaluated speed against power, HSpeed against t(dur) always yields a sigmoidal shape with a new upper asymptote. The evaluated curve fit potentially describes the maximum moving speed of individual players during the game, and allows for concise interpretations of the functional state of team sports athletes. PMID:28742832
Belobrov, V. P.; Zamotaev, I. V.
A soccer field can be considered a soil-like technogenic formation (STF). According to the theory of soil cover patterns, the artificially constructed (anthropogenic) soil cover of a soccer field is an analogue of a relatively homogeneous elementary soil area. However, the spatial homogeneity of the upper part (50-80 cm) of the STF of soccer fields is unstable and is subjected to gradual transformation under the impact of pedogenetic processes, agrotechnical loads, and mechanical loads during the games. This transformation is favored by the initial heterogeneity of the deep (buried) parts of the STF profile. The technogenic factors and elementary pedogenetic processes specify the dynamic functioning regime of the STF. In 50-75 years, the upper part of the STF is transformed into soil-like bodies with properties close to those in zonal soils. Certain micro- and nanopatterns of the soil cover are developed within the field creating its spatial heterogeneity.
Referees are important role-players in soccer matches. The physical fitness of referees influences their optimal positioning throughout the game. The aim of this research was to determine the physiological profiles of South African referees and assistant referees and to determine the intensities that they are required to work ...
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Gonsalves, Atish; Ternier, Stefaan; De Vries, Fred; Specht, Marcus
Gonsalves, A., Ternier, S., De Vries, F., & Specht, M. (2012, 16-18 October). Serious games at the UNHCR with ARLearn, a toolkit for mobile and virtual reality applications. Presentation given at the 11th World Conference on Mobile and Contextual Learning (mLearn 2012), Helsinki, Finland.
de Vries, Aijse W.; Faber, Gert; Jonkers, Ilse; Van Dieen, Jaap H.; Verschueren, Sabine M.P.
Background Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which
Daniel Barbosa Coelho
Full Text Available Soccer is a sport practiced worldwide, on all continents. It is considered an intermittent activity of high intensity and long duration, in which movements that require great strength and speed, such as jumps and sprints, result in high levels of muscle microtrauma, hampering athletes’ training and recovery. The present study aimed to evaluate the magnitude of changes in different markers of physiological demand resulting from a soccer match in healthy individuals. Ten healthy male physical education students participated in the study and were evaluated in two matches: the semi-final and final games of the college tournament at the federal university where they studied. Blood samples were collected from each volunteer pre- and post-match. Cortisol, IL-6 and CK concentrations were increased after the match (p < 0.05. Testosterone and alpha-actin concentrations did not change. Our results indicate that changes in some of the acute response markers evaluated in players before and after competitive soccer matches provide important information for planning training or recovery, as well as nutritional strategies for improving performance.
Yu, Xunyi; Ganz, Aura
In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.
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.
technical constructs of futsal set the game apart from other indoor soccer games, finding that futsal players share a number of morphological similarities with handball players.
Skinner, Gerald K.; Freeman, G. H.
Models in which the number of goals scored by a team in a soccer match follow a Poisson distribution or a closely related one, have been widely discussed. We here consider a soccer match as an experiment to assess which of two teams is superior and examine the probability that the outcome of the experiment (match) truly represents the relative abilities of the two teams. Given a final score it is possible by using a Bayesian approach to quantify the probability that it was or was not the case that the best team won. For typical scores, the probability of a misleading result is significant. Modifying the rules of the game to increase thc typical number of goals scored would improve the situation, but a level of confidence that would normally be regarded as satisfactory could not be obtained unless the character of the game were radically changed.
McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B
In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).
van Bottenburg, Maarten
Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and
BALINESE FRUIT SHOOTER GAME WAS CATEGORIZED AS A VIRTUAL REALITY-BASED WHICH WAS APPROPRIATE AS INSTRUCTIONAL MEDIA IN KINDERGARTEN (GAME BALINESE FRUIT SHOOTER BERBASIS VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN DI TAMAN KANAK-KANAK
Made Aditya Pranata
Full Text Available Ab stract. Local Balinese fruits competed between imported fruit which existence was not uncommon and some local Balinese fruits that were once very popular in the community, and now that was rarely founded. The present generation is more familiar with various imported fruits than local fruits, especially in Bali (Rai, 2016. Based on these problems required a media used to introduce local Balinese fruit, one of which is imstructional media. The Activities are grouping local Balinese fruit by color by shooting. That activities are conducting to motivate the interest of learning, to increase insights related to local Balinese fruit, to introduce local Balinese fruit to kindergarten children, and to give an overview of the form of local Balinese fruit. Development of Balinese Fruit Shooter game based on Virtual Reality as instructional media in Ceria Asih of Kindergarten Singaraja using ADDIE model. The final result is a Virtual Reality based Balinese Fruit Shooter game about shooting local Balinese fruits by color as an introduction to local Balinese fruit for early childhood that can be played through a computer with HTC VIVE headsets. Results for field trials involving 10 children of Ceria Asih Kindergarten Singaraja reached 92.2% with very appropriate criteria. This application can be used as a media to introduce the local fruit of Bali in learning in kindergarten with sub themes of fruits. Abstrak. Buah lokal Bali bersaing antara buah impor yang keberadaannya tidak jarang ditemukan dan beberapa buah lokal Bali yang dulu sangat populer di masyarakat, saat ini sudah mulai jarang ditemukan. Generasi sekarang lebih mengenal berbagai buah impor daripada buah lokal khususnya di Bali (Rai, 2016. Berdasarkan permasalahan tersebut diperlukan suatu media yang digunakan untuk memperkenalkan buah lokal Bali, salah satunya adalah media pemebelajaran. Kegiatan yang dilakukan adalah mengelompokan buah lokal Bali berdasarkan warna dengan cara menembak
Lewis, Gwyn N; Woods, Claire; Rosie, Juliet A; McPherson, Kathryn M
PURPOSE. The purpose of this study is to evaluate the feasibility and users' perspectives of a novel virtual reality (VR) game-based rehabilitation intervention for people with stroke. METHOD. Six people with upper limb hemiplegia participated in a 6-week intervention that involved VR games. A series of eight progressively complex games was developed that required participants to navigate a submarine in a virtual ocean environment. Movement of the submarine was directed by forces applied to an arm interface by the affected limb. Outcome measures included assessments of arm function, questionnaires evaluating the intervention and a semi-structured interview concerning the participants' opinion of the intervention. RESULTS. All participants improved their performance on the games, although there were limited changes in clinical measures of arm function. All participants reported that they enjoyed the intervention with a wide range of overall perceptions of the experience of using VR. Three themes emerging from the interview data were: stretching myself, purpose and expectations of the intervention and future improvements. CONCLUSIONS. Participants found that taking part in this pilot study was enjoyable and challenging. Participants' feedback suggested that the games may be motivating and engaging for future users and have provided a basis for further development of the intervention.
Full Text Available Therapeutic education in diabetes helps patients take responsibility for self-control of their disease, and providing technological support systems facilitates this education. In this paper, we present an augmented reality game to support therapeutic education for patients with diabetes. Our game helps children (aged 5-14 years to learn carbohydrate (carb content of different foods. The game shows virtual foods on a real dish. The number of carb choices corresponding to the visualized food is also shown (1 carb choice = 10 grams of carbs. A study to determine the effectiveness of the game in terms of learning and perceived satisfaction and usability was carried out. A total of seventy children with diabetes participated in the study. From the results, we observed that the initial knowledge about carb choices of the children who participated in the study was low (a mean of 2 on a scale from 0 to 9. This indicates that therapeutic education for patients with diabetes is needed. When the results for the pre-knowledge questionnaire and the post-knowledge questionnaire were compared, it was shown that the children learned about carb choices by playing our game. We used two post-knowledge questionnaires (one post-knowledge questionnaire that contained the same foods as the pre-knowledge questionnaire and a second post-knowledge questionnaire that contained foods that were different from the ones on the pre-knowledge questionnaire. There were no statistically significant differences between these two different post-knowledge questionnaires. Moreover, the knowledge acquired was independent of gender and age. We also evaluated usability and perceived satisfaction. The children were satisfied with the game and considered that the game offers a high degree of usability. This game could be a valuable therapeutic education tool for patients with diabetes.
Angoorani, Hooman; Haratian, Zohreh; Halabchi, Farzin
Congenital Adrenal Hyperplasia (CAH) refers to a group of congenital conditions characterized by disordered cortisol synthesis. The correlation between CAH and sports performance has been less studied before and there is very limited information regarding the impacts of this congenital disease on sports performance. Probably, there are some limitations for patients who suffer from CAH in sports, but at the same time, they may enjoy some advantage due to the probable effect of endogenous hyperandrogenism on their exercise performance. The case is a 14 - year old girl with male phenotype who is a known case of congenital adrenal hyperplasia. She plays in the women's national soccer team of under 16. She has been in the first division league of indoor soccer for 4 years and was also selected in the preparation training camp of women's football team for Singapore's youth Olympic Games. Her illness and dependence on corticosteroid have caused some concerns for her participation in the international competitions of women. However, following consultations with the Therapeutic Use Exemption (TUE) Committee of games organization, she received TUE to use corticosteroid only within the games period. Despite all her problems, she is now playing in the Second Division League of indoor soccer. A female adolescent with CAH may compete at the high level of outdoor and indoor soccer. However, there are many questions regarding the advantages and disadvantages of this congenital disorder and its treatment on sports related issues.
Levac, Danielle E; Miller, Patricia A
The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.
Flushman, Tanya R.; Gondree, Mark; Peterson, Zachary N. J.
We describe a novel approach to delivering an introductory computer science course for first-year undergraduates, using computer security topics to explore core CS concepts. Our course is a first attempt at merging aspects of capture the flag-style challenges, puzzle-based learning, and alternate reality games (ARGs), with the goal of improving student engagement, increasing awareness of security as a discipline and professional opportunity, and providing context for t...
Full Text Available The purpose of this study was to investigate the association between offensive tactical knowledge and the soccer-specific motor skills performance. Fifteen participants were submitted to two evaluation tests, one to assess their technical and tactical analysis. The motor skills performance was measured through four tests of technical soccer skills: ball control, shooting, passing and dribbling. The tactical performance was based on a tactical assessment system called FUT-SAT (Analyses of Procedural Tactical Knowledge in Soccer. Afterwards, technical and tactical evaluation scores were ranked with and without the use of the cluster method. A positive, weak correlation was perceived in both analyses (rho = 0.39, not significant p = 0.14 (with cluster analysis; and rho = 0.35; not significant p = 0.20 (without cluster analysis. We can conclude that there was a weak association between the technical and the offensive tactical knowledge. This shows the need to reflect on the use of such tests to assess technical skills in team sports since they do not take into account the variability and unpredictability of game actions and disregard the inherent needs to assess such skill performance in the game.
Levac, Danielle; Miller, Patricia; Missiuna, Cheryl
Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in…
Full Text Available The integration of a P300-based brain–computer interface (BCI into virtual reality (VR environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and constraints engendered by the stimulation needed by the BCI. The main limitation is still the low transfer rate that can be achieved by current BCI technology. The goal of this paper is to review current limitations and to provide application creators with design recommendations in order to overcome them. We also overview current VR and BCI commercial products in relation to the design of video games. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user appear the best candidates for designing an effective VR game enriched by BCI technology.
Full Text Available Introduction. The aims of the present study were to determine the activity profiles of a large sample of Polish Premier League soccer players during elite-standard soccer matches depending on their position on the pitch and the intensity range of physical activity. Material and methods. The study sample comprised 1,178 players in 5 outfield positions: external defenders (ED, n = 289, central defenders (CD, n = 307, central midfield players (CM, n = 327, external midfield players (EM, n = 152, and forwards (F, n = 103. Altogether, 81 Polish League games held during four domestic seasons (2010-2011, 2011-2012, 2012-2013, and 2013-2014 were used in the analysis. A semi-automatic computerised player tracking system (Amisco Pro®, version 1.0.2, Nice, France was applied to create the match activity profiles of the teams. Results. The results of statistical analysis revealed that the average total distance covered by all the players (n = 1,178 was 11,313 ± 852 m. With respect to the players’ position on the pitch, the central midfielders travelled the longest average distance (11,894 ± 765 m during the game. The longest distance was covered in the V1 intensity range (62%, followed by V2 (15%, V3 (10%, V4 (8%, V5 (3%, and V6 (2%. Conclusions. The objective of this study was to verify the differences among playing positions and to quantify the demands placed on elite Polish soccer players in each individual position during match play. While analysing elite-level match play in terms of the overall distance covered in different categories of intensity, we found a number of statistically significant differences between different playing positions. The data presented in this study can be regarded as norms for elite soccer players, serve for present and future comparison, and represent the scientific basis for developing position-specific conditioning/training protocols in soccer.
Secoli, R; Zondervan, D; Reinkensmeyer, D
For children with a severe disability, such as can arise from cerebral palsy, becoming independent in mobility is a critical goal. Currently, however, driver's training for powered wheelchair use is labor intensive, requiring hand-over-hand assistance from a skilled therapist to keep the trainee safe. This paper describes the design of a mixed reality environment for semi-autonomous training of wheelchair driving skills. In this system, the wheelchair is used as the gaming input device, and users train driving skills by maneuvering through floor-projected games created with a multi-projector system and a multi-camera tracking system. A force feedback joystick assists in steering and enhances safety.
Lara, Beatriz; Gonzalez-Millán, Cristina; Salinero, Juan Jose; Abian-Vicen, Javier; Areces, Francisco; Barbero-Alvarez, Jose Carlos; Muñoz, Víctor; Portillo, Luis Javier; Gonzalez-Rave, Jose Maria; Del Coso, Juan
There is little information about the effects of caffeine intake on female team-sport performance. The aim of this study was to investigate the effectiveness of a caffeine-containing energy drink to improve physical performance in female soccer players during a simulated game. A double-blind, placebo controlled and randomized experimental design was used in this investigation. In two different sessions, 18 women soccer players ingested 3 mg of caffeine/kg in the form of an energy drink or an identical drink with no caffeine content (placebo). After 60 min, they performed a countermovement jump (CMJ) and a 7 × 30 m sprint test followed by a simulated soccer match (2 × 40 min). Individual running distance and speed were measured using GPS devices. In comparison to the placebo drink, the ingestion of the caffeinated energy drink increased the CMJ height (26.6 ± 4.0 vs 27.4 ± 3.8 cm; P 18 km/h (161 ± 99 vs 216 ± 103 m; P caffeine/kg might be an effective ergogenic aid to improve physical performance in female soccer players.
Daniel Barbosa Coelho
Full Text Available DOI: http://dx.doi.org/10.5007/1980-0037.2013v15n6p667 Soccer is a sport practiced worldwide, on all continents. It is considered an intermittent activity of high intensity and long duration, in which movements that require great strength and speed, such as jumps and sprints, result in high levels of muscle microtrauma, hampering athletes’ training and recovery. The present study aimed to evaluate the magnitude of changes in different markers of physiological demand resulting from a soccer match in healthy individuals. Ten healthy male physical education students participated in the study and were evaluated in two matches: the semi-final and final games of the college tournament at the federal university where they studied. Blood samples were collected from each volunteer pre- and post-match. Cortisol, IL-6 and CK concentrations were increased after the match (p < 0.05. Testosterone and alpha-actin concentrations did not change. Our results indicate that changes in some of the acute response markers evaluated in players before and after competitive soccer matches provide important information for planning training or recovery, as well as nutritional strategies for improving performance.
This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD) caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq...
Atwood-Blaine, Dana; Huffman, Douglas
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Full Text Available The purpose of this study was to verify the effects of a carbohydrate-electrolyte drink on soccer performance. Twenty soccer players volunteered to participate in the study. Players were allocated to two assigned trials according to their positional roles in the team: CHO group (ingesting a 6% carbohydrate-electrolyte solution at regular 15 minutes intervals and NCHO (ingesting no fluid during 75 min on-field soccer game. During the trials, body mass loss, heart rate, time spent running, number of sprints and core temperature were measured. There were statistically significant changes (p < 0.05 in body mass loss (CHO: 1.14 ± 0.37 kg vs. NCHO: 1.75 ± 0.47 kg and number of sprints performed (CHO: 14.70 ± 4.38 vs. NCHO: 10.70 ± 5.80 between groups. The main finding of the present study indicates that supplementation with a carbohydrate-electrolyte drink during a soccer match is beneficial in helping to prevent deterioration in performance.
Brahnam, Sheryl; Jain, Lakhmi
This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.
There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...
Vandenbroucke, Nicolas; Macaire, Ludovic; Postaire, Jack-Gerard
Soccer is a very popular sport all over the world, Coaches and sport commentators need accurate information about soccer games, especially about the players behavior. These information can be gathered by inspectors who watch the soccer match and report manually the actions of the players involved in the principal phases of the game. Generally, these inspectors focus their attention on the few players standing near the ball and don't report about the motion of all the other players. So it seems desirable to design a system which automatically tracks all the players in real- time. That's why we propose to automatically track each player through the successive color images of the sequences acquired by a fixed color camera. Each player which is present in the image, is modelized by an active contour model or snake. When, during the soccer match, a player is hidden by another, the snakes which track these two players merge. So, it becomes impossible to track the players, except if the snakes are interactively re-initialized. Fortunately, in most cases, the two players don't belong to the same team. That is why we present an algorithm which recognizes the teams of the players by pixels representing the soccer ground which must be withdrawn before considering the players themselves. To eliminate these pixels, the color characteristics of the ground are determined interactively. In a second step, dealing with windows containing only one player of one team, the color features which yield the best discrimination between the two teams are selected. Thanks to these color features, the pixels associated to the players of the two teams form two separated clusters into a color space. In fact, there are many color representation systems and it's interesting to evaluate the features which provide the best separation between the two classes of pixels according to the players soccer suit. Finally, the classification process for image segmentation is based on the three most
Full Text Available This study aimed to examine the effect of exercise duration and the number of touches allowed during possession on time-motion characteristics and the physiological responses of soccer players in 6 vs. 6 small-sided games (SSGs lasting 12 minutes. The analysis divided each game into two 6-min periods and we compared two formats: free play (SSGfp vs. a maximum of two touches per individual possession (SSG 2T. Participants were 12 semi-professional players (age: 22.7±4.3 years; body height: 177.5+4.9 cm; body mass: 74.9±6.3 kg and the following variables were measured by means of heart rate monitors and GPS devices: mean heart rate (HRmean, time spent in each exercise intensity zone, total distance covered, total distance covered in different speed zones, number of accelerations at different intensities, maximum speed reached, player load, and the work-to-rest ratio. The results showed that in SSGFP there was a decrease in the intensity of physical parameters during the second 6-min period (6-12 min, whereas this decrease was not observed when a maximum of two touches per individual possession was allowed. During the second period (6-12 min of SSG2T there was an increase in HRmean and in the time spent in high exercise intensity zones, but these differences were not observed in SSGFP. The value of these findings for soccer coaches is that they illustrate how different technical, tactical or conditioning objectives could be addressed by altering the length and format of the SSG used in training.
Rendon, Abel Angel; Lohman, Everett B; Thorpe, Donna; Johnson, Eric G; Medina, Ernie; Bradley, Bruce
physical therapy interventions that increase functional strength and balance have been shown to reduce falls in older adults. this study compared a virtual reality group (VRG) and a control group (CG). randomised controlled 6-week intervention with pre- and post-test evaluations. outpatient geriatric orthopaedic and balance physical therapy clinic. forty participants were randomised into two groups. the VRG received three different Nintendo® Wii FIT balance interventions three times per week for 6 weeks and the CG received no intervention. compared with the CG, post-intervention measurements showed significant improvements for the VRG in the 8-foot Up & Go test [median decrease of 1.0 versus -0.2 s, (P=0.038) and the Activities-specific Balance Confidence Scale (6.9 versus 1.3%) (P=0.038)]. virtual reality gaming provides clinicians with a useful tool for improving dynamic balance and balance confidence in older adults.
B. S. Rajaratnam
Full Text Available This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower.
Wong, Ming Chao; Turner, Paul; MacIntyre, Kate; Yee, Kwang Chien
Stimulating widespread interests of the population to participate in behavioural changes through information and technology has been an aim of much health informatics research. The recent widespread participation of the augmented reality game Pokémon Go which encourages exercises, provides significant insights into the potential of information technology to improve healthcare intervention on obesity-related disease. Does Pokémon Go point to another way of achieving health benefits using mobile devices? This paper analyses the features of Pokémon Go in relation to potential health benefits. This paper suggests from the perspective of a user on changes to the game that potentially could help with obesity, mental health cardiovascular health and vitamin D deficiencies. While the impact of augmented reality games on improving exercises might be substantial, the question of sustainability and likely long-term health outcomes remain debatable. The rapid uptake of Pokémon Go by the population around the world, however, should serve as a useful lesson for information and technological design to improve outcomes obesity-related diseases in the future.
Full Text Available The aim of this research was to examine the influence of two variables, the type of marking (with or without man-marking and the number of players per team (3, 6, or 9 on the physical and physiological demands of sided games in soccer. Eighteen amateur players were monitored with GPS and heart rate devices. The following variables were analyzed: a maximum heart rate, a mean heart rate, time spent in each intensity range, total distance covered and distance covered in different speed ranges, a player load, maximum speed reached, and a work:rest ratio. The results showed that the type of marking influenced the physical demands of players, with greater total distance, a player load and a work:rest ratio when man-marking was used in the 3 vs. 3 (737 m, 95 Arbitrary Units (AU and 3.4 AU, respectively and 6 vs. 6 (783 m, 95 AU and 5.3 AU, respectively games (p<0.05. The number of players also had an effect on physiological intensity, with more time being spent at the <80%HRmax during the 9 vs. 9 and 6 vs. 6 games (more than 30% compared with the 3 vs. 3 format (less than 15% (p<0.05. These findings could help coaches to understand how the modification of different variables in sided games influences the physical and physiological demands of players.
Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars
consistent video analyses and tagging; coaches are important as role models and providers of feedback; and that the use of the platform primarily stimulated deliberate practice activities. PU can be seen as a source of inspiration for soccer players and clubs as to how analytical platforms can motivate......In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU...... platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through...
Collins, Brian; Rovatsos, Michael
This paper describes an approach to using a hierarchical machine learning model in a two player 3D physics-based soccer video game to improve human player satisfaction. Learning is accomplished at two layers to form a complete game-playing agent such that higher level strategy learning is dependent on lower-level learning of basic behaviors.Supervised learning is used to train neural networks on human data to model the basic behaviors. The reinforcement learning algorithms Sarsa (λ) and Q(λ) ...
Johnston, Jeanne D; Massey, Anne P; Marker-Hoffman, Rickie Lee
This quasi-experimental study investigated a game intervention--specifically, an alternate reality game (ARG)--as a means to influence college students' physical activity (PA). An ARG is an interactive narrative that takes place in the real world and uses multiple media to reveal a story. Three sections of a college health course (n = 115 freshman students) were assigned either to a game group that played the ARG or to a comparison group that learned how to use exercise equipment in weekly laboratory sessions. Pre- and post-intervention measures included weight, waist circumference, body mass index (BMI), percentage body fat (PBF), and self-reported moderate physical activity (MPA) and vigorous physical activity (VPA), and PA (steps/week). A significant group x time interaction (p = .001) was detected for PA, with a significant increase in PA for the game (p students--collaborative and social, experiential and media-rich. Our results provide preliminary evidence that a game intervention can positively influence PA within the college student population. © 2012 Diabetes Technology Society.
Full Text Available This paper analyses different definitions of mobile learning which have been proposed by various researchers. The most distinctive features of mobile learning are extracted to propose a new definition for Mobile Educational Mixed Reality Games (MEMRG. A questionnaire and a quantifying scale are designed to assist the game developers in designing MEMRG. A new psycho-pedagogical approach to teaching is proposed for MEMRG. This methodology is based on the theme of ‘conversation’ between different actors of the learning community with the objective of building the architectural framework for MEMRG.
Harrison, Craig B; Kilding, Andrew E; Gill, Nicholas D; Kinugasa, Taisuke
This study aimed to quantify and compare the physiological, physical and technical demands of a sport-specific and non-sport-specific small-sided game (SSG) in young athletes. Ten male soccer players (mean ± SD: age, 13.0 ± 0.3 years, [Formula: see text]O2peak, 54.4 ± 4.9 ml · kg(-1) · min(-1)) completed 3 vs. 3 and 6 vs. 6 soccer and "bucketball" SSGs twice. Games lasted for 16 min and were performed in a randomised order, at least 48 h apart. Movement patterns and heart rate were measured using 4 Hz global positioning systems. Technical skill executions were assessed by video analysis and ratings of perceived exertion (RPE) using the Borg scale (RPEs, 6-20). Total distance (4.9 ± 4.1% and 8.3 ± 6.6%), distance at 7-12.9 km · h(-1) (14.5 ± 12.5% and 14.9 ± 16.1%), total possessions (14.7 ± 18.0% and 12.9 ± 18.9%) and percentage of successful passes (24.1 ± 11.7% and 30.1 ± 17.6%) were higher for bucketball compared to soccer (3 vs. 3 and 6 vs. 6, respectively). Total distance at 13-17.9 km · h(-1) was higher for 6 vs. 6 than 3 vs. 3 bucketball (32.3 ± 21.2%). There was likely substantial difference for %HRpeak (89.5 ± 3.1 vs. 87.4 ± 2.8 b · min(-1)) and time above 90% HRpeak (570 ± 288 s vs. 361 ± 288 s) between bucketball and soccer (3 vs. 3 and 6 vs. 6, respectively). Young players travelled further at higher overall speeds, experienced higher physiological workloads and performed more successful technical executions during the non-sport-specific SSG.
de Vries, Aijse W; Faber, Gert; Jonkers, Ilse; Van Dieen, Jaap H; Verschueren, Sabine M P
Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS). Thirty young and elderly participants performed two skiing games, one on the Wii Balance board (Wiiski), which uses a force plate, and one with the Kinect sensor (Kinski), which performs motion tracking. During gameplay, kinematics were captured using seven opto-electronical cameras. FLOS were obtained for eight directions. The influence of games and trials on COM displacement in each of the eight directions, and maximal COM speed, were tested with Generalized Estimated Equations. In all directions with anterior and medio-lateral, but not with a posterior component, subjects showed significantly larger maximal %FLOS displacements during the Kinski game than during the Wiiski game. Furthermore, maximal COM displacement, and COM speed in Kinski remained similar or increased over trials, whereas for Wiiski it decreased. Our results show the importance of assessing the movement challenge in games used for balance training. Similar games impose different challenges, with the control sensors and their gain settings playing an important role. Furthermore, adaptations led to a decrease in challenge in Wiiski, which might limit the effectiveness of the game as a balance-training tool. Copyright © 2017 Elsevier B.V. All rights reserved.
Goff, John Eric; Kelley, John; Hobson, Chad M.; Seo, Kazuya; Asai, Takeshi; Choppin, S. B.
Trajectory analysis is an alternative to using wind tunnels to measure a soccer ball’s aerodynamic properties. It has advantages over wind tunnel testing such as being more representative of game play. However, previous work has not presented a method that produces complete, speed-dependent drag and lift coefficients. Four high-speed cameras in stereo-calibrated pairs were used to measure the spatial co-ordinates for 29 separate soccer trajectories. Those trajectories span a range of launch speeds from 9.3 to 29.9 m s-1. That range encompasses low-speed laminar flow of air over a soccer ball, through the drag crises where air flow is both laminar and turbulent, and up to high-speed turbulent air flow. Results from trajectory analysis were combined to give speed-dependent drag and lift coefficient curves for the entire range of speeds found in the 29 trajectories. The average root mean square error between the measured and modelled trajectory was 0.028 m horizontally and 0.034 m vertically. The drag and lift crises can be observed in the plots of drag and lift coefficients respectively.
Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…
Vilas, Tiago; Rodrigues, J. M. F.; Cardoso, P. J. S.; Silva, Bruno
The current performance requirements in soccer make imperative the use of new technologies for game observation and analysis, such that detailed information about the teams' actions is provided. This paper summarizes a framework to collect the soccer players and ball positions using one or more Full HD Handycams, placed no more than 20cm apart in the stands, as well as how this framework connects to the FootData project. The system was based on four main modules: the detection and delimitation of the soccer pitch, the ball and the players detection and assignment to their teams, the tracking of players and ball and finally the computation of their localization (in meters) in the pitch.
Squire, Kurt D.; Jan, Mingfong
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an…
Rein, Robert; Raabe, Dominik; Memmert, Daniel
Passing behaviour is a key property of successful performance in team sports. Previous investigations however have mainly focused on notational measurements like total passing frequencies which provide little information about what actually constitutes successful passing behaviour. Consequently, this has hampered the transfer of research findings into applied settings. Here we present two novel approaches to assess passing effectiveness in elite soccer by evaluating their effects on majority situations and space control in front of the goal. Majority situations are assessed by calculating the number of defenders between the ball carrier and the goal. Control of space is estimated using Voronoi-diagrams based on the player's positions on the pitch. Both methods were applied to position data from 103 German First division games from the 2011/2012, 2012/2013 and 2014/2015 seasons using a big data approach. The results show that both measures are significantly related to successful game play with respect to the number of goals scored and to the probability of winning a game. The results further show that on average passes from the mid-field into the attacking area are most effective. The presented passing efficiency measures thereby offer new opportunities for future applications in soccer and other sports disciplines whilst maintaining practical relevance with respect to tactical training regimes or game performances analysis. Copyright © 2017 Elsevier B.V. All rights reserved.
Fothergill, Melissa; Wolfson, Sandy; Neave, Nick
The present studies examined the influence of playing venue on psychobiological responses in male soccer players. Many studies have demonstrated the existence of a home advantage, wherein teams perform better at home than away. A recent focus has attempted to explain this advantage from a psychobiological perspective, with studies showing hormonal differences with regard to venue, game outcome, dominance and perceived stress. Two studies investigated testosterone and cortisol responses in relation to home and away venues. In an initial study of 18 male elite Premier League academy soccer players (age, 17.47, SD, 64), salivary cortisol levels were monitored in two competitive matches, both at home and away. Higher post-game cortisol levels were observed at home (p=0.002), with the team winning all its games. In a second study involving a 12 semi-professional group of players (age, 23.17, SD, 3.8), the same post-game cortisol findings at home were replicated (p=0.001), with this team losing all its games. No effects were observed for testosterone in either study. The results extend earlier research findings on the complex relationship which surrounds the psychobiological impact on the home advantage. The findings suggest that higher levels of stress are experienced by home players in their home matches. Copyright © 2017 Elsevier Inc. All rights reserved.
Piras, Alessandro; Raffi, Milena; Atmatzidis, Charalampos; Merni, Franco; Di Michele, Rocco
Running with the ball is a soccer-specific activity frequently used by players during match play and training drills. Nevertheless, the energy cost (EC) of on-grass running with the ball has not yet been determined. The purpose of this study was therefore to assess the EC of constant-speed running with the ball, and to compare it with the EC of normal running. Eight amateur soccer players performed two 6- min runs at 10 km/h on artificial turf, respectively with and without the ball. EC was measured with indirect calorimetry and, furthermore, estimated with a method based on players' accelerations measured with a GPS receiver. The EC measured with indirect calorimetry was higher in running with the ball (4.60±0.42 J/kg/m) than in normal running (4.19±0.33 J/kg/m), with a very likely moderate difference between conditions. Instead, a likely small difference was observed between conditions for EC estimated from GPS data (4.87±0.07 vs. 4.83±0.08 J/kg/m). This study sheds light on the energy expenditure of playing soccer, providing relevant data about the EC of a typical soccer-specific activity. These findings may be a reference for coaches to precisely determine the training load in drills with the ball, such as soccer-specific circuits or small-sided games. © Georg Thieme Verlag KG Stuttgart · New York.
Ortiz, Jaelson G; da Silva, Juliano F; Carminatti, Lorival J; Guglielmo, Luiz G A; Diefenthaeler, Fernando
This study aims to analyze the physiological, neuromuscular, and biochemical responses in untrained women after eight weeks of regular participation in small-sided soccer games compared to aerobic training. Twenty-seven healthy untrained women were divided into two groups [soccer group (SG = 17) and running group (RG = 10)]. Both groups trained three times per week for eight weeks. The variables measured in this study were maximal oxygen uptake (VO 2 max), relative velocity at VO 2 max (vVO 2 max), peak velocity, relative intensity at lactate threshold (vLT), relative intensity at onset of blood lactate accumulation (vOBLA), peak force, total cholesterol, HDL, LDL, triglycerides, and cholesterol ratio (LDL/HDL). VO 2 max, vLT, and vOBLA increased significantly in both groups (12.8 and 16.7%, 11.1 and 15.3%, 11.6 and 19.8%, in SG and RG respectively). However, knee extensors peak isometric strength and triglyceride levels, total cholesterol, LDL, and HDL did not differ after eight weeks of training in both groups. On the other hand, the LDL/HDL ratio significantly reduced in both groups. In conclusion, eight weeks of regular participation in small-sided soccer games was sufficient to increase aerobic performance and promote health benefits related to similar aerobic training in untrained adult women.
Zhang, Melvyn W B; Ho, Roger C M
There have been rapid advances in technologies over the past decade and virtual reality technology is an area which is increasingly utilized as a healthcare intervention in many disciplines including that of Medicine, Surgery and Psychiatry. In Psychiatry, most of the current interventions involving the usage of virtual reality technology is limited to its application for anxiety disorders. With the advances in technology, Internet addiction and Internet gaming disorders are increasingly prevalent. To date, these disorders are still being treated using conventional psychotherapy methods such as cognitive behavioural therapy. However, there is an increasing number of research combining various other therapies alongside with cognitive behavioural therapy, as an attempt possibly to reduce the drop-out rates and to make such interventions more relevant to the targeted group of addicts, who are mostly adolescents. To date, there has been a prior study done in Korea that has demonstrated the comparable efficacy of virtual reality therapy with that of cognitive behavioural therapy. However, the intervention requires the usage of specialized screens and devices. It is thus the objective of the current article to highlight how smartphone applications could be designed and be utilized for immersive virtual reality treatment, alongside low cost wearables.
Bar-Eli, Michael; Tenenbaum, Gershon; Geister, Sabine
This study documents the effect of players' dismissals on team performance in professional soccer. Our aim was to determine whether the punishment meted out for unacceptable player behaviour results in reduced team performance. The official web site of the German Soccer Association was used for coding data from games played in the first Bundesliga between the 1963 - 64 and 2003 - 04 (n = 41) seasons. A sample of 743 games where at least one red card was issued was used to test hypotheses derived from crisis theory (Bar-Eli & Tenenbaum, 1989a). Players' dismissals weaken a sanctioned team in terms of the goals and final score following the punishment. The chances of a sanctioned team scoring or winning were substantially reduced following the sanction. Most cards were issued in the later stages of matches. The statistics pertaining to outcome results as a function of game standing, game location, and time phases - all strongly support the view that teams can be considered conceptually similar to individuals regarding the link between stress and performance. To further develop the concept of team and individual psychological performance crisis in competition, it is recommended that reversal theory (Apter, 1982) and self-monitoring and distraction theories (Baumeister, 1984) be included in the design of future investigations pertaining to choking under pressure.
Thorens, Gabriel; Achab, Sophia; Rothen, Stephane; Khazaal, Yasser; Zullino, Daniele
Video games are widely practiced. Questions about their potential health risks arise, including the risk of addiction. If there is at present no official diagnosis of video games addiction, the DSM-5 proposes temporary criteria based on pathological gambling. Video game addiction affects a minority of at risk individuals. The proposed treatments are essentially psychotherapeutic. Video games practices can be non problematic and they may also have potential beneficial effects on individuals. It is therefore recommended, when assessing video games practices, to take into account the positive and negative impacts of their use.
Full Text Available This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq. I also discuss missions and omissions from the literature on these gaming technologies, which bolsters the underlying ableism of military culture that inhibits soldiers from recovering from PTSD.
Arriaga, Patrícia; Esteves, Francisco; Carneiro, Paula; Monteiro, Maria Benedicta
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Copyright 2008 Wiley-Liss, Inc.
The first of the three worlds to be discussed is Reality. This whole level is devoted to this world consisting of consultants, subject-matter experts, and disciplines related to the domain and subject of the game. After a short introduction where I show—amongst many other things—a virtual reproduction and game interpretation of Magritte's famous painting of a pipe, I explain by using my experiences from Levee Patroller and drawing upon other examples, four relevant aspects from this world that designers need to consider. The first concerns defining the problem. This is quite hard, especially because at many times, different problem definitions can be conceived. When a problem is finally defined, the second aspect, the factors which are involved with the problem, need to be found and elaborated on. If designers start to relate the factors to each other, they are preoccupied with the third aspect, the relationships. To picture this well, it helps to draw a diagram. Mostly, games are not static and that is why the process needs to be taken into account as well. After considering this fourth aspect, the “model of reality” can be said to be complete. To judge this model and the eventual game, Reality has its own criteria of which I discuss flexibility, fidelity, and validity.
O'Kane, John W.; Gray, Kristen E.; Levy, Marni R.; Neradilek, Moni; Tencer, Allan F.; Polissar, Nayak L.; Schiff, Melissa A.
Objective Describe acute lower extremity injuries and evaluate extrinsic risk factors in female youth soccer Design Nested case-control study Setting Youth soccer clubs in Washington State, USA. Participants Female soccer players (N= 351) ages 11 to 15 years randomly selected from 4 soccer clubs from which 83% of their players were enrolled with complete follow-up for 92% of players. Interventions Injured players were interviewed regarding injury, field surface, shoe type, and position. Uninjured controls, matched on game or practice session, were also interviewed. Main Outcome Measures The association between risk factors and acute lower extremity injury using logistic regression to estimate odds ratios (OR) and 95% confidence intervals (CI). Results One hundred seventy-three acute lower extremity injuries occurred involving primarily the ankle (39.3%), knee (24.9%), and thigh (11.0%). Over half (52.9%) recovered within 1 week, while 30.2% lasted beyond 2 weeks. During practices, those injured were approximately 3-fold ( OR 2.83, 95% CI 1.49-5.31) more likely to play on grass than artificial turf and 2.4-fold (95% CI 1.03-5.96) more likely to wear cleats on grass than other shoe and surface combinations. During games injured players were 89% (95% CI 1.03-4.17) more likely to play defender compared to forward. Conclusions Half of the acute lower extremity injuries affected the ankle or knee. Grass surface and wearing cleats on grass increased training injuries. PMID:26327288
Nakevska, M.; Vos, E.C.; Juarez, Alex; Hu, J.; Langereis, G.R.; Rauterberg, G.W.M.; Anacleto, J.; Fels, S.; Graham, N.; et al., xx
In a mixed reality installation, a variety of technologies is integrated such as virtual reality, augmented reality, and animated virtual agents and robotic agents. One of the main challenges is how to design and implement a mixed reality installation that integrates a heterogeneous array of sensors
Jordet, Geir; T Elferink-Gemser, Marije; Lemmink, Koen A. P. M.; Visscher, Chris
Kicks from the penalty mark (official term for the "penalty shootout") are regularly featured in major soccer tournaments to determine the outcome of tied games. Based on the contingency-competence-control (CCC) model (Weisz & Stipek, 1982), this study provides an examination of the control beliefs
Reilly, T; Bangsbo, J; Franks, A
This review is focused on anthropometric and physiological characteristics of soccer players with a view to establishing their roles within talent detection, identification and development programmes. Top-class soccer players have to adapt to the physical demands of the game, which are multifactorial. Players may not need to have an extraordinary capacity within any of the areas of physical performance but must possess a reasonably high level within all areas. This explains why there are marked individual differences in anthropometric and physiological characteristics among top players. Various measurements have been used to evaluate specific aspects of the physical performance of both youth and adult soccer players. The positional role of a player is related to his or her physiological capacity. Thus, midfield players and full-backs have the highest maximal oxygen intakes ( > 60 ml x kg(-1) x min(-1)) and perform best in intermittent exercise tests. On the other hand, midfield players tend to have the lowest muscle strength. Although these distinctions are evident in adult and elite youth players, their existence must be interpreted circumspectly in talent identification and development programmes. A range of relevant anthropometric and physiological factors can be considered which are subject to strong genetic influences (e.g. stature and maximal oxygen intake) or are largely environmentally determined and susceptible to training effects. Consequently, fitness profiling can generate a useful database against which talented groups may be compared. No single method allows for a representative assessment of a player's physical capabilities for soccer. We conclude that anthropometric and physiological criteria do have a role as part of a holistic monitoring of talented young players.
Kirkendall, D T; Jordan, S E; Garrett, W E
In the world of sports, soccer is unique because of the purposeful use of the unprotected head for controlling and advancing the ball. This skill obviously places the player at risk of head injury and the game does carry some risk. Head injury can be a result of contact of the head with another head (or other body parts), ground, goal post, other unknown objects or even the ball. Such impacts can lead to contusions, fractures, eye injuries, concussions or even, in rare cases, death. Coaches, players, parents and physicians are rightly concerned about the risk of head injury in soccer. Current research shows that selected soccer players have some degree of cognitive dysfunction. It is important to determine the reasons behind such deficits. Purposeful heading has been blamed, but a closer look at the studies that focus on heading has revealed methodological concerns that question the validity of blaming purposeful heading of the ball. The player's history and age (did they play when the ball was leather and could absorb significant amounts of water), alcohol intake, drug intake, learning disabilities, concussion definition and control group use/composition are all factors that cloud the ability to blame purposeful heading. What does seem clear is that a player's history of concussive episodes is a more likely explanation for cognitive deficits. While it is likely that the subconcussive impact of purposeful heading is a doubtful factor in the noted deficits, it is unknown whether multiple subconcussive impacts might have some lingering effects. In addition, it is unknown whether the noted deficits have any affect on daily life. Proper instruction in the technique is critical because if the ball contacts an unprepared head (as in accidental head-ball contacts), the potential for serious injury is possible. To further our understanding of the relationship of heading, head injury and cognitive deficits, we need to: learn more about the actual impact of a ball on the
Zouch, Mohamed; Zribi, Anis; Alexandre, Christian; Chaari, Hamada; Frere, Delphine; Tabka, Zouhair; Vico, Laurence
The aim of this study was to examine the effect of 3-yr soccer practice on bone acquisition in prepubescent boys. We investigated 65 boys (aged 10-13 yr, Tanner stage I) at baseline, among which only 40 boys (Tanner stages II and III) have continued the 3-yr follow-up: 23 soccer players (F) completed 2-5 h of training plus 1 competition game per week and 17 controls (C). Bone mineral density (BMD, g/cm(2)) and bone mineral content (BMC, g) were measured by dual-energy X-ray absorptiometry at different sites. At baseline, BMD was higher in soccer players than in controls in the whole body and legs. In contrast, there was nonsignificant difference BMD in head, femoral neck, arms, and BMC in all measured sites between groups. At 3-yr follow-up, soccer players were found to have higher BMD and BMC at all sites than controls, except for head BMD and BMC and arms BMC in which the difference was nonsignificant between groups. During the 3-yr follow-up, the soccer players were found to gain significantly more in lumbar spine (31.2% ± 2.9% vs 23.9% ± 2.1%; p soccer players have less %BMD and %BMC changes in the head than controls. A nonsignificant difference was found in legs, dominant arm, head %BMD and %BMC changes, and whole-body %BMC changes between groups. In summary, we suggest that soccer has an osteogenic effect BMD and BMC in loaded sites in pubertal soccer players. The increased bone mass induced by soccer training in the stressed sites was associated to a decreased skull bone mass after 3 yr of follow-up. Copyright © 2015 The International Society for Clinical Densitometry. Published by Elsevier Inc. All rights reserved.
Rosenthal, Rachel; Geuss, Steffen; Dell-Kuster, Salome; Schäfer, Juliane; Hahnloser, Dieter; Demartines, Nicolas
In children, video game experience improves spatial performance, a predictor of surgical performance. This study aims at comparing laparoscopic virtual reality (VR) task performance of children with different levels of experience in video games and residents. A total of 32 children (8.4 to 12.1 years), 20 residents, and 14 board-certified surgeons (total n = 66) performed several VR and 2 conventional tasks (cube/spatial and pegboard/fine motor). Performance between the groups was compared (primary outcome). VR performance was correlated with conventional task performance (secondary outcome). Lowest VR performance was found in children with low video game experience, followed by those with high video game experience, residents, and board-certified surgeons. VR performance correlated well with the spatial test and moderately with the fine motor test. The use of computer games can be considered not only as pure entertainment but may also contribute to the development of skills relevant for adequate performance in VR laparoscopic tasks. Spatial skills are relevant for VR laparoscopic task performance.
The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different
Brito, João; Fontes, Ivo; Ribeiro, Fernando
To investigate the effects of an official soccer match on postural stability in youth elite soccer players.......To investigate the effects of an official soccer match on postural stability in youth elite soccer players....
Jaelson G. Ortiz, Juliano F. da Silva, Lorival J. Carminatti, Luiz G.A. Guglielmo, Fernando Diefenthaeler
Full Text Available This study aims to analyze the physiological, neuromuscular, and biochemical responses in untrained women after eight weeks of regular participation in small-sided soccer games compared to aerobic training. Twenty-seven healthy untrained women were divided into two groups [soccer group (SG = 17 and running group (RG = 10]. Both groups trained three times per week for eight weeks. The variables measured in this study were maximal oxygen uptake (VO2max, relative velocity at VO2max (vVO2max, peak velocity, relative intensity at lactate threshold (vLT, relative intensity at onset of blood lactate accumulation (vOBLA, peak force, total cholesterol, HDL, LDL, triglycerides, and cholesterol ratio (LDL/HDL. VO2max, vLT, and vOBLA increased significantly in both groups (12.8 and 16.7%, 11.1 and 15.3%, 11.6 and 19.8%, in SG and RG respectively. However, knee extensors peak isometric strength and triglyceride levels, total cholesterol, LDL, and HDL did not differ after eight weeks of training in both groups. On the other hand, the LDL/HDL ratio significantly reduced in both groups. In conclusion, eight weeks of regular participation in small-sided soccer games was sufficient to increase aerobic performance and promote health benefits related to similar aerobic training in untrained adult women.
Lee, Yongwoo; Choi, Wonjae; Lee, Kyeongjin; Song, Changho; Lee, Seungwon
Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.
Rodrigues, Ana Carolina; Lasmar, Rodrigo Pace; Caramelli, Paulo
Soccer is the most popular sport in the world, with more than 265 million players worldwide, including professional and amateur ones. Soccer is unique in comparison to other sports, as it is the only sport in which participants purposely use their head to hit the ball. Heading is considered as an offensive or defensive move whereby the player’s unprotected head is used to deliberately impact the ball and direct it during play. A soccer player can be subjected to an average of 6–12 incidents of heading the ball per competitive game, where the ball reaches high velocities. Moreover, in practice sessions, heading training, which involves heading the ball repeatedly at low velocities, is common. Although the scientific community, as well as the media, has focused on the effects of concussions in contact sports, the role of subconcussive impacts, as it can occur during heading, has recently gained attention, considering that it may represent an additional mechanism of cumulative brain injury. The purpose of this study is to review the existing literature regarding the effects of soccer heading on brain structure and function. Only in the last years, some investigations have addressed the impact of heading on brain structure, by using neuroimaging techniques. Similarly, there have been some recent studies investigating biochemical markers of brain injury in soccer players. There is evidence of association between heading and abnormal brain structure, but the data are still preliminary. Also, some studies have suggested that subconcussive head impacts, as heading, could cause cognitive impairment, whereas others have not corroborated this finding. Questions persist as to whether or not heading is deleterious to cognitive functioning. Further studies, especially with longitudinal designs, are needed to clarify the clinical significance of heading as a cause of brain injury and to identify risk factors. Such investigations might contribute to the establishment of safety
Ana Carolina Oliveira Rodrigues
Full Text Available Soccer is the most popular sport in the world, with more than 265 million players worldwide, including professional and amateur ones. Soccer is unique in comparison to other sports, as it is the only sport in which participants purposely use their head to hit the ball. Heading is considered an offensive or defensive move whereby the player’s unprotected head is used to deliberately impact the ball and direct it during play. A soccer player can be subjected to an average of six to twelve incidents of heading the ball per competitive game, where the ball reaches high velocities. Moreover, in practice sessions, heading training, which involves heading the ball repeatedly at low velocities, is common. Although the scientific community, as well as the media, has focused on the effects of concussions in contact sports, the role of subconcussive impacts, as it can occur during heading, has recently gained attention, considering that it may represent an additional mechanism of cumulative brain injury. The purpose of this study is to review the existing literature regarding the effects of soccer heading on brain structure and function. Only in the last years some investigations have addressed the impact of heading on brain structure, by using neuroimaging techniques. Similarly, there have been some recent studies investigating biochemical markers of brain injury in soccer players. There is evidence of association between heading and abnormal brain structure, but the data are still preliminary. Also, some studies have suggested that subconcussive head impacts, as heading, could cause cognitive impairment, whereas others have not corroborated this finding. Questions persist as to whether or not heading is deleterious to cognitive functioning. Further studies, especially with longitudinal designs, are needed to clarify the clinical significance of heading as a cause of brain injury and to identify risk factors. Such investigations might contribute to the
Festivals, fairs and showcases provide scientists an opportunity to engage with potentially thousands of members of the public in a short space of time. However, the festival setting provides the same members of the public many exhibits competing for their attention - for family groups, this means a successful exhibit must both attract the attention of the group, and also entertain them long enough for the scientist to communicate their message. Here, we will discuss the use of short Virtual Reality (VR) experiences by the SeriousGeoGames project in engaging the public with research in a festival-like setting. SeriousGeoGames uses bespoke, immersive VR experiences to both attract and engage the user. They merge scientific models and/or research field data with popular gaming engines, and present them in VR using the Oculus Rift headset. The experiences are designed to last around four minutes and follow a basic script, although a conversational tone is encouraged. SeriousGeoGames applications have been successfully exhibited at several festivals of different sizes and intended audiences, such as the national-level week-long Cheltenham Science Festival, and the local arts and cultural festival, Hull Freedom Festival. The Flash Flood! application was developed for the Natural Environment Research Council UK (NERC) Flooding from Intense Rainfall (FFIR) programme as a Knowledge Transfer (KT) tool. It was demonstrated at the 5-day NERC Into the blue Science Showcase as one of 38 stands highlighting the UK's cutting edge environmental science research. Over 5000 members of the public attended, and more than 1000 demonstrations of Flash Flood! were made, with 400 booklets handed out. The exhibit received positive feedback from users, and won third prize in a public vote for favourite stand - but this had little visible impact on online metrics of the SeriousGeoGames web presence. In terms of providing a 'positive experience' with science the application was successfully
Neri, Silvia G.R.; Cardoso, Jefferson R.; Cruz, Lorena; Lima, Ricardo M.; De Oliveira, Ricardo J.; Iversen, Maura D.; Carregaro, Rodrigo L.
Objective: To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. Data sources: An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL,
Molina, Karina Iglesia; Ricci, Natalia Aquaroni; de Moraes, Suzana Albuquerque; Perracini, Monica Rodrigues
The use of virtual reality through exergames or active video game, i.e. a new form of interactive gaming, as a complementary tool in rehabilitation has been a frequent focus in research and clinical practice in the last few years. However, evidence of their effectiveness is scarce in the older population. This review aim to provide a summary of the effects of exergames in improving physical functioning in older adults. A search for randomized controlled trials was performed in the databases EMBASE, MEDLINE, PsyInfo, Cochrane data base, PEDro and ISI Web of Knowledge. Results from the included studies were analyzed through a critical review and methodological quality by the PEDro scale. Thirteen studies were included in the review. The most common apparatus for exergames intervention was the Nintendo Wii gaming console (8 studies), followed by computers games, Dance video game with pad (two studies each) and only one study with the Balance Rehabilitation Unit. The Timed Up and Go was the most frequently used instrument to assess physical functioning (7 studies). According to the PEDro scale, most of the studies presented methodological problems, with a high proportion of scores below 5 points (8 studies). The exergames protocols and their duration varied widely, and the benefits for physical function in older people remain inconclusive. However, a consensus between studies is the positive motivational aspect that the use of exergames provides. Further studies are needed in order to achieve better methodological quality, external validity and provide stronger scientific evidence.
This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....
Adriano Lima Alves
Full Text Available OBJECTIVE: to determine the individual profile of blood concentration of creatine kinase CK in elite soccer players as well as to analyze the CK concentrations in different periods during the Professional Brazilian Championship. METHODS: resting CK of 17 soccer players was evaluated before the competition pre-season and after the matches 36 and 46 hours after the games CKGame for the individual blood CK. The Chi-square test was used to analyze the individual CK during the season. The competitive season was divided into three periods: initial, intermediate and final. The one-way ANOVA with repeated measurements followed by post hoc Student-Newman-Keuls test was used to compare the individual CK of each soccer player in each competitive period. The significance level was set at p<0.05. RESULTS: the highest frequency of individual CK was found in the second quartile 71 observations and the lowest frequency in the first 26 observations and the fourth quartile 40 observations compared to the expected number of 45.8 x2=22.21. CK concentrations were lower in the intermediate mean=66.99% and final mean=60.21% periods than in the initial period mean=89.33%. CONCLUSION: soccer players did not show elevated muscle damage and probably a muscle adaptation occurred in the competition, due to the reduction of CK concentrations observed.
Teemu H. Laine
Full Text Available Augmented reality (AR has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education. In particular, AR games, such as Pokémon Go, have contributed to introducing the AR technology to the general public. The proliferation of modern smartphones and tablets with large screens, cameras, and high processing power has ushered in mobile AR applications that can provide context-sensitive content to users whilst freeing them to explore the context. To avoid ambiguity, I define mobile AR as a type of AR where a mobile device (smartphone or tablet is used to display and interact with virtual content that is overlaid on top of a real-time camera feed of the real world. Beyond being mere entertainment, AR and games have been shown to possess significant affordances for learning. Although previous research has done a decent job of reviewing research on educational AR applications, I identified a need for a comprehensive review on research related to educational mobile AR games (EMARGs. This paper explored the research landscape on EMARGs over the period 2012–2017 through a systematic literature review complemented by two case studies in which the author participated. After a comprehensive literature search and filtering, I analyzed 31 EMARGs from the perspectives of technology, pedagogy, and gaming. Moreover, I presented an analysis of 26 AR platforms that can be used to create mobile AR applications. I then discussed the results in depth and synthesized my interpretations into 13 guidelines for future EMARG developers.
Full Text Available The objective of this study was to evaluate the chemical parameters and urinary sediment changes before and after a soccer game. Seventeen players were selected from a selective universitary men's soccer team (age 21,8 ± 1,38 years, weight 73,2 ± 11,8 kg, height 1,71 ± 0,07 m and BMI 24,7 ± 2.3 kg/m2. Chemical parameters of the urine (specific gravity, pH, leukocytes, nitrite, proteins, glucose, bodies ketones, urobilinogene, bilirubin and erythrocytes and sediment (leukocytes, erythrocytes, crystals, epithelial cells, bacteria, casts, and mucine filaments were determined. We found a significant increase of specific gravity before and after of competition (1,019 ± 0.005 vs 1,025 ± 0.004; p= 0,0001, pH (6,0 ± 0,91 vs 5,35 ± 0,60; p= 0,008 urinary and in presence of bilirubin (0% vs 41,2%; p= 0,01. In urinary sediment was found a significant rise in the presence of casts (0% vs 29,4%; p= 0,04 and mucin filaments (11,7% vs 64,7% p= 0,004. Although some changes were found in urinary parameters, these chances may have been influenced by an increase in renal reabsortion of water.Key words: Soccer, urinary parameters, bilirubin, mucin, casts
Full Text Available The objective of this study was to evaluate the chemical parameters and urinary sediment changes before and after a soccer game. Seventeen players were selected from a selective universitary men's soccer team (age 21,8 ± 1,38 years, weight 73,2 ± 11,8 kg, height 1,71 ± 0,07 m and BMI 24,7 ± 2.3 kg/m2. Chemical parameters of the urine (specific gravity, pH, leukocytes, nitrite, proteins, glucose, bodies ketones, urobilinogene, bilirubin and erythrocytes and sediment (leukocytes, erythrocytes, crystals, epithelial cells, bacteria, casts, and mucine filaments were determined. We found a significant increase of specific gravity before and after of competition (1,019 ± 0.005 vs 1,025 ± 0.004; p= 0,0001, pH (6,0 ± 0,91 vs 5,35 ± 0,60; p= 0,008 urinary and in presence of bilirubin (0% vs 41,2%; p= 0,01. In urinary sediment was found a significant rise in the presence of casts (0% vs 29,4%; p= 0,04 and mucin filaments (11,7% vs 64,7% p= 0,004. Although some changes were found in urinary parameters, these chances may have been influenced by an increase in renal reabsortion of water. Key words: Soccer, urinary parameters, bilirubin, mucin, casts
Bannach, D.; Amft, O.D.; Kunze, K.S.; Heinz, E.A.; Tröster, G.; Lukowicz, P.
We envision to add context awareness and ambient intelligence to edutainment and computer gaming applications in general. This requires mixed-reality setups and ever-higher levels of immersive human-computer interaction. Here, we focus on the automatic recognition of natural human hand gestures
van Maarseveen, Mariëtte J J; Oudejans, Raôul R D; Savelsbergh, Geert J P
Many studies have shown that self-controlled feedback is beneficial for learning motor tasks, and that learners prefer to receive feedback after supposedly good trials. However, to date all studies conducted on self-controlled learning have used individual tasks and mainly relatively simple skills. Therefore, the aim of this study was to examine self-controlled feedback on tactical skills in small-sided soccer games. Highly talented youth soccer players were assigned to a self-control or yoked group and received video feedback on their offensive performance in 3 vs. 2 small-sided games. The results showed that the self-control group requested feedback mostly after good trials, that is, after they scored a goal. In addition, the perceived performance of the self-control group was higher on feedback than on no-feedback trials. Analyses of the conversations around the video feedback revealed that the players and coach discussed good and poor elements of performance and how to improve it. Although the coach had a major role in these conversations, the players of the self-control group spoke more and showed more initiative compared to the yoked group. The results revealed no significant beneficial effect of self-controlled feedback on performance as judged by the coach. Overall, the findings suggest that in such a complex situation as small-sided soccer games, self-controlled feedback is used both to confirm correct performance elements and to determine and correct errors, and that self-controlled learning stimulates the involvement of the learner in the learning process. Copyright © 2017 Elsevier B.V. All rights reserved.
Saposnik, Gustavo; Teasell, Robert; Mamdani, Muhammad; Hall, Judith; McIlroy, William; Cheung, Donna; Thorpe, Kevin E.; Cohen, Leonardo G.; Bayley, Mark
Background and Purpose Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation. Methods In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or “Jenga”) among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention. Results Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, −14.5, −0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity. Conclusions VRWii gaming technology represents a safe, feasible, and potentially effective
Full Text Available Abstract The complete isolated rupture of the popliteus tendon has been described as a rare injury and this report describes the case of a 31-year-old soccer player who sustained a partial rupture of the popliteus tendon during a game. The injury was suspected clinically and at MRI but confirmed only by the arthroscopic examination. The treatment consisted in open debridment with no tendon repair or augmentation. Seven weeks post-operation the patient was symptom-free and returned to competitive professional soccer at the same preinjury level. The clinical and arthroscopic findings of the case reported suggest a possible overuse disease with degenerative expression.
Luzuriaga, J, E-mail: email@example.com [Centro Atomico Bariloche - CNEA, Instituto Balseiro UNC (8400), Bariloche (Argentina)
The trajectories of the molecules in an ideal gas and of the ball in a soccer game are compared. The great difference between these motions and some similarities are discussed. This example could be suitable for discussing many concepts in kinetic theory in a way that can be pictured by students for getting a more intuitive understanding. It could be suitable for an introductory course in vacuum techniques or undergraduate courses in kinetic theory of gases. Without going into the slightly harder quantitative results, the analysis presented might be used for introducing some ideas of kinetic theory qualitatively to high school students.
The trajectories of the molecules in an ideal gas and of the ball in a soccer game are compared. The great difference between these motions and some similarities are discussed. This example could be suitable for discussing many concepts in kinetic theory in a way that can be pictured by students for getting a more intuitive understanding. It could be suitable for an introductory course in vacuum techniques or undergraduate courses in kinetic theory of gases. Without going into the slightly harder quantitative results, the analysis presented might be used for introducing some ideas of kinetic theory qualitatively to high school students.
Trees, Jason; Snider, Joseph; Falahpour, Maryam; Guo, Nick; Lu, Kun; Johnson, Douglas C; Poizner, Howard; Liu, Thomas T
Hyperscanning, an emerging technique in which data from multiple interacting subjects' brains are simultaneously recorded, has become an increasingly popular way to address complex topics, such as "theory of mind." However, most previous fMRI hyperscanning experiments have been limited to abstract social interactions (e.g. phone conversations). Our new method utilizes a virtual reality (VR) environment used for military training, Virtual Battlespace 2 (VBS2), to create realistic avatar-avatar interactions and cooperative tasks. To control the virtual avatar, subjects use a MRI compatible Playstation 3 game controller, modified by removing all extraneous metal components and replacing any necessary ones with 3D printed plastic models. Control of both scanners' operation is initiated by a VBS2 plugin to sync scanner time to the known time within the VR environment. Our modifications include:•Modification of game controller to be MRI compatible.•Design of VBS2 virtual environment for cooperative interactions.•Syncing two MRI machines for simultaneous recording.
Comstock, R Dawn; Currie, Dustin W; Pierpoint, Lauren A; Grubenhoff, Joseph A; Fields, Sarah K
Soccer, originally introduced as a safer sport for children and adolescents, has seen a rapid increase in popularity in the United States over the past 3 decades. Recently, concerns have been raised regarding the safety of soccer ball heading (when an athlete attempts to play the ball in the air with his or her head) given the rise in concussion rates, with some calling for a ban on heading among soccer players younger than 14 years. To evaluate trends over time in boys' and girls' soccer concussions, to identify injury mechanisms commonly leading to concussions, to delineate soccer-specific activities during which most concussions occur, to detail heading-related soccer concussion mechanisms, and to compare concussion symptom patterns by injury mechanism. Retrospective analysis of longitudinal surveillance data collected from 2005-2006 through 2013-2014 in a large, nationally representative sample of US high schools. Participants were boys and girls who were high school soccer players. Concussions sustained during high school-sanctioned soccer games and practices. Mechanism and sport-specific activity of concussion. Overall, 627 concussions were sustained during 1,393,753 athlete exposures (AEs) among girls (4.50 concussions per 10,000 AEs), and 442 concussions were sustained during 1,592,238 AEs among boys (2.78 concussions per 10,000 AEs). For boys (68.8%) and girls (51.3%), contact with another player was the most common concussion mechanism. Heading was the most common soccer-specific activity, responsible for 30.6% of boys' concussions and 25.3% of girls' concussions. Contact with another player was the most common mechanism of injury in heading-related concussions among boys (78.1%) and girls (61.9%). There were few differences in concussion symptom patterns by injury mechanism. Although heading is the most common activity associated with concussions, the most frequent mechanism was athlete-athlete contact. Such information is needed to drive evidence
Moreira, Alexandre; Saldanha Aoki, Marcelo; Carling, Chris; Alan Rodrigues Lopes, Rafael; Felipe Schultz de Arruda, Ademir; Lima, Marcelo; Cesar Correa, Umberto; Bradley, Paul S
There have been claims that small-sided games (SSG) may generate an appropriate environment to develop youth players' technical performance associated to game-related problem solving. However, the temporal change in technical performance parameters of youth players during SSG is still unknown. The aim of this study was to examine temporal changes in technical and physical performances during a small-sided game (SSG) in elite soccer players. Sixty elite youth players (age 14.8 ± 0.2 yr; stature 177 ± 5 cm; body mass 66.2 ± 4.7 kg) completed a 5 v 5 SSG using two repetitions of 8 minutes interspersed by 3 minutes of passive recovery. To evaluate temporal changes in performance, the data were analysed across 4 minutes quarters. Physical performance parameters included the total distance covered (TDC), the frequency of sprints (>18 km•h -1 ), accelerations and decelerations (> 2.0 m•s -2 and - 2.0 m•s -2 ), metabolic power (W•kg -1 ), training impulse (TRIMP), TDC: TRIMP, number of impacts, and body load. Technical performance parameters included goal attempts, total number of tackles, tackles and interceptions, total number of passes, and passes effectiveness. All physical performance parameters decreased from the first to the last quarter with notable declines in TDC, metabolic power and the frequency of sprints, accelerations and decelerations (P performance parameters did not vary across quarters (P > 0.05; trivial ES for 1st v 4th quarters: 0.15 - 0.33). The data demonstrate that technical performance is maintained despite substantial declines in physical performance during a SSG in elite youth players. This finding may have implications for designing SSG's for elite youth players to ensure physical, technical and tactical capabilities are optimized. Modifications in player number, pitch dimensions, rules, coach encouragement, for instance, should be included taking into account the main aim of a given session and then focused on overloading physical or
López-Martín, Olga; Segura Fragoso, Antonio; Rodríguez Hernández, Marta; Dimbwadyo Terrer, Iris; Polonio-López, Begoña
To evaluate the effectiveness of a programme based on a virtual reality game to improve cognitive domains in patients with schizophrenia. A randomized controlled trial was conducted in 40 patients with schizophrenia, 20 in the experimental group and 20 in the control group. The experimental group received 10 sessions with Nintendo Wii(®) for 5 weeks, 50 minutes/session, 2 days/week in addition to conventional treatment. The control group received conventional treatment only. Statistically significant differences in the T-Score were found in 5 of the 6 cognitive domains assessed: processing speed (F=12.04, p=0.001), attention/vigilance (F=12.75, p=0.001), working memory (F=18.86, p virtual reality interventions aimed at cognitive training have great potential for significant gains in different cognitive domains assessed in patients with schizophrenia. Copyright © 2015 SESPAS. Published by Elsevier Espana. All rights reserved.
Alasdair G. Thin
Full Text Available Virtualized reality games offer highly interactive and engaging user experience and therefore game-based approaches (GBVR may have significant potential to enhance clinical rehabilitation practice as traditional therapeutic exercises are often repetitive and boring, reducing patient compliance. The aim of this study was to investigate if a rehabilitation training programme using GBVR could simultaneously improve both motor skill (MS and confidence (CON, as they are both important determinants of daily living and physical and social functioning. The study was performed using a nondominant hand motor deficit model in nonambidextrous healthy young adults, whereby dominant and nondominant arms acted as control and intervention conditions, respectively. GBVR training was performed using a commercially available tennis-based game. CON and MS were assessed by having each subject perform a comparable real-world motor task (RWMT before and after training. Baseline CON and MS for performing the RWMT were significantly lower for the nondominant hand and improved after GBVR training, whereas there were no changes in the dominant (control arm. These results demonstrate that by using a GBVR approach to address a MS deficit in a real-world task, improvements in both MS and CON can be facilitated and such approaches may help increase patient compliance.
What do Italy and Germany have in common? The world's largest PV markets and world class soccer. But while PV systems are frequently found on the rooftops of Germany's soccer stadiums, Italy has left this potential largely untapped.
Brahnam, Sheryl; Brooks, Anthony L
Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.
Magrini, Mitchel A; Colquhoun, Ryan J; Sellers, John H; Conchola, Eric C; Hester, Garrett M; Thiele, Ryan M; Pope, Zach K; Smith, Doug B
Although soccer is predominately an endurance sport, high velocity movements may be an important indicator of athletic success. The purpose of this investigation was to establish whether squat jumps (SJ) can differentiate starters from non-starters with a female collegiate division I soccer team. Eighteen female division I soccer athletes were separated into two groups: 9 starters (age: 19.5 ± 1.0; mass = 64.8 ± 11.5 kg; height = 167.5 ± 7.7 cm; games started = 18.2 ± 4.7; minutes played = 1633.8 ± 478.2 min) and 9 non-starters (age: 19.4 ± 1.4 years; mass = 63.3 ± 4.2 kg; height = 164.7 ± 6.8 cm; games started 0.7 ± 1.3; minutes played 158.2 ± 269.3). Each athlete performed 3 maximal SJs at a starting knee angle of 110° without arm swing. Each participant's SJ height, mean power (MP), peak power (PP), mean velocity (MV), and peak velocity (PV) were measured during each attempt by a linear position transducer (LPT). No statistically significant differences (p ≥ 0.05) in MP and PP between the starters and non-starters were observed. However, starters performed significantly better than non-starters in SJ height (p = 0.002), MV (p = 0.025), and PV (p = 0.015). Additionally, SJ height was strongly correlated with MV (r = 0.628) and PV (r = 0.647). These findings suggest that SJ height, MV and PV, may be important variables for discriminating differences between starters and non-starters in division I female soccer athletes and a strong indicator of explosive performance.
Chauvin, Alan; Chassot, Steve; Chenevière, Xavier; Taube, Wolfgang
The cognitive-motor performance (CMP), defined here as the capacity to rapidly use sensory information and transfer it into efficient motor output, represents a major contributor to performance in almost all sports, including soccer. Here, we used a high-technology system (COGNIFOOT) which combines a visual environment simulator fully synchronized with a motion capture system. This system allowed us to measure objective real-time CMP parameters (passing accuracy/speed and response times) in a large turf-artificial grass playfield. Forty-six (46) young elite soccer players (including 2 female players) aged between 11 and 16 years who belonged to the same youth soccer academy were tested. Each player had to pass the ball as fast and as accurately as possible towards visual targets projected onto a large screen located 5.32 meters in front of him (a short pass situation). We observed a linear age-related increase in the CMP: the passing accuracy, speed and reactiveness of players improved by 4 centimeters, 2.3 km/h and 30 milliseconds per year of age, respectively. These data were converted into 5 point-scales and compared to the judgement of expert coaches, who also used a 5 point-scale to evaluate the same CMP parameters but based on their experience with the players during games and training. The objectively-measured age-related CMP changes were also observed in expert coaches’ judgments although these were more variable across coaches and age categories. This demonstrates that high-technology systems like COGNIFOOT can be used in complement to traditional approaches of talent identification and to objectively monitor the progress of soccer players throughout a cognitive-motor training cycle. PMID:28953958
Hicheur, Halim; Chauvin, Alan; Chassot, Steve; Chenevière, Xavier; Taube, Wolfgang
The cognitive-motor performance (CMP), defined here as the capacity to rapidly use sensory information and transfer it into efficient motor output, represents a major contributor to performance in almost all sports, including soccer. Here, we used a high-technology system (COGNIFOOT) which combines a visual environment simulator fully synchronized with a motion capture system. This system allowed us to measure objective real-time CMP parameters (passing accuracy/speed and response times) in a large turf-artificial grass playfield. Forty-six (46) young elite soccer players (including 2 female players) aged between 11 and 16 years who belonged to the same youth soccer academy were tested. Each player had to pass the ball as fast and as accurately as possible towards visual targets projected onto a large screen located 5.32 meters in front of him (a short pass situation). We observed a linear age-related increase in the CMP: the passing accuracy, speed and reactiveness of players improved by 4 centimeters, 2.3 km/h and 30 milliseconds per year of age, respectively. These data were converted into 5 point-scales and compared to the judgement of expert coaches, who also used a 5 point-scale to evaluate the same CMP parameters but based on their experience with the players during games and training. The objectively-measured age-related CMP changes were also observed in expert coaches' judgments although these were more variable across coaches and age categories. This demonstrates that high-technology systems like COGNIFOOT can be used in complement to traditional approaches of talent identification and to objectively monitor the progress of soccer players throughout a cognitive-motor training cycle.
Full Text Available The cognitive-motor performance (CMP, defined here as the capacity to rapidly use sensory information and transfer it into efficient motor output, represents a major contributor to performance in almost all sports, including soccer. Here, we used a high-technology system (COGNIFOOT which combines a visual environment simulator fully synchronized with a motion capture system. This system allowed us to measure objective real-time CMP parameters (passing accuracy/speed and response times in a large turf-artificial grass playfield. Forty-six (46 young elite soccer players (including 2 female players aged between 11 and 16 years who belonged to the same youth soccer academy were tested. Each player had to pass the ball as fast and as accurately as possible towards visual targets projected onto a large screen located 5.32 meters in front of him (a short pass situation. We observed a linear age-related increase in the CMP: the passing accuracy, speed and reactiveness of players improved by 4 centimeters, 2.3 km/h and 30 milliseconds per year of age, respectively. These data were converted into 5 point-scales and compared to the judgement of expert coaches, who also used a 5 point-scale to evaluate the same CMP parameters but based on their experience with the players during games and training. The objectively-measured age-related CMP changes were also observed in expert coaches' judgments although these were more variable across coaches and age categories. This demonstrates that high-technology systems like COGNIFOOT can be used in complement to traditional approaches of talent identification and to objectively monitor the progress of soccer players throughout a cognitive-motor training cycle.
Milanović, Zoran; Pantelić, Saša; Čović, Nedim; Sporiš, Goran; Krustrup, Peter
Soccer is the most popular sport worldwide, with a long history and currently more than 500 million active participants, of whom 300 million are registered football club members. On the basis of scientific findings showing positive fitness and health effects of recreational soccer, FIFA (Fédération Internationale de Football Association) introduced the slogan "Playing football for 45 min twice a week-best prevention of non-communicable diseases" in 2010. The objective of this paper was to perform a systematic review and meta-analysis of the literature to determine the effects of recreational soccer on maximal oxygen uptake (VO2max). Six electronic databases (MEDLINE, PubMed, SPORTDiscus, Web of Science, CINAHL and Google Scholar) were searched for original research articles. A manual search was performed to cover the areas of recreational soccer, recreational physical activity, recreational small-sided games and VO2max using the following key terms, either singly or in combination: recreational small-sided games, recreational football, recreational soccer, street football, street soccer, effect, maximal oxygen uptake, peak oxygen uptake, cardiorespiratory fitness, VO2max. The inclusion criteria were divided into four sections: type of study, type of participants, type of interventions and type of outcome measures. Probabilistic magnitude-based inferences for meta-analysed effects were based on standardised thresholds for small, moderate and large changes (0.2, 0.6 and 1.2, respectively) derived from between-subject standard deviations for baseline fitness. Seventeen studies met the inclusion criteria and were included in the systematic review and meta-analysis. Mean differences showed that VO2max increased by 3.51 mL/kg/min (95 % CI 3.07-4.15) over a recreational soccer training programme in comparison with other training models. The meta-analysed effects of recreational soccer on VO2max compared with the controls of no exercise, continuous running and strength
Full Text Available The area of tactics in soccer game is of particular importance for modern soccer development. The analysis and improvement of spatio-temporal indicators as well as the game principles related to tactics may be crucial to the achievement of competitive results. This study is aimed at comparing tactical manifestations of the teams competing in the top quality European club competition, the Champions League, and the best Serbian soccer championship by analyzing competitive activity. The results of the conducted research were obtained by observing an overall of 20 randomly selected matches, 10 of the Champions League (CL and 10 of the Serbian Super Liga (SSL, which is a sufficient number of matches for making conclusions about the competitions respectively. In the previously designed observing protocol, using a method of notation, we analyzed all the attacks completed by shooting at the opponent's goal. The structure of successfully realized attacks was assessed on the basis of: accuracy, types of realized offensive actions; area of starting the action, manner of realization of passes completed (assists and distance from the goal from which a shot on goal was executed. The study showed that there are certain common characteristics, but also there are differences in the structure of successfully realized attacks between the two analyzed competitions. The teams of the CL competition had significantly greater number of effective attacks per match (p = 0. 006, they realized their offensive activities with slightly greater number of players (p = 0.002 and number of passes (p = 0.000, whereas there are no significant differences in the area of starting successful attacks, the manner of realization of assists and distance from which shots on goal were executed. The study results may define certain guidelines in training technology when preparing the teams of the SSL competition for taking part in the European soccer cups.
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...
Full Text Available We investigated the level of dehydration after a match in 20 soccer players (mean ± SD, 17.9 ± 1.3 years old, height 1.75 ± 0.05 m, body mass 70.71± 7.65 kg from two teams that participate in a Brazilian Championship game performed at a temperature of 29 ± 1.1 C and a relative humidity of 64 ± 4.2%. Body mass, urine specific gravity and urinary protein were measured before and after the match, and self-perception measurements were performed during the match. Body mass loss was 1.00 ± 0.39 kg, corresponding to a dehydration percentage of 1.35 ± 0.87%. The mean sweating rate during the match was 866 ± 319 ml · h[sup]-1[/sup] and total fluid intake was 1265.00 ± 505.45 ml. The sweating rate and the quantity of ingested fluids correlated positively (r = 0.98; P<0.05. Protein occurred in the urine in 18 soccer players. The players showed no perception of thirst and considered themselves as comfortable during the match. At the end of the match the soccer players replaced 57.7 ± 15% of the water loss and presented a condition of significant to severe dehydration based on the post-match urine specific gravity data (1.027 ± 6 g · ml[sup]-1[/sup]. The results of this study demonstrate that most of the soccer players began the match with some degree of dehydration that worsened during the match.
Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno
Purpose: The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest…
Söderberg, Jonas; Waern, Annika; Åkesson, Karl-Petter; Björk, Staffan; Falk, Jennica
Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.
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.
ífico dos futebolistas, os maiores desbalanceamentos parecem ocorrer pelo elevado consumo de proteínas, gorduras e álcool e baixa ingestão de carboidratos.Soccer playing involves intermittent exercises the physical intensities of which depend upon the player line up in the field, the importance of the game, and competitor excellence. This review aims at describing the major metabolic impacts on these physical efforts and their nutritional implications for performance purposes. Soccer players usually spend approximately 1360 kcal each game, with a 5% decrease in the second half of the game. Glycogen reserves modulate strength and length of movements. Elite players deplete from 20% to 90% of their glycogen level during a match according to their physical conditioning, exercise intensity, environmental temperature, and pre-competition dietary intake. Body dehydration and hyperthermia accelerate glycogen depletion and fatigue, a process that can be observed in particular on the second half-time, when players avoid sprints, walk more than run and reduce the accomplished distance. Hence, water and carbohydrate supplies are the major nutritional ergogenic elements for soccer players. Since soccer games have only one interval, athletes are not provided with cyclic water reposition. So it is advisable that athletes are given 500 ml of liquid containing either glucose or polymers at 5% to 8% half an hour before the beginning of the game. Better performances are observed with intake of 312 g carbohydrate diets 4 hours before the game and with replenishment of glycogen stores by providing athletes with 7-10 g carbohydrate/kg/24h after the game, mostly in the first two hours after the game is over. Another nutritional risk regards athletes' micronutrient status, which results from muscle wearing, intestinal losses, intense sweating, frequent trips, and changing menu. But in the case of soccer players, the unbalanced diet seems to be related to a higher intake of protein and fat, as
Malcata, Rita M; Hopkins, Will G; Richardson, Scott
has marginal utility for estimating progression of soccer scores, owing to the uncertainty arising from low game scores. The estimates are likely to be more precise and useful in sports with higher game scores. Key pointsA generalized linear mixed model is the approach for tracking game scores, key performance indicators or other measures of performance based on counts in sports where changes within and/or between games/seasons have to be considered.Game scores in soccer could be useful to track performance progression of teams, but hundreds of games are needed.Fewer games will be needed for tracking performance represented by counts with high scores, such as game scores in rugby or key performance indicators based on frequent events or player actions in any team sport.
Holden, Christopher L.; Sykes, Julie M.
This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…
Park, Sung Yong; Kim, Sun Mi; Roh, Sungwon; Soh, Min-Ah; Lee, Sang Hoon; Kim, Hyungjin; Lee, Young Sik; Han, Doug Hyun
Neuroimaging studies have demonstrated dysfunction in the brain reward circuit in individuals with online gaming addiction (OGA). We hypothesized that virtual reality therapy (VRT) for OGA would improve the functional connectivity (FC) of the cortico-striatal-limbic circuit by stimulating the limbic system. Twenty-four adults with OGA were randomly assigned to a cognitive behavior therapy (CBT) group or VRT group. Before and after the four-week treatment period, the severity of OGA was evaluated with Young's Internet Addiction Scale (YIAS). Using functional magnetic resonance imaging, the amplitude of low-frequency fluctuation (ALFF) and FC from the posterior cingulate cortex (PCC) seed to other brain areas were evaluated. Twelve casual game users were also recruited and underwent only baseline assessment. After treatment, both CBT and VRT groups showed reductions in YIAS scores. At baseline, the OGA group showed a smaller ALFF within the right middle frontal gyrus and reduced FC in the cortico-striatal-limbic circuit. In the VRT group, connectivity from the PCC seed to the left middle frontal and bilateral temporal lobe increased after VRT. VRT seemed to reduce the severity of OGA, showing effects similar to CBT, and enhanced the balance of the cortico-striatal-limbic circuit. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Singh, D K A; Rahman, N N A; Seffiyah, R; Chang, S Y; Zainura, A K; Aida, S R; Rajwinder, K H S
There is limited information regarding the effects of interactive virtual reality (VR) games on psychological and physical well-being among adults with physical disabilities. We aimed to examine the impact of VR games on psychological well-being, upper limb motor function and reaction time in adults with physical disabilities. Fifteen participants completed the intervention using Wii VR games in this pilot study. Depressive, Anxiety and Stress Scales (DASS) and Capabilities of Upper Extremity (CUE) questionnaires were used to measure psychological well-being and upper limb motor function respectively. Upper limb reaction time was measured using reaction time test. Results showed that there was a significant difference (p<0.05) in DASS questionnaire and average reaction time score after intervention. There is a potential for using interactive VR games as an exercise tool to improve psychological wellbeing and upper limb reaction time among adults with disabilities.
“Skip” Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark
The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. PMID:21527091
Stuart W G Derbyshire
Full Text Available The rules of soccer dictate that play, once halted, cannot continue if a player is injured. Players may take advantage of this rule by feigning injury to preserve beneficial match positions. Thirty Euro 2008 matches, 90 Premier League matches and 63 World Cup 2010 matches were reviewed for the timing and severity of injuries. The number of injuries was compared between teams that benefited from stopping the game and those that did not benefit. The number of low-level injuries, not resulting in substitution or subsequent problems, was directly compared for benefit and non-benefit teams for each 15-minute period following kick off. Statistical significance was assessed using appropriate non-parametric tests. In addition, seven current players and three managers were interviewed and were asked about feigning injury. Teams that benefited from game stoppages suffered significantly more minor injuries in the last 15 minutes of matches compared with those that did not benefit. Four of the players directly admitted feigning injury. When it is beneficial, soccer players can and do successfully feign injury to stop the game. Consequently it is possible that others might also successfully feign injury, pain or disease when motivated to do so.
Maria Izabel Rodrigues Severiano
Full Text Available ABSTRACT Objective: To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. Methods: Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. Results: Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a significant change in the functional capacity for the Tightrope Walk and Ski Slalom virtual reality games (p < 0.05, as well as in the mental health aspect of the Ski Slalom game (p < 0.05. The Dizziness Handicap Inventory and Berg Balance Scale showed significant changes in the Ski Slalom game (p < 0.05. There was evidence of clinical improvement in patients in the final assessment after virtual rehabilitation. Conclusion: The Tightrope Walk and Ski Slalom virtual games were shown to be the most effective for this population.
Soccer entails intermittent exercise with bouts of short, intense activity punctuating longer periods of low-level, moderate-intensity exercise. High levels of blood lactate may sometimes be observed during a match but the active recovery periods at submaximal exercise levels allow for its removal on a continual basis. While anaerobic efforts are evident in activity with the ball and shadowing fast-moving opponents, the largest strain is placed on aerobic metabolism. On average, competitive soccer corresponds to an energy expenditure of about 75% maximal aerobic power. The energy expenditure varies with playing position, being highest among midfield players. Muscle glycogen levels can be reduced towards the end of a game, the level of reduction being reflected in a decrease in work rate. Blood glucose levels are generally well-maintained, although body temperature may rise by 2 degrees C even in temperate conditions. The distance covered by players tends to under-reflect the energy expended. Unorthodox modes of motion-running backwards and sideways, accelerating, decelerating and changing direction-accentuate the metabolic loading. These are compounded by the extra requirements for energy associated with dribbling the ball and contesting possession. The overall energy expended is extreme when players are required to play extra-time in tournaments. Training, nutritional and tactical strategies may be used to reduce the effects of fatigue that may occur late in the game.
This essay explores an analogy: A well-played soccer game has much in common with a well-taught lesson or course. Aesthetic pedagogy, as conceived by Dewey, Gadamer, and contemporary theorists and practitioners, is set alongside the world's favorite sport, including events from the 2006 World Cup and the autobiography of Pele. The discussion moves…
McRae Sarah E
Full Text Available Abstract Background The management of burn injuries is reported as painful, distressing and a cause of anxiety in children and their parents. Child's and parents' pain and anxiety, often contributes to extended time required for burns management procedures, in particular the process of changing dressings. The traditional method of pharmacologic analgesia is often insufficient to cover the burnt child's pain, and it can have deleterious side effects 12. Intervention with Virtual Reality (VR games is based on distraction or interruption in the way current thoughts, including pain, are processed by the brain. Research on adults supports the hypothesis that virtual reality has a positive influence on burns pain modulation. Methods This study investigates whether playing a virtual reality game, decreases procedural pain in children aged 5–18 years with acute burn injuries. The paper reports on the findings of a pilot study, a randomised trial, in which seven children acted as their own controls though a series of 11 trials. Outcomes were pain measured using the self-report Faces Scale and findings of interviews with parent/carer and nurses. Results The average pain scores (from the Faces Scale for pharmacological analgesia only was, 4.1 (SD 2.9, while VR coupled with pharmacological analgesia, the average pain score was 1.3 (SD 1.8 Conclusion The study provides strong evidence supporting VR based games in providing analgesia with minimal side effects and little impact on the physical hospital environment, as well as its reusability and versatility, suggesting another option in the management of children's acute pain.
Tânia Brusque Crocetta
Full Text Available Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR and Virtual Reality (VR technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL and Scientific Electronic Library Online (SciELO, using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7, three with patients with Parkinson's disease (mean = 18.0, three with elderly women (mean = 7.7 and two with patients with stroke injury (mean = 6.0. Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
Bradley, Paul S; Carling, Chris; Archer, Dave
The aim of this study was to examine the effect of playing formation on high-intensity running and technical performance during elite soccer matches. Twenty English FA Premier League games were analysed using a multiple-camera computerized tracking system (n = 153 players). Overall ball possession...
Innocencio da Silva Gomes, Ainá; Gonçalves Ribeiro, Beatriz; de Abreu Soares, Eliane
The purpose of this study was to determine the dietary and anthropometric profiles of the Brazilian amputee soccer players during the training period before the world soccer amputee championship, according to their positional roles in the game. Fifteen male athletes participated in the study. Data on height, weight, skinfold thickness, and circumferences were collected to assess nutritional status. Dietary intake was obtained by using 6-d dietary records, analyzed by a Nutrition Support Program for total energy intake, carbohydrates, proteins, lipids, vitamins, and minerals. One-way analysis of variance was used to identify differences in groups (P nutritional orientation and the lack of information about disabled sports and athletes highlights the need for more studies in this area.
Full Text Available The present systematic review and meta-analysis aimed to assess the perturbations in hormonal and psychological homeostasis in response to soccer match-play. These perturbations were explored according to match outcome (i.e., win versus loss, gender, type of contest (i.e., competitive versus non-competitive fixtures and competitive level (i.e., novice versus high-level. The review was conducted according to the Population/Intervention or Exposure/Comparison/Outcome(s (PICO criteria and the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA guidelines. Match outcome, type of contest and competitive levels were moderator variables in the examined steroid hormones responses to a soccer match-play. Different testosterone responses were seen between match winners (increase and losers (decrease when compared to pre-game or baseline values (p <0.05, whilst no changes could be detected for cortisol relative to match outcome in female soccer players. Males (Δ% = 6.26; ES = 0.28 demonstrated a marginally lower increase in testosterone levels when compared to females (Δ% = 49.16; ES = 1.00, though not statistically significant. Females (Δ% = 162.7; ES = 0.98 did not demonstrate elevated cortisol match response compared to males (Δ% = 34.60; ES = 1.20. Male novice soccer match-play increased cortisol levels compared to high-level soccer match-play (Q = 18.08, p<0.001. Competitive soccer matches increased cortisol levels compared to non-competitive fixtures (i.e., collegiate tournament. Additionally, competitive levels moderate the relationship between a soccer match and testosterone levels (p <0.001, regardless of gender differences. From the presented systematic review and meta-analysis it appears (1 cortisol changes are associated with cognitive anxiety in starter female soccer players, while (2 testosterone changes are associated with changes in mood state in females and social connectedness in male soccer players. This
Deterding, Sebastian; Dixon, Dan; Khaled, Rilla
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....
Soccer is one of the most popular sports in the world. There is still much uncertainty and debate surrounding its physiological requirements because emphasis is on skills to the neglect of fitness, conservative training methods and the difficulty of studying the sport scientifically. The frequently found values for total distance covered in a game of about 10 km and an above-average, though not outstanding, maximum oxygen uptake of 60 ml/kg/min suggest a moderate overall aerobic demand. A comparison of top teams and players with less able participants indicates that the components of anaerobic fitness-speed, power, strength and the capacity of the lactic acid system may differentiate better between the 2 groups. Generally, there is a reduction in the level of activity in the second half of games compared with the first. There is some evidence that increased aerobic fitness may help counteract this. Progressively lower muscle glycogen stores are one likely cause of reduction in activity, and nutrition also appears to be a key factor in minimising performance deterioration, both in terms of overall diet and, more particularly, the ingestion of carbohydrates immediately before, during and after a game. There are evolutionary trends in the sport such as greater frequency of games, changes in the roles of players, and new strategies and tactics which are placing increasing demands on the all-round fitness of players. Many studies indicate scope for improvement in player fitness. The challenge for coaches and players is to meet these fitness requirements without sacrificing the skill work which makes the sport unique.
Drust, B; Ahmed, Q; Roky, R
Ramadan results in a number of behavioural alterations in individuals when compared to their normal habits outside of this holy month. These changes in behaviour could impact upon the effectiveness of the activity of an elite athlete who has high daily activity levels and energy expenditures. Understanding the true impact of Ramadan on human physiology will also require an awareness of the key aspects of circadian rhythms. This article will present theoretical background content on circadian rhythms along with data on the potential influence of circadian variation on soccer performance. It will also attempt to provide an insight into the problems of partial sleep deprivation and travel for the elite player. The contents will suggest that there is a basis for the within-day variation in physiological and psychological function to impact soccer performance if games are played early in the day or very late at night. As competitive fixtures are uncommon at these times these influences may be more relevant to the timing and organisation of training sessions. It is also likely that a lack of sleep and excessive travel will provide conditions that are not conducive to optimal performance. This would indicate that teams should think carefully about their preparation strategies for important tournaments and games.
Morgans, Ryland; Owen, Adam; Doran, Dominic; Drust, Barry; Morton, James P
To monitor resting salivary secretory immunoglobulin A (SIgA) levels in international soccer players during the short-term training period that precedes international match play. In a repeated-measure design, saliva samples were obtained from 13 outfield soccer players who participated in the training camps preceding 7 games (5 home and 2 away) of the 2014 FIFA World Cup qualifying campaign. Samples were obtained daily for 4 d preceding each game (and analyzed for SIgA using the IPRO oral-fluid-collection system) at match day minus 1 (MD-1), minus 2 (MD-2), minus 3 (MD-3), and minus 4 (MD-4). SIgA displayed a progressive decline (P = .01) during the 4-d training period (MD-4, 365 ± 127 μg/mL; MD-3, 348 ± 154 μg/mL; MD-2, 290 ± 138 μg/mL; MD-1, 256 ± 90 μg/mL) such that MD-1 values were significantly lower (P = .01) than both MD-4 and MD-3. The 95% confidence intervals for the differences between MD-1 and MD-4 were -191 to -26 and between MD-1 and MD-3 were -155 to -28. Data demonstrate that a short-term soccer-training camp in preparation for international competition induces detectable perturbations to mucosal immunity. Future studies should monitor SIgA (as a practical and noninvasive measure of immunity) alongside internal and external measures of training load in an attempt to strategically individualize training and nutritional strategies that may support optimal preparation for high-level competition.
Buchheit, M; Mendez-Villanueva, A; Simpson, B M; Bourdon, P C
The activity profiles of highly trained young soccer players were examined in relation to age, playing position and physical capacity. Time-motion analyses (global positioning system) were performed on 77 (U13-U18; fullbacks [FB], centre-backs [CB], midfielders [MD], wide midfielders [W], second strikers [2 (nd)S] and strikers [S]) during 42 international club games. Total distance covered (TD) and very high-intensity activities (VHIA; >16.1 km·h (-1)) were computed during 186 entire player-matches. Physical capacity was assessed via field test measures (e. g., peak running speed during an incremental field test, VVam-eval). Match running performance showed an increasing trend with age ( Pperformance was position-dependent ( Pperformance and physical capacities were position-dependent, with poor or non-significant correlations within FB, CB, MD and W (e. g., VHIA vs. VVam-eval: R=0.06 in FB) but large associations within 2 (nd)S and S positions (e. g., VHIA vs. VVam-eval: R=0.70 in 2 (nd)S). In highly trained young soccer players, the importance of fitness level as a determinant of match running performance should be regarded as a function of playing position.
T.E. Mofokeng; A.L. Bevan-Dye
The purpose of this study was to determine whether there are gender differences concerning Premier Soccer League (PSL) spectator motives amongst black Generation Y students in South Africa. In South Africa, the black Generation Y cohort (individuals born between 1986 and 2005) represents an important but under-researched market segment in that, in 2013, they made up 32 percent of the country's population. From a PSL marketing perspective, understanding the motives that drive game spectatorshi...
Lange, B; Flynn, Sheryl M; Rizzo, A A
This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.
Full Text Available Plyometric training is an important training program in improving physical fitness and soccer skills of players. The study was conducted to find out the effects of plyometric training on soccer related physical fitness variables of Haramaya University intercollegiate female soccer players. For this study forty female (age, 20±1.5 years; height, 1.61±0.7 m; BMI, 20.41±0.7Kg/cm2 soccer players were selected through purposive sampling. Experimental group (n= 20 participants were engaged in a supervised plyometric training program 3 days/week for 12 weeks. The control group (n= 20 did not participate in any of the program except regular soccer training however, the tests were conducted for them. The physical fitness and soccer skill variables selected for the study were: Speed, Explosive power, Agility, Dribbling, Kicking Right and Left Feet. Tests were taken three times at pre training, during training and post training. Comparison of mean was done by paired t-test. The results obtained in this study indicated that there was significant improvement in selected physical fitness and soccer skill variables due to the effects of plyometric training. After 12 weeks of plyometric training participant’s speed (0.78 m/sec., agility (2.64 sec, and explosive power (7.85 cm were changed significantly (p<0.05. Participant’s dribbling soccer skill (1.92 sec., kicking right foot for distance (2.19 m and kicking left foot for distance (2.91 m were significantly improved through plyometric training. This study proved that plyometric training was significantly better in improving the physical fitness variables and soccer skills of female soccer players.
Saposnik, G; Mamdani, M; Bayley, M; Thorpe, K E; Hall, J; Cohen, L G; Teasell, R
Evidence suggests that increasing intensity of rehabilitation results in better motor recovery. Limited evidence is available on the effectiveness of an interactive virtual reality gaming system for stroke rehabilitation. EVREST was designed to evaluate feasibility, safety and efficacy of using the Nintendo Wii gaming virtual reality (VRWii) technology to improve arm recovery in stroke patients. Pilot randomized study comparing, VRWii versus recreational therapy (RT) in patients receiving standard rehabilitation within six months of stroke with a motor deficit of > or =3 on the Chedoke-McMaster Scale (arm). In this study we expect to randomize 20 patients. All participants (age 18-85) will receive customary rehabilitative treatment consistent of a standardized protocol (eight sessions, 60 min each, over a two-week period). The primary feasibility outcome is the total time receiving the intervention. The primary safety outcome is the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, will be measured by the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at the four-week follow-up visit. From November, 2008 to September, 2009 21 patients were randomized to VRWii or RT. Mean age, 61 (range 41-83) years. Mean time from stroke onset 25 (range 10-56) days. EVREST is the first randomized parallel controlled trial assessing the feasibility, safety, and efficacy of virtual reality using Wii gaming technology in stroke rehabilitation. The results of this study will serve as the basis for a larger multicentre trial. ClinicalTrials.gov registration# NTC692523.
Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark
The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. © 2011 Diabetes Technology Society.
Laver, Kate E; George, Stacey; Thomas, Susie; Deutsch, Judith E; Crotty, Maria
Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness. To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. Randomised and quasi-randomised trials of virtual reality ('an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion') in adults after stroke. The primary outcomes of interest were: upper limb function and activity, gait and balance function and activity and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted all investigators to obtain missing information. We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. results were statistically significant for arm function (standardised
Pallavi Halarnkar; Sahil Shah; Harsh Shah; Hardik Shah; Anuj Shah
Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and...
Full Text Available With the upcoming generation of virtual reality HMDs, new virtual worlds, scenarios, and games are created especially for them. These are no longer bound to a remote screen or a relatively static user, but to an HMD as a more immersive device. This article discusses requirements for virtual scenarios implemented in new-generation HMDs to achieve a comfortable user experience. Furthermore, the effects of positional tracking are introduced and the relation between the user’s virtual and physical body is analyzed. The observations made are exemplified by existing software prototypes. They indicate how the term “virtual reality,” with all its loaded connotations, may be reconceptualized to express the peculiarities of HMDs in the context of gaming, entertainment, and virtual experiences.
Renato de Aquino Lopes
Full Text Available Occupational stress is a serious problem that affects a large number of workers. Regardless financial or social status, age and profession, a person exposed to stress may develop health problems that can interfere with work and his quality of life. Thus, due to absenteeism and reduced productivity, companies lose money when its employees are stressed. In this scenario, it is important that employees use strategies to deal with such drawback. Coping with occupational stress can be basically achieved, in two ways: problem-focused or emotion-focused. Literature shows that strategies which take the needs of individual workers into account have a greater chance of success. On the other hand, computer games, mainly those based upon Virtual and Augmented Reality (VR/AR techniques, offer players some experiences like: relaxation, sense of control, challenges, learning opportunities and immersion. These characteristics can contribute to the control process of occupational stress. The objective of this paper is to propose a new methodology for occupational stress, focused on emotion. In so doing, we use Serious Games and VR/AR techniques, considering particular needs of the employee.
Nugroho, Kristanto Agung; ., Herianto
Stroke adalah penyakit yang mematikan karena dapat menyebabkan kecacatan dan kematian pada pasien. Makalah ini melaporkan penelitian membuat game virtual reality untuk rehabilitasi menggunakan sensor Kinect sebagai pengontrol. Pengembangan game dimulai dengan menentukan kebutuhan atribut konsumen dari wawancara dan observasi dengan fisioterapis dan pasien. Tes menggunakan metode thinking aloud, kuesioner, dan wawancara. Hasilnya adalah sebuah software game yang diberi judul Jaka Sembuh, game ...
Gunnarsson, Thomas Gunnar Petursson; Bendiksen, Mads; Bischoff, R.
The effect of a whey protein- and carbohydrate (CHO)-enriched diet on the rate of muscle glycogen resynthesis after a soccer match was examined. Sixteen elite soccer players were randomly assigned to a group ingesting a diet rich in carbohydrates and whey protein [CHO, protein, and fat content...... was 71, 21, and 8E%, respectively; high content of carbohydrates and whey protein (HCP), n¿=¿9] or a group ingesting a normal diet (55, 18, and 26E%; control [CON], n¿=¿7) during a 48-h recovery period after a soccer match. CON and three additional players carried out a 90- and 60-min simulated match...
Cleber Aurino de Pinho
Full Text Available Futsal is a sport that requires sudden acceleration and deceleration with abruptchanges in direction. The marked impacts experienced by futsal players lead to muscle andoxidative damage. The objective of this study was to evaluate the serum levels of markers ofmuscle and oxidative damage in futsal players after a game. Six players with a mean age of 21.2± 0.98 years, weight of 67.1 ± 5.5 kg and height of 171.0 ± 0.07 cm participated in this study.Measurements were obtained 30 minutes before game 1 (pre-game, immediately after game 1(post-game 1, and immediately after a second game (post-game 2, which was performed 24hours after game 1. Serum was collected for the evaluation of creatine kinase and of damageto proteins and lipids. Creatine kinase concentrations, lipid peroxidation (xylenol and proteincarbonylation were significantly higher after games 1 and 2 when compared to pre-game values.Sulfhydryl levels were lower after the end of games 1 and 2 compared to pre-game values. Nodifference in any of the parameters analyzed was observed between post-game 1 and post-game2. Taken together, the results demonstrate that a futsal match provokes muscle and oxidativedamage. Surprisingly, no increase in the parameters studied was observed after game 2. In viewof the limited knowledge about the time of recovery after a futsal match, this study may provideimportant information to professionals working with this sport.
Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd
Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.
writing and directing all the film talent and creating original LOTR franchise offerings while generating over a half-billion dollars in revenue. In... franchise on multiple platforms, EA’s first CD and online development efforts, digital and animation processes and 3D pipelines for game rendering...live- broadcast motif for EA Sports . Michael also drove acclaimed Alternative Reality Gaming products and episodic and community content creation for
Krebs, Paul; Burkhalter, Jack; Lewis, Shireen; Hendrickson, Tinesha; Chiu, Ophelia; Fearn, Paul; Perchick, Wendy; Ostroff, Jamie
Many hospitalized smokers return to smoking after hospital discharge even though continued smoking can compromise treatment effectiveness, reduce survival, increase risk of disease recurrence, and impair quality of life. After leaving a smoke-free hospital, patients encounter smoking cues at home, such as family members who smoke or emotional triggers such as stress, which can elicit powerful urges to smoke and lead to smoking relapse. Enabling smokers to experience such urges in a controlled setting while providing the ability to practice coping skills may be a useful strategy for building quitting self-efficacy. We are developing a virtual reality coping skills (VRCS) game to help hospitalized smokers practice coping strategies to manage these triggers in preparation for returning home after hospitalization. Our multidisciplinary team developed a prototype VRCS game using Second Life, a platform that allowed rapid construction of a virtual reality environment. The prototype contains virtual home spaces (e.g., living room, kitchen) populated with common triggers to smoke and a "toolkit" with scripted actions that enable the avatar to rehearse various coping strategies. Since eliciting and managing urges to smoke is essential to the game's utility as an intervention, we assessed the ability of the prototype virtual environment to engage former smokers in these scenarios. We recruited eight former smokers with a recent history of hospitalization and guided each through a VRCS scenario during which we asked the patient to evaluate the strength of smoking urges and usefulness of coping strategies. Initial data indicate that patients report high urges to smoke (mean = 8.8 on a 10 point scale) when their avatar confronted virtual triggers such as drinking coffee. Patients rated virtual practice of coping strategies, such as drinking water or watching TV, as very helpful (mean = 8.4 on a 10 point scale) in reducing these urges. With further development, this VRCS game
Verburgh, Lot; Scherder, Erik J. A.; van Lange, Paul A.M.; Oosterlaan, Jaap
Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9), and forty-two age-matched amateur soccer players (mean age 11.8) in the age range 8 to 16 years performed a Stop Signal task (motor inhibition), the Attention Network Test (alerting, orienting, and executive attention) and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT) on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur) as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer. PMID:24632735
Full Text Available Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9, and forty-two age-matched amateur soccer players (mean age 11.8 in the age range 8 to 16 years performed a Stop Signal task (motor inhibition, the Attention Network Test (alerting, orienting, and executive attention and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer.
Minocha, Shailey; Tudor, Ana-Despina
In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Beijsterveldt, A.M. van; Steffen, K.; Stubbe, J.H.; Frederiks, J.E.; Port, I.G.L. van de; Backx, F.J.G.
OBJECTIVE:: To describe characteristics of outdoor soccer injury and recovery among Dutch soccer players. DESIGN:: Prospective cohort study. SETTING:: The 2009-2010 competitive season (33 weeks). PARTICIPANTS:: Four hundred fifty-six Dutch male soccer players of 23 amateur teams. MAIN OUTCOME
Silvers-Granelli, Holly J; Bizzini, Mario; Arundale, Amelia; Mandelbaum, Bert R; Snyder-Mackler, Lynn
The FIFA 11+ injury prevention program has been shown to decrease the risk of soccer injuries in men and women. The program has also been shown to decrease time loss resulting from injury. However, previous studies have not specifically investigated how the program might impact the rate of anterior cruciate ligament (ACL) injury in male soccer players. The purpose of this study was to examine if the FIFA 11+ injury prevention program can (1) reduce the overall number of ACL injuries in men who play competitive college soccer and whether any potential reduction in rate of ACL injuries differed based on (2) game versus practice setting; (3) player position; (4) level of play (Division I or II); or (5) field type. This study was a prospective cluster randomized controlled trial, which was conducted in 61 Division I and Division II National Collegiate Athletic Association men's soccer teams over the course of one competitive soccer season. The FIFA 11+ is a 15- to 20-minute on-the-field dynamic warm-up program used before training and games and was utilized as the intervention throughout the entire competitive season. Sixty-five teams were randomized: 34 to the control group (850 players) and 31 to the intervention group (675 players). Four intervention teams did not complete the study and did not submit their data, noting insufficient time to complete the program, reducing the number for per-protocol analysis to 61. Compliance to the FIFA 11+ program, athletic exposures, specific injuries, ACL injuries, and time loss resulting from injury were collected and recorded using a secure Internet-based system. At the end of the season, the data in the injury surveillance system were crosshatched with each individual institution's internal database. At that time, the certified athletic trainer signed off on the injury collection data to confirm their accuracy and completeness. A lower proportion of athletes in the intervention group experienced knee injuries (25% [34 of
Gregorius Alvin Raditya Santoso
Full Text Available The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game
Cleston Alexandre dos Santos
Full Text Available Brazilian soccer teams are required to present good results inside and outside the field. The main demand is about winning titles, to present continuous and increasing profits, and, consequently, to reach economic-financial stability. The present study aims at analyzing the relationship between the ranking formed by the Brazilian Soccer Confederation (CBF and the economic-financial indicators of the Brazilian soccer teams. The sample consisted of 36 Brazilian soccer teams that belong to the series A, B and C. Such teams are linked to CBF and published their financial statements of 2014. For data analysis, we used multi-criteria decision making method VIKOR that was applied along with Kendall rank correlation. Results revealed that the majority of Brazilian soccer teams have insufficient economical liquidity; they cannot bear their own expenses; they dependent of third-party resources; and they present negative profitability. Results also showed, through VIKOR technique, that the soccer teams studied occupy different positions in CBF ranking and in the economical-financial indicators, except for Botafogo club. Kendall rank correlation revealed no correlation and no significance between the rankings. Findings seem to support the idea that there is no relationship between CBF rankings and the economical-financial indicators of Brazilian soccer teams.
Di Loreto, Ines; Mora, Simone; Divitini, Monica
Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…
Soccer is the most popular sport in the world, with FIFA recognising more than 265 million amateur players. Despite the fact that soccer is a contact sport, it is perceived to be relatively safe to play, a factor that has contributed to its status as the fastest growing team sport in the USA. Acute and minor injuries predominate in the statistics, with contusions and abrasions being the most commonly recorded. As would be expected, the majority of soccer injuries are to the lower limbs, with serious truncal and spinal trauma being rare. This article examines the type and anatomic location of injuries sustained by children and adolescents who play soccer, and the main mechanisms whereby such injuries occur. The risk factors underpinning injury occurrence are considered, along with injury avoidance tactics. (orig.)
Paterson, Anne [Royal Belfast Hospital for Sick Children, Radiology Department, Belfast (United Kingdom)
Soccer is the most popular sport in the world, with FIFA recognising more than 265 million amateur players. Despite the fact that soccer is a contact sport, it is perceived to be relatively safe to play, a factor that has contributed to its status as the fastest growing team sport in the USA. Acute and minor injuries predominate in the statistics, with contusions and abrasions being the most commonly recorded. As would be expected, the majority of soccer injuries are to the lower limbs, with serious truncal and spinal trauma being rare. This article examines the type and anatomic location of injuries sustained by children and adolescents who play soccer, and the main mechanisms whereby such injuries occur. The risk factors underpinning injury occurrence are considered, along with injury avoidance tactics. (orig.)
Soccer is the most popular sport in the world, with FIFA recognising more than 265 million amateur players. Despite the fact that soccer is a contact sport, it is perceived to be relatively safe to play, a factor that has contributed to its status as the fastest growing team sport in the USA. Acute and minor injuries predominate in the statistics, with contusions and abrasions being the most commonly recorded. As would be expected, the majority of soccer injuries are to the lower limbs, with serious truncal and spinal trauma being rare. This article examines the type and anatomic location of injuries sustained by children and adolescents who play soccer, and the main mechanisms whereby such injuries occur. The risk factors underpinning injury occurrence are considered, along with injury avoidance tactics.
Full Text Available This study examined the effects of mental fatigue and additional corridor and pitch sector lines on players' physical and tactical performances during soccer small-sided games. Twelve youth players performed four Gk+6vs6+Gk small-sided games. Prior to the game, one team performed a motor coordination task to induce mental fatigue, while the other one performed a control task. A repeated measures design allowed to compare players' performances across four conditions: (a with mental fatigue against opponents without mental fatigue in a normal pitch (MEN, (b with mental fatigue on a pitch with additional reference lines (#MEN; (c without mental fatigue against mentally fatigued opponents on a normal pitch (CTR; and (d without mental fatigue on a pitch with reference lines (#CTR. Player's physical performance was assessed by the distance covered per minute and the number of accelerations and decelerations (0.5–3.0 m/s2; > −3.0 m/s2. Positional data was used to determine individual (spatial exploration index, time synchronized in longitudinal and lateral directions and team-related variables (length, width, speed of dispersion and contraction. Unclear effects were found for the physical activity measures in most of the conditions. There was a small decrease in time spent laterally synchronized and a moderate decrease in the contraction speed when MEN compared to the CTR. Also, there was a small decrease in the time spent longitudinally synchronized during the #MEN condition compared to MEN. The results showed that mental fatigue affects the ability to use environmental information and players' positioning, while the additional reference lines may have enhanced the use of less relevant information to guide their actions during the #MEN condition. Overall, coaches could manipulate the mental fatigue and reference lines to induce variability and adaptation in young soccer players' behavior.
Willis, Ross E; Gomez, Pedro Pablo; Ivatury, Srinivas J; Mitra, Hari S; Van Sickle, Kent R
Virtual reality (VR) and physical model (PM) simulators differ in terms of whether the trainee is manipulating actual 3-dimensional objects (PM) or computer-generated 3-dimensional objects (VR). Much like video games (VG), VR simulators utilize computer-generated graphics. These differences may have profound effects on the utility of VR and PM training platforms. In this study, we aimed to determine whether a relationship exists between VR, PM, and VG platforms. VR and PM simulators for laparoscopic camera navigation ([LCN], experiment 1) and flexible endoscopy ([FE] experiment 2) were used in this study. In experiment 1, 20 laparoscopic novices played VG and performed 0° and 30° LCN exercises on VR and PM simulators. In experiment 2, 20 FE novices played VG and performed colonoscopy exercises on VR and PM simulators. In both experiments, VG performance was correlated with VR performance but not with PM performance. Performance on VR simulators did not correlate with performance on respective PM models. VR environments may be more like VG than previously thought. © 2013 Published by Association of Program Directors in Surgery on behalf of Association of Program Directors in Surgery.
Jones, Phillip N.; Cuper, Taryn
An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.
Kristanto Agung Nugroho
Full Text Available Stroke adalah penyakit yang mematikan karena dapat menyebabkan kecacatan dan kematian pada pasien. Makalah ini melaporkan penelitian membuat game virtual reality untuk rehabilitasi menggunakan sensor Kinect sebagai pengontrol. Pengembangan game dimulai dengan menentukan kebutuhan atribut konsumen dari wawancara dan observasi dengan fisioterapis dan pasien. Tes menggunakan metode thinking aloud, kuesioner, dan wawancara. Hasilnya adalah sebuah software game yang diberi judul Jaka Sembuh, game terdiri dari kode pemrograman dan graphical user interface (GUI untuk membantu rehabilitasi pasien bagian ekstremitas atas (upper limb. Game memiliki unsur-unsur dramatis seperti: tantangan, play, premis, karakter dan cerita. Pengujian usabilitas dan flow menunjukkan bahwa game dapat digunakan untuk membantu rehabilitasi dengan baik. Abstract Stroke is a disease that is deadly because it can cause disability and death in patients. This paper reports on the study makes virtual reality games for rehabilitation using the Kinect sensor as a controller. Game development begins with determining the needs of the consumer attributes from interviews and observations with the physiotherapist and the patient. The test using the method of thinking aloud, questionnaires, and interviews. The result is a game software Jaka Sembuh, game consists of programming code and graphical user interface (GUI to assist in the rehabilitation of upper limb section patients. Game has dramatic elements such as: challenges, play, premise, characters and story. Usability testing and flow shows that the game has been created can be used to assist in the rehabilitation well.
Mello, Rodrigo; Mello, Ricardo; Gomes, Diego; Paz, Gabriel Andrade; Nasser, Igor; Miranda, Humberto; Salerno, Verônica P
The present study investigated the effects of a moderate-intensity soccer training session on the production of reactive oxygen species (ROS) and the antioxidant capacity in athletes along with the biomarkers creatine kinase and transaminases for lesions in muscle and liver cells. Twenty-two male soccer players participated in this study. Blood samples were collected 5 min before and after a moderate-intensity game simulation. The results showed a decrease in the concentration of reduced glutathione (GSH) from an elevation in the production of ROS that maintained the redox homeostasis. Although the session promoted an elevated energy demand, observed by an increase in lactate and glucose levels, damage to muscle and/or liver cells was only suggested by a significant elevation in the levels of alanine transaminase (ALT). Of the two biomarkers analysed, the results suggest that measurements of the ALT levels could be adopted as a method to monitor recovery in athletes.
Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.
The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality
In this thesis we introduce the reader to the field of Augmented Reality (AR) and describe aspects of an AR system. We show the current uses in treatment of phobias, games, sports and industry. We present the challenges for Optical See-Through Augmented Reality in which the real world is perceived
Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula
Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.
Vazini Taher, Amir; Parnow, Abdolhossein
Different methods of warm-up may have implications in improving various aspects of soccer performance. The present study aimed to investigate acute effects of soccer specific warm-up protocols on functional performance tests. This study using randomized within-subject design, investigated the performance of 22 collegiate elite soccer player following soccer specific warm-ups using dynamic stretching, static stretching, and FIFA 11+ program. Post warm-up examinations consisted: 1) Illinois Agility Test; 2) vertical jump; 3) 30 meter sprint; 4) consecutive turns; 5) flexibility of knee. Vertical jump performance was significantly lower following static stretching, as compared to dynamic stretching (P=0.005). Sprint performance declined significantly following static stretching as compared to FIFA 11+ (P=0.023). Agility time was significantly faster following dynamic stretching as compared to FIFA 11+ (P=0.001) and static stretching (P=0.001). Knee flexibility scores were significantly improved following the static stretching as compared to dynamic stretching (P=016). No significant difference was observed for consecutive turns between three warm-up protocol. The present finding showed that a soccer specific warm-up protocol relied on dynamic stretching is preferable in enhancing performance as compared to protocols relying on static stretches and FIFA 11+ program. Investigators suggest that while different soccer specific warm-up protocols have varied types of effects on performance, acute effects of dynamic stretching on performance in elite soccer players are assured, however application of static stretching in reducing muscle stiffness is demonstrated.
Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…
Alentorn-Geli, Eduard; Álvarez-Díaz, Pedro; Doblas, Jesús; Steinbacher, Gilbert; Seijas, Roberto; Ares, Oscar; Boffa, Juan José; Cuscó, Xavier; Cugat, Ramón
To report the return to sports and recurrence rates in competitive soccer players after arthroscopic capsulolabral repair using knotless suture anchors at a minimum of 5 years of follow-up. All competitive soccer players with anterior glenohumeral instability treated by arthroscopic capsulolabral repair using knotless suture anchors between 2002 and 2009 were retrospectively identified through the medical records. Inclusion criteria were: no previous surgical treatment of the involved shoulder, absence of glenoid or tuberosity fractures, absence of large Hill-Sachs or glenoid bone defect, minimum follow-up of 5 years, instability during soccer practice or games, and failure of non-surgical treatment. The charts of included players were reviewed, and a phone call was performed in a cross-sectional manner to obtain information on: current soccer, return to soccer, recurrence of instability, shoulder function (Rowe score), and disability [Quick-Disability of the Arm, Shoulder, and Hand (DASH) score and Quick-DASH Sports/Performing Arts Module]. Fifty-seven young male soccer players were finally included with a median (range) follow-up of 8 (5-10) years. Forty-nine (86 %) of the soccer players were able to return to soccer and 36 of them (73 %) at the same pre-injury level. There were 6 (10.5 %) re-dislocations in the 57 players, all of them of traumatic origin produced during soccer and other unrelated activities. The main reasons to not return to soccer were: knee injuries (two players), changes in personal life (two players), and job-related (three players). None of the players quit playing soccer because of their shoulder instability injury. The median (range) Rowe score, Quick-DASH score, and Quick-DASH sports score were 80 (25-100), 2.3 (0-12.5), and 0 (0-18.8), respectively. Competitive soccer players undergoing arthroscopic capsulolabral repair with knotless suture anchors for shoulder instability without significant bone loss demonstrate excellent return to
Abdullah, M. R; Maliki, A. B. H. M; Musa, R. M; Kosni, N. A; Juahir, H
This study aims to predict the potential pattern of soccer technical skill on Malaysia youth soccer players relative performance using multivariate analysis and artificial neural network techniques. 184 male youth soccer players were recruited in Malaysia soccer academy (average age = 15.2±2.0) underwent to, physical fitness test, anthropometric, maturity, motivation and the level of skill related soccer. Unsupervised pattern recognition of principal component analysis (PCA) was used to ident...
Het begrip serious gaming is inmiddels gekaapt door vele aanbieders van wat vroeger simulatie en virtual reality technologie genoemd werd. Met die technologie kunnen we mensen laten rondlopen in virtuele gebouwen en landschappen, al dan niet met grote projectieschermen of met brillen op. Maar dat is
University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.
This article is a report of a campaign game that was formulated in order to introduce the student to the realities of political campaigning. Post-game tests indicated that the game generally increased political interest and had little effect on measured political attitudes such as efficacy, saliency and alienation. (Author)
Title: Performance in tactical decision-making on the physical load in the game. Objectives: Determine the relationship between the physical load and tactical decision making. Methods: Watching. Results: The greater the physical load, the smaller the rightness of tactical decision-making. Keywords: Tactical decision-making, soccer, physical load.
IJgosse, Wouter M; van Goor, Harry; Luursema, Jan-Maarten
Residents find it hard to commit to structural laparoscopic skills training. Serious gaming has been proposed as a solution on the premise that it is effective and more motivating than traditional simulation. We establish construct validity for the laparoscopic serious game Underground by comparing laparoscopic simulator performance for a control group and an Underground training group. A four-session laparoscopic basic skills course is part of the medical master students surgical internship at the Radboud University Medical Centre. Four cohorts, representing 107 participants, were assigned to either the Underground group or the control group. The control group trained on the FLS video trainer and the LapSim virtual reality simulator for four sessions. The Underground group played Underground for three sessions followed by a transfer session on the FLS video trainer and the LapSim. To assess the effect of engaging in serious gameplay on performance on two validated laparoscopic simulators, initial performance on the FLS video trainer and the LapSim was compared between the control group (first session) and the Underground group (fourth session). We chose task duration as a proxy for laparoscopic performance. The Underground group outperformed the control group on all three LapSim tasks: Camera navigation F(1) = 12.71, p game and validated laparoscopic simulator technology. Serious gaming may become a valuable, cost-effective addition to the skillslab, if transfer to the operating room can be established. Additionally, we discuss sources of transferable skills to help explain our and previous findings.
Misker, Jan M. V.; van der Ster, Jelle
Creating a mixed reality experience is a complicated endeavour. From our practice as a media lab in the artistic domain we found that engineering is “only” a first step in creating a mixed reality experience. Designing the appearance and directing the user experience are equally important for creating an engaging, immersive experience. We found that mixed reality artworks provide a very good test bed for studying these topics. This chapter details three steps required for authoring mixed reality experiences: engineering, designing and directing. We will describe a platform (VGE) for creating mixed reality environments that incorporates these steps. A case study (EI4) is presented in which this platform was used to not only engineer the system, but in which an artist was given the freedom to explore the artistic merits of mixed reality as an artistic medium, which involved areas such as the look and feel, multimodal experience and interaction, immersion as a subjective emotion and game play scenarios.
Pavel Frýbort, Jakub Kokštejn, Martin Musálek, Vladimír Süss
Full Text Available A soccer player’s capability to control and manage his behaviour in a game situation is a prerequisite, reflecting not only swift and accurate tactical decision-making, but also prompt implementation of a motor task during intermittent exercise conditions. The purpose of this study was to analyse the relationship between varying exercise intensity and the visual-motor response time and the accuracy of motor response in an offensive game situation in soccer. The participants (n = 42 were male, semi-professional, soccer players (M age 18.0 ± 0.9 years and trained five times a week. Each player performed four different modes of exercise intensity on the treadmill (motor inactivity, aerobic, intermittent and anaerobic activity. After the end of each exercise, visual-motor response time and accuracy of motor response were assessed. Players’ motion was captured by digital video camera. ANOVA indicated no significant difference (p = 0.090 in the accuracy of motor response between the four exercise intensity modes. Practical significance (Z-test = 0.31 was found in visual-motor response time between exercise with dominant involvement of aerobic metabolism, and intense intermittent exercise. A medium size effect (Z-test = 0.34 was also found in visual-motor response time between exercise with dominant involvement of aerobic metabolism and exercise with dominant involvement of anaerobic metabolism, which was confirmed by ANOVA (897.02 ± 57.46 vs. 940.95 ± 71.14; p = 0.002. The results showed that different modes of exercise intensity do not adversely affect the accuracy of motor responses; however, high-intensity exercise has a negative effect on visual-motor response time in comparison to moderate intensity exercise.
Alex Christiano B. Fensterseiffer
Full Text Available This study aimed to analyze the opinions of sports psychologists on the main causes of aggressive attitudes during professional soccer games. Sixteen psychologists from fi rst division teams in Brazil’s Southern region were investigated during the fi rst semester of 2004. They indicated the fi ve most important items in a multiple choice list proposed by the researchers, numbering them in order of importance. The data were analyzed both qualitatively and quantitatively, and, in the opinions of this study’s participants, the most worrying factors were the importance of a game (41 points, provocation by opponents (37, coaches’ attitudes (33, team performance (25 and losing scorelines (23. Results suggest the need for professional teams to take measures internally, with the participation of sports psychologists, and also for external measures to be taken, such as changing certain rules of the game in order to decrease aggressiveness on the soccer field. RESUMO Este trabalho se propôs a analisar, junto a psicólogos do esporte, quais são os principais fatores que originam atitudes agressivas em uma partida de Futebol profi ssional. Foram investigados 16 psicólogos que trabalhavam em equipes das primeiras divisões estaduais da região sul do Brasil, no primeiro semestre de 2004, sendo que estes responderam a uma questão fechada, numerando 5 fatores por ordem de importância. Os dados foram analisados de forma quantitativa e qualitativa, e apresentaram os seguintes fatores como os mais preocupantes para os psicólogos do esporte: importância do jogo (41 pontos, provocações de adversários (37, comportamento do técnico (33, rendimento da equipe (25 e placar adverso (23. Os resultados sugerem a necessidade de atitudes internas aos clubes, com atuação dos psicólogos do esporte, e externas, no que se refere à mudança de regras da modalidade no sentido de minimizar a agressividade em campo.
Meyers, Michael C
Numerous injuries have been attributed to playing on artificial turf. More recently, newer generations of artificial turf have been developed to duplicate the playing characteristics of natural grass. Although artificial turf has been deemed safer than natural grass in some studies, few long-term studies have been conducted comparing match-related collegiate soccer injuries between the 2 playing surfaces. Collegiate male soccer athletes do not experience any difference in the incidence, mechanisms, or severity of match-related injuries between FieldTurf and natural grass. Cohort study; Level of evidence, 2. Male soccer athletes from 11 universities were evaluated over 6 seasons. Demographic features and predictors included player position, cleat design, player weight, turf age, and environmental factors. Outcomes of interest included injury incidence, injury category, time loss, injury mechanism and situation, type of injury, injury grade and anatomic location, injury severity, head and lower extremity trauma, and elective medical procedures. All match-related injuries were evaluated by the attending head athletic trainer and team physicians on site and subsequently in the physician's office when further follow-up and treatment were deemed necessary. In sum, 765 collegiate games were evaluated for match-related soccer injuries sustained on FieldTurf or natural grass during 6 seasons. Overall, 380 team games (49.7%) were played on FieldTurf versus 385 team games (50.3%) played on natural grass. A total of 722 injuries were documented, with 268 (37.1%) occurring on FieldTurf and 454 (62.9%) on natural grass. Multivariate analysis per 10 team games indicated a significant playing surface effect: F 2,720 = 7.260, P = .001. A significantly lower total injury incidence rate (IIR) of 7.1 (95% CI, 6.6-7.5) versus 11.8 (95% CI, 11.3-12.2; P < .0001) and lower rate of substantial injuries, 0.7 (95% CI, 0.5-1.0) versus 1.9 (95% CI, 1.5-2.3; P < .03), were documented on Field
Blum, Lisa; Wetzel, Richard; McCall, Roderick; Oppermann, Leif; Broll, Wolfgang
Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience. The results are presented in ...
Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin
Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…
Daniel Guilherme Suzuki Borges
state and activity, may generate physiopathological changes that can trigger acute coronary syndromes. Among the studied triggers, the impact of stressful events, such as soccer championships, are controversial in literature and there is no effective data on the Brazilian population. OBJECTIVE: To evaluate the acute effects of environmental stress induced by soccer games of the World Soccer Cup on increased incidence of cardiovascular diseases in Brazil. METHODS: Public data were obtained from the Unified Health System (Sistema Único de Saúde, regarding hospital admissions that had the International Code Disease of acute coronary syndromes from May to August, in 1998, 2002, 2006 and 2010 (155,992 admissions. Analysis was restricted to patients older than 35 years and admitted by clinical specialties. The incidence of myocardial infarction, angina and mortality were compared among days without World Cup soccer games (Group I: 144,166; 61.7 ± 12.3; 59.4% males; on days when there were no Brazil's soccer team matches (Group II: 9,768; 61.8±12.3; 60.0% males; and days when there were Brazil's soccer team matches (Group III; 2,058; 61.6±12.6; 57.8% males. Logistic regression was used to adjust to age, gender, population density and number of medical assistance units. RESULTS: The incidence of myocardial infarction increased during the period of World Cup soccer games (1.09; 95%CI = 1.05-1.15 and days when there were Brazil's matches (1.16; 95%CI = 1.06-1.27. There was no impact on mortality during the Cup (1.00; CI95% = 0.93-1.08 and Brazil's matches (1.04; 95%CI = 0.93-1.22. CONCLUSION: World Cup soccer games and, specially, Brazil's matches have an impact on the incidence of myocardial infarction, but not on in-hospital mortality.
Bobian, Michael R; Hanba, Curtis J; Svider, Peter F; Hojjat, Houmehr; Folbe, Adam J; Eloy, Jean Anderson; Shkoukani, Mahdi A
Soccer participation continues to increase among all ages in the US. Our objective was to analyze trends in soccer-related facial injury epidemiology, demographics, and mechanisms of injury. The National Electronic Injury Surveillance System was evaluated for soccer-related facial injuries from 2010 through 2014. Results for product code "soccer" were filtered for injures to the face. Number of injuries was extrapolated, and data were analyzed for age, sex, specific injury diagnoses, locations, and mechanisms. In all, 2054 soccer-related facial trauma entries were analyzed. During this time, the number of injures remained relatively stable. Lacerations were the most common diagnosis (44.2%), followed by contusions and fractures. The most common sites of fracture were the nose (75.1%). Of fractures with a reported mechanism of injury, the most common was head-to-head collisions (39.0%). Patients soccer-related facial trauma has remained stable, but the severity of such injuries remain a danger. Facial protection in soccer is virtually absent, and our findings reinforce the need to educate athletes, families, and physicians on injury awareness and prevention. © The Author(s) 2016.
Elbin, R J; Beatty, Amanda; Covassin, Tracey; Schatz, Philip; Hydeman, Ana; Kontos, Anthony P
This study compared changes in neurocognitive performance and symptom reports following an acute bout of soccer heading among athletes with and without protective soccer headgear. A total of 25 participants headed a soccer ball 15 times over a 15-minute period, using a proper linear heading technique. Participants in the experimental group completed the heading exercise while wearing a protective soccer headband and controls performed the heading exercise without wearing the soccer headband. Neurocognitive performance and symptom reports were assessed before and after the acute bout of heading. Participants wearing the headband showed significant decreases on verbal memory (p = 0.02) compared with the no headband group, while the no headband group demonstrated significantly faster reaction time (p = 0.03) than the headband group following the heading exercise. These findings suggest that protective soccer headgear likely does not mitigate the subtle neurocognitive effects of acute soccer heading.
Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo
This paper describes the implementation of an affordable phantom limb pain (PLP) home treatment system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT) which is used to treat patients with PLP. This proj......This paper describes the implementation of an affordable phantom limb pain (PLP) home treatment system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT) which is used to treat patients with PLP...... are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy...
McCabe, Aimee; McPolin, Daniel
Virtual reality is a rapidly emerging technology, driven by the computer gaming industry. The maturity of the concept, combined with modern hardware, is delivering an experience which offers a useful commercial tool for industry and educators. This article discusses the uses of virtual reality within structural engineering and provides an understanding of how it can be incorporated easily and efficiently for design purposes and beyond.
De Ste Croix, Mark B A; Hughes, Jonathan D; Lloyd, Rhodri S; Oliver, Jon L; Read, Paul J
De Ste Croix, MBA, Hughes, JD, Lloyd, RS, Oliver, JL, and Read, PJ. Leg stiffness in female soccer players: intersession reliability and the fatiguing effects of soccer-specific exercise. J Strength Cond Res 31(11): 3052-3058, 2016-Low levels of leg stiffness and reduced leg stiffness when fatigue is present compromise physical performance and increase injury risk. The purpose of this study was to (a) determine the reliability of leg stiffness measures obtained from contact mat data and (b) explore age-related differences in leg stiffness after exposure to a soccer-specific fatigue protocol in young female soccer players. Thirty-seven uninjured female youth soccer players divided into 3 subgroups based on chronological age (under 13 [U13], under 15 [U15], and under 17 [U17] year-olds) volunteered to participate in the study. After baseline data collection, during which relative leg stiffness, contact time, and flight time were collected, participants completed an age-appropriate soccer-specific fatigue protocol (SAFT). Upon completion of the fatigue protocol, subjects were immediately retested. Intersession reliability was acceptable and could be considered capable of detecting worthwhile changes in performance. Results showed that leg stiffness decreased in the U13 year-olds, was maintained in the U15 age group, and increased in the U17 players. Contact times and flight times did not change in the U13 and U15 year-olds, but significantly decreased and increased, respectively, in the U17 age group. The data suggest that age-related changes in the neuromuscular control of leg stiffness are present in youth female soccer players. Practitioners should be aware of these discrepancies in neuromuscular responses to soccer-specific fatigue, and should tailor training programs to meet the needs of individuals, which may subsequently enhance performance and reduce injury risk.
Jordet, Geir; Hartman, Esther; Visscher, Chris; Lemmink, Koen A P M
The soccer "penalty shootout" in the knock-out phase of major international tournaments is one of the most dramatic events in international soccer. The outcome of these kicks is typically attributed to factors such as psychology (e.g. coping with stress), skill (e.g. kicking technique), physiology (e.g. overcoming the fatigue of 120 min play), and chance (e.g. in what direction the goalkeeper moves). The purpose of this study was to use internet game record data to estimate the relative importance of these performance components for the outcome of penalty kicks in international matches. Data were collected from soccer statistics internet sites on all 41 penalty shootouts and 409 kicks taken in the World Cup, European Championships, and Copa America between 1976 and 2004. The results showed that the importance of the kicks (indicative of stress) was negatively related to the outcomes of the kicks, whereas skill and fatigue were less, or not, related to outcome. It was concluded that psychological components are most influential for the outcome of penalty kicks. We recommend that practitioners work with players to reduce the perceived importance of each kick.
Arisha, Amr; Tobail, Ayman; Crowe, John
Today's third level students are of a virtual generation, where online interactive multi-player games, virtual reality and simulations are a part of everyday life, making gaming and simulation a very important catalyst in the learning process. Teaching methods have to be more innovative to help students understand the complexity of decisions within dynamic supply chain environment. Interactive simulation games have the potential to be an efficient and enjoyable means of learning. A serious in...
Choi, Yoon-Hee; Ku, Jeonghun; Lim, Hyunmi; Kim, Yeo Hyung; Paik, Nam-Jong
Virtual reality (VR) has the potential to provide intensive, repetitive, and task-oriented training, and game-based therapy can enhance patients' motivation and enjoyment. The objective of the present study was to develop a mobile game-based upper extremity VR program for patients who have experienced stroke, and to evaluate the feasibility and effectiveness of the program. This randomized, double-blind, controlled trial included 24 patients with ischemic stroke. The intervention group (n = 12) received 30 min of conventional occupational therapy (OT) and 30 min of the mobile upper extremity rehabilitation program using a smartphone and a tablet PC (MoU-Rehab). The controls (n = 12) received conventional OT alone for 1 h per day. Rehabilitation consisted of 10 sessions of therapy, 5 days per week, for 2 weeks. The outcome measures (Fugl-Meyer Assessment of the upper extremity [FMA-UE], Brunnström stage [B-stage] for the arm and the hand, manual muscle testing [MMT], modified Barthel index [MBI], EuroQol-5 Dimension [EQ-5D], and Beck Depression Inventory [BDI]) were assessed at the beginning and end of treatment, and at 1 month. User satisfaction was evaluated by a questionnaire. A greater improvement in the FMA-UE, B-stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy. The extent of improvements in the MBI, EQ-5D, and BDI was not significantly different between the two groups. Patients in the experimental group completed the 2-weeks treatment without adverse effects, and they were generally satisfied with MoU-Rehab. This mobile game-based VR rehabilitation program appears to be feasible and effective for promoting upper limb recovery after ischemic stroke.
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...
Leso, Gustavo; Dias, Gonçalo; Ferreira, José Pedro; Gama, José; Couceiro, Micael S.
A questionnaire was used to investigate the perception of creativity and game intelligence of coaches (n = 34, mean age 28.6 with an average of 14.3 years of experience) and players (n = 118, belonging to the ranks U-15 and U-19). Analyses indicated that there were statistically significant differences in most creative concepts inherent in the…
DEVELOPMENT OF BODY COMPOSITION, HORMONE PROFILE, PHYSICAL FITNESS, GENERAL PERCEPTUAL MOTOR SKILLS, SOCCER SKILLS AND ON-THE-BALL PERFORMANCE IN SOCCER-SPECIFIC LABORATORY TEST AMONG ADOLESCENT SOCCER PLAYERS
Full Text Available The aim of the present study was to examine the development of on-the-ball skills in soccer-specific laboratory test and to examine how traditional measures of body composition, hormone profile, physical fitness, general perceptual motor skills and soccer skills were related to performance measured in open skill environment among 10, 12, and 14-year-old regional male soccer players (n = 12/group. The measured variables were height, weight, fat, muscle mass, testosterone, 10m sprint, agility, counter movement jump, peripheral awareness, Eye- Hand-Foot coordination, passing skill, dribbling skill and on-the-ball skills (performance time and passing accuracy in soccer-specific laboratory test. A significant main effect by age was found in all measured variables except in fat, in peripheral awareness and in passing accuracy. In discriminant analysis 63.9% (λ = 0.603, F = 4.600, p < 0.01 of the players were classified correctly based on physical fitness and general perceptual motor skills into three ability groups originally classified with performance time in soccer-specific laboratory test. Correlation co- efficient analysis with-in age groups revealed that variables associated with performance time in soccer-specific laboratory test were peripheral awareness (r = 0.72, p < 0.01 in 10-year-olds; testosterone (r = -0.70, p < 0.05, dribbling skill (r = 0.73, p < 0.01 and passing skill (r = 0.73, p < 0.01 in 12-year-olds; agility (r = 0.79, p < 0.01, counter movement jump (r = - 0.62, p < 0.01, dribbling skill (r = 0.80, p < 0.01 and passing skill (r = 0.58, p < 0. 05 in 14-year olds. Corresponding relationships with passing accuracy were weight (r = 0.59, p < 0.05, fat (r = 0.66, p < 0.05, 10m sprint (r = 0.71, p < 0.01 and countermovement jump (r = -0.64, p < 0.05 in 10-year-olds; Eye-Hand-Foot coordination (r = 0.63, p < 0.05 in 14-year- olds. The relationship between soccer-specific anticipation time and performance time in soccer- specific
Rein, Robert; Memmert, Daniel
Until recently tactical analysis in elite soccer were based on observational data using variables which discard most contextual information. Analyses of team tactics require however detailed data from various sources including technical skill, individual physiological performance, and team formations among others to represent the complex processes underlying team tactical behavior. Accordingly, little is known about how these different factors influence team tactical behavior in elite soccer. In parts, this has also been due to the lack of available data. Increasingly however, detailed game logs obtained through next-generation tracking technologies in addition to physiological training data collected through novel miniature sensor technologies have become available for research. This leads however to the opposite problem where the shear amount of data becomes an obstacle in itself as methodological guidelines as well as theoretical modelling of tactical decision making in team sports is lacking. The present paper discusses how big data and modern machine learning technologies may help to address these issues and aid in developing a theoretical model for tactical decision making in team sports. As experience from medical applications show, significant organizational obstacles regarding data governance and access to technologies must be overcome first. The present work discusses these issues with respect to tactical analyses in elite soccer and propose a technological stack which aims to introduce big data technologies into elite soccer research. The proposed approach could also serve as a guideline for other sports science domains as increasing data size is becoming a wide-spread phenomenon.
Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria
Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large
Huisman, Gijs; Kolkmeijer, Jan; Heylen, Dirk; Auvray, Malika; Duriez, Christian
In this paper we present a study in which participants played a collaborative augmented reality game together with two virtual agents, visible in the same augmented reality space. During interaction one of the virtual agents touches the user on the arm, by means of a vibrotactile display. We
Diment, Gregory Michael
Psychological Skills Training (PST) has been a tool used by sport psychology consultants. However, within soccer many of these programs have been delivered as workshops, homework tasks, or individual consultations with athletes. The aim of the project was to develop an ecological intervention...... by creating a series of drillbased sessions to train psychological skills, and educate coaches about how to implement and integrate PST as a natural part of daily training. The program was delivered to the youth academies in nine Danish professional soccer clubs and consisted of three phases: (a) planning...... of the program, (b) education and designing soccer drills, and (c) delivery of the drills on the soccer pitch. The program was well received by clubs, coaches, and players. With regards to project aims, the intervention was generally considered a success. Coaches reported that the drill-based nature...
Furley, Philip; Schweizer, Geoffrey; Memmert, Daniel
The present research investigated whether perceivers could detect who is playing at home or away in soccer matches based on thin slices of professional (Experiment 1) and amateur (Experiment 3) athletes' nonverbal behavior prior to the match and whether perceivers rated athletes playing at home relatively higher on behavioral dimensions (Experiments 2 and 3) linked to territoriality. In Experiment 1 ( N = 80), participants watched short videos depicting soccer players prior to a UEFA Champions League match and rated whether athletes were more likely to be playing at home or away. In Experiment 2 (two groups N = 102 and N = 101), perceivers rated these videos in terms of assertiveness, dominance, and aggression. In Experiment 3, we replicated the procedure of Experiments 1 and 2 with different stimulus material from amateur soccer ( N = 112). Participants could significantly differentiate between home playing and away playing athletes (Experiment 1: d = 0.44 and Experiment 3: d = 1.07). Experiments 2 and 3 showed that perceivers rated professional and amateur soccer players higher on assertiveness ( d = 0.34-0.63), dominance ( d = 0.20-0.55), and aggression ( d = 0.16-0.49) when playing at home compared to playing away. Findings are supportive of evolutionary accounts of nonverbal behavior, ecological approaches to person perception, and the thin slices of behavior hypothesis by demonstrating that humans change their nonverbal behavior depending on game location. We discuss the relevance of the present findings for the home advantage in sports.
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact ...
Elliott, Luther; Golub, Andrew; Price, Matthew; Bennett, Alexander
This article examines recent combat veterans' experiences of "first-person shooter" (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology.
Kong, Keng-He; Loh, Yong-Joo; Thia, Ernest; Chai, Audrey; Ng, Chwee-Yin; Soh, Yan-Ming; Toh, Shirlene; Tjan, Soon-Yin
To compare the efficacy of a virtual reality commercial gaming device, Nintendo wii (NW) with conventional therapy and customary care in facilitating upper limb recovery after stroke. Randomized, controlled, single-blinded study. Tertiary rehabilitation center. 105 subjects admitted to in inpatient rehabilitation program within 6 weeks of stroke onset. Subjects were randomly assigned to one of three groups of upper limb exercises: (1) NW gaming; (2) conventional therapy; (3) control. NW gaming and conventional therapy were provided fourtimes a week for 3 weeks. The main outcome measure was Fugl-Meyer assessment (FMA) of upper limb function. Secondary outcome measures included Action Research Arm Test, Functional Independence Measure, and Stroke Impact Scale. These measures were assessed at baseline, completion of intervention (week 3) and at 4 weeks and 8 weeks after completion of intervention. The primary outcome measure was the change in FMA scores at completion of intervention. The mean age was 57.5±9.8 years, and subjects were enrolled at a mean of 13.7±8.9 days after stroke. The mean baseline FMA score was 16.4±14.2. There was no difference in FMA scores between all 3 groups at the end of intervention, and at 4 and 8 weeks after completion of intervention. Similar findings were also noted for the secondary outcome measures. Twelve sessions of augmented upper limb exercises via NW gaming or conventional therapy over a 3-week period was not effective in enhancing upper limb motor recovery compared to control.
Aldous, Jeffrey W F; Akubat, Ibrahim; Chrismas, Bryna C R; Watkins, Samuel L; Mauger, Alexis R; Midgley, Adrian W; Abt, Grant; Taylor, Lee
This study investigated the reliability and validity of a novel nonmotorised treadmill (NMT)-based soccer simulation using a novel activity category called a "variable run" to quantify fatigue during high-speed running. Twelve male University soccer players completed 3 familiarization sessions and 1 peak speed assessment before completing the intermittent soccer performance test (iSPT) twice. The 2 iSPTs were separated by 6-10 days. The total distance, sprint distance, and high-speed running distance (HSD) were 8,968 ± 430 m, 980 ± 75 m and 2,122 ± 140 m, respectively. No significant difference (p > 0.05) was found between repeated trials of the iSPT for all physiological and performance variables. Reliability measures between iSPT1 and iSPT2 showed good agreement (coefficient of variation: 0.80). Furthermore, the variable run phase showed HSD significantly decreased (p ≤ 0.05) in the last 15 minutes (89 ± 6 m) compared with the first 15 minutes (85 ± 7 m), quantifying decrements in high-speed exercise compared with the previous literature. This study validates the iSPT as a NMT-based soccer simulation compared with the previous match-play data and is a reliable tool for assessing and monitoring physiological and performance variables in soccer players. The iSPT could be used in a number of ways including player rehabilitation, understanding the efficacy of nutritional interventions, and also the quantification of environmentally mediated decrements on soccer-specific performance.
Mazaheri, Reza; Halabchi, Farzin; Seif Barghi, Tohid; Mansournia, Mohammad Ali
The elite-level referee is exposed to similar physical demands to those placed on a midfield soccer player. They have an important responsibility to implement the rules of the game. So, good health and performance of soccer referees have a great importance. The purpose of this study was to assess the cardiorespiratory fitness and body composition of all 78 soccer referees officiating at the Iranian Premier League and determine the correlation between these parameters and performance. In a cross-sectional study, all referees selected for the competitions were enrolled. Participants underwent exercise stress test, pulmonary function test and body composition assessment. Then the weekly scores of each referee, assessed by qualified supervisors of national federation were obtained using the FIFA standard form throughout the season (34 weeks) and registered. Among 78 participants (including 32 center and 46 side referees), mean and standard deviation of age, body mass index, percent of body fat, VO2max and performance scores were 37 ± 3.8, 23.6 ± 2.1, 20.7 ± 3.9, 59.9 ± 7.1 and 85.8 ± 0.25, respectively. No significant correlation between referees' mean score and selected parameters were found. It seems that the acquired scores of top-class referees may be influenced by multiple factors other than the laboratory findings of cardiopulmonary fitness and body composition.
Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy
Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments. © The Author(s) 2014.
Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S
Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.
Kottink, Anke I.R.; Prange-Lasonder, Gerdienke B.; Rietman, Johan S.; Buurke, Jaap H.; Ibánez, Jaíme; González-Vargas, José; Azorín, José María; Akay, Metin; Pons, José Luis
The present pilot study assessed the feasibility, in terms of gaming experience, of using a first prototype of a self-developed mixed-reality system for rehabilitation of the arm and hand function. Results showed that the hybrid game approach is well accepted by Cerebral Palsy children and adults
Augmented reality is one the relatively new and fast growing branches in modern informatics. It incorporates in simple people lives on a lot of different levels. It can be used everywhere starting from the simple checking of your email and ending up with a complex augmented reality video games or augmented reality learning. From the ancient times actors tried to immerse the spectators in world of the performance using decoration and costumed. In XVIII – XIX centuries pictures w...
Full Text Available The aim of this study was to determine the relationship of selected motor and functional abilities with dribbling and changing direction with the ball in 183 young soccer players between 10 and 17 years of age (age 13,0 ± 1,8 years; body height 161,8 ± 13,3 cm; body mass 53,3 ± 14,7 kg. Based on the obtained data and results it was found that after the age of 13, in addition to other skills important for soccer game, it would be necessary to emphasise the elastic power of lower extremities and after the age of 16 additional emphasis should be put on high-speed and quality of execution of specific speed and agility type soccer movements. The most important ability related to dribbling and changing direction with the ball at the age 10-11 is agility. At the age 12-13 these are agility, aerobic-anaerobic endurance and relative elastic power of lower extremities, at the age 14-15 mainly aerobicanaerobic endurance and at the age 16-17, in addition to agility also acceleration and maximum running speed.
Haan, M.; Koning, Ruud H.; Witteloostuijn, A. van
Recent decades have witnessed major changes in the market for European soccer. The most profound were the Bosman ruling, which lifted restrictions in the European labor market for soccer talent, and the introduction of the Champions' League, a high-profile international competition that generates
Roescher, C. R.; Elferink-Gemser, M. T.; Huijgen, B. C. H.; Visscher, C.
The development of intermittent endurance capacity, its underlying mechanisms and role in reaching professional level in soccer was investigated. The sample included 130 talented youth soccer players aged 14-18, who became professional (n = 53) or non-professional (n = 77) players in adulthood. In
Parkes, Craig; Subramaniam, Prithwi Raj
In the United States it is estimated that over 3 million children and young people currently participate in youth soccer programs. This number has the potential to increase following a surge of interest in the U.S. Men's National Team World Cup performance in Brazil in 2014, and the U.S. Women's National Team World Cup win in Canada in 2015. This…
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications. © 2011 Diabetes Technology Society.
Avhandling (doktorgrad) - Norges idrettshøgskole, 2015 Background: High performance in soccer depends on various physical qualities and skills, including tactical and technical skills as the two most import factors that contribute to success. These skills could be more important than small differences in physical performance abilities. Nevertheless, to be able to utilize the tactical and technical skills during a top soccer match, a soccer player has to cope with the physical demands...
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self-healing. However, after leaving the game, conflicts and traumata re-enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re-experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes. © 2015, The Society of Analytical Psychology.
Lee, Sunwoo; Shin, Sungrae
Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program would improve balance, strength, gait, and falls efficacy in elderly adults with diabetes. Fifty-five subjects with diabetes mellitus over 65 years of age were randomly assigned to a VRE group (VREG) (n=27) and a control group (CG) (n=28). The VREG received the VRE program and diabetes education, whereas the CG received only the diabetes education. The VRE program used video gaming (PlayStation(®) 2; Sony, Tokyo, Japan) and was conducted for 50 min twice a week for 10 weeks. Balance, muscle strength, gait, and falls efficacy were measured at baseline and after intervention. Measurements were taken using a clinical tests (the one-leg-standing test, the Berg Balance Scale, the functional reach test, the timed up-and-go test, and the sit-to-stand test), and gait analysis. A self-administered questionnaire was used to measure falls efficacy. After training, the VREG showed significantly improved balance, decreased sit-to-stand times, and increased gait speed, cadence, and falls efficacy. The VRE program was to maximize the effects of exercise by triggering players was to be fully immersed into the games and enhanced major influential factors on the falls of subject. This study suggests VRE programs are feasible and effective for reduced the risk of falls in elderly adults with type 2 diabetes.
Perla, Ramakrishna; Hebbalaguppe, Ramya
The Google's frugal Cardboard solution for immersive Virtual Reality experiences has come a long way in the VR market. The Google Cardboard VR applications will support us in the fields such as education, virtual tourism, entertainment, gaming, design etc. Recently, Qualcomm's Vuforia SDK has introduced support for developing mixed reality applications for Google Cardboard which can combine Virtual and Augmented Reality to develop exciting and immersive experiences. In this work, we present a...
Full Text Available The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications.
Calvert, Sandra L.; Tan, Siu-Lan
Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…
Deutsch, Judith E; Westcott McCoy, Sarah
Use of virtual reality (VR) and serious games (SGs) interventions within rehabilitation as motivating tools for task specific training for individuals with neurological conditions are fast-developing. Within this perspective paper we use the framework of the IV STEP conference to summarize the literature on VR and SG for children and adults by three topics: Prevention; Outcomes: Body-Function-Structure, Activity and Participation; and Plasticity. Overall the literature in this area offers support for use of VR and SGs to improve body functions and to some extent activity domain outcomes. Critical analysis of clients' goals and selective evaluation of VR and SGs are necessary to appropriately take advantage of these tools within intervention. Further research on prevention, participation, and plasticity is warranted. We offer suggestions for bridging the gap between research and practice integrating VR and SGs into physical therapist education and practice.
Almeida, Carlos Humberto; Duarte, Ricardo; Volossovitch, Anna; Ferreira, António Paulo
This study aimed to examine the scoring mode (line goal, double goal or central goal) and age-related effects on the defensive performance of youth soccer players during 4v4 small-sided games (SSGs). Altogether, 16 male players from 2 age groups (U13, n = 8, mean age: 12.61 ± 0.65 years; U15, n = 8, 14.86 ± 0.47 years) were selected as participants. In six independent sessions, participants performed the three SSGs each during 10-min periods. Teams' defensive performance was analysed at every instant ball possession was regained through the variables: ball-recovery type, ball-recovery sector, configuration of play and defence state. Multinomial logistic regression analysis used in this study revealed the following significant main effects of scoring mode and age: (1) line goal (vs. central goal) increased the odds of regaining possession through tackle and in the defensive midfield sector, and decreased the odds of successful interceptions; (2) double goal (vs. central goal) decreased the odds of regaining possession through turnover won and with elongated playing shapes; (3) the probability of regaining possession through interception significantly decreased with age. Moreover, as youth players move forward in age groups, teams tend to structurally evolve from elongated playing shapes to flattened shapes and, at a behavioural level, from defending in depth to more risky flattened configurations. Overall, by manipulating the scoring mode in SSGs, coaches can promote functional and coadaptive behaviours between teams not only in terms of configurations of play, but also on the pitch locations that teams explore to regain possession.
Uematsu, Yuko; Saito, Hideo
This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera....
Jensen, Jens F.
The paper describes and evaluates a recent project in Aalborg, Denmark, dealing with the communication of cultural heritage and industrial culture to young people via their own preferred media platform: mobile phones. The communication was based on the new cultural genre: Alternative Reality Games...... or Augmented Reality Games (ARGs), i.e. games that take place in real life and in real physical settings. The paper concludes that ARGs can be seen as an entirely new way or method of communication cultural heritage. A method that supports a participating, involving, and experience-oriented communication......, a method that - so to speak - writes the player into the story and history, and a method that because of the narrative form is especially well-suited to support coherences and coherent stories....
Vânia de Souza
Full Text Available ABSTRACT Objective: To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Method: Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. Results: the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. Conclusion: By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.
Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da
To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.
Bronner, Shaw; Pinsker, Russell; Naik, Rutika; Noah, J Adam
Exer-games and virtual reality offer alternative opportunities to provide neuro-rehabilitation and exercise that are fun. Our goal was to determine how effective they are in achieving motor learning goals and fitness benefits as players gain experience. We employed a repeated measures design to determine changes in physical exertion and engagement with training. Fourteen healthy adults trained on the XBOX Kinect video game Dance Central using a skill-based protocol to examine changes in energy expenditure (EE), heart rate (HR), METs, limb movement, game proficiency, and player engagement in initial, post-training, and transfer-testing of a full-body dance exer-game. Data were analyzed using repeated measures analysis of variance, pengagement remained unchanged. It is important to understand whether player physiological and psychophysiological responses change with continued game-play. Although Dance Central involves whole-body movement, physical exertion remained at moderate levels after training. As exer-game and virtual reality systems move from their initial novelty, research about how players react to continued involvement with a game can guide game developers to maintain a freshness through game progression that preserves the participant's attentional focus, minimizes attrition and maintains a prescribed level of energy exertion. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Heisterberg, Mette F; Fahrenkrug, Jan; Krustrup, Peter; Storskov, Anders; Kjær, Michael; Andersen, Jesper L
The aim of this study was to make a comprehensive gathering of consecutive detailed blood samples from professional soccer players and to analyze different blood parameters in relation to seasonal changes in training and match exposure. Blood samples were collected 5 times during a 6-month period and analyzed for 37 variables in 27 professional soccer players from the best Danish league. Additionally, the players were tested for body composition, V[Combining Dot Above]O2max and physical performance by the Yo-Yo intermittent endurance submax test (IE2). Multiple variations in blood parameters occurred during the observation period, including a decrease in hemoglobin and an increase in hematocrit as the competitive season progressed. Iron and transferrin were stable, whereas ferritin showed a decrease at the end of the season. The immunoglobulin A (IgA) and IgM increased in the period with basal physical training and at the end of the season. Leucocytes decreased with increased physical training. Lymphocytes decreased at the end of the season. The V[Combining Dot Above]O2max decreased toward the end of the season, whereas no significant changes were observed in the IE2 test. The regular blood samples from elite soccer players reveal significant changes that may be related to changes in training pattern, match exposure, or length of the match season. Especially the end of the preparation season and at the end of the competitive season seem to be time points were the blood-derived values indicate that the players are under excessive physical strain and might be more subjected to a possible overreaching-overtraining conditions. We suggest that regular analyses of blood samples could be an important initiative to optimize training adaptation, training load, and game participation, but sampling has to be regular, and a database has to be built for each individual player.
Tuela, Michael; Susilo, Daniel
Penelitian ini bertujuan untuk mengetahui hiperrealitas dalam fenomena game Pokemon Go. Untuk mengetahui lebih dalam bagaimana pengaruh penggunaan teknologi augmented reality pada sebuah game Pokemon Go dan juga sudut pandang pemain game Pokemon Go yang ikut merasakan fenomena game Pokemon Go dan serta pemahaman pemain game Pokemon terhadap game Pokemon Go. Pendekatan penelitian ini menggunakan pendekatan metode penelitian kualitatif y...
Full Text Available Virtual Reality (VR is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users’ entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
Smith, Mitchell R.; Zeuwts, Linus; Lenoir, Matthieu; Hens, Nathalie; De Jong, Laura M. S.; Coutts, Aaron J.
This study aimed to investigate the impact of mental fatigue on soccer-specific decision-making. Twelve well-trained male soccer players performed a soccer-specific decision-making task on two occasions, separated by at least 72 h. The decision-making task was preceded in a randomised order by 30
This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I…
Brun, G; Verdoux, H; Couhet, G; Quiles, C
Video games and virtual reality have recently become used by clinicians for training or information media or as therapeutic tools. The purpose is to review the use of these technologies for therapy destined for schizophrenia patients. We conducted a review in October 2016 using Pubmed, Scopus and PsychInfo using the following Medical Subject Headings (MESH): "video games", "virtual reality" and "therapy, computer-assisted/methods", each associated with "schizophrenia". Papers were included in the review if: (a) they were published in an English, Spanish or French-language peer-reviewed journal, (b) the study enrolled patients with schizophrenia or schizo-affective disorder, (c) the patients used a therapeutic video game or therapeutic virtual reality device. Eighteen publications were included. The devices studied are mainly therapeutic software developed specifically for therapeutic care. They can be classified according to their therapeutic objectives. These targets corresponded to objectives of psychosocial rehabilitation: improvement of residual symptomatology, cognitive remediation, remediation of cognition and social skills, improvement of everyday life activities, support for occupational integration. Very different devices were proposed. Some researchers analysed programs developed specifically for patients with schizophrenia, while others were interested in the impact of commercial games. Most of the studies were recent, preliminary and European. The impact of these devices was globally positive, particularly concerning cognitive functions. Computer-assisted therapy, video games and virtual reality cannot replace usual care but could be used as adjunctive therapy. However, recommending their use seems premature because of the recent and preliminary character of most studies. Moreover, a link is still lacking between this field of research in psychiatry and other fields of research, particularly game studies. Finally, it might be interesting to analyse more
The didactic function of business games is often seen only in the development of sociocommunicative competences and general problem-solving strategies. An equally important aspect of business games lies in the acquirement of technical and problem-oriented knowledge, which is the focus of this article. Moreover, this knowledge dimension is further…
O'Reilly, John; Wong, Stephen H S
Methods of assessing soccer players' performance have developed significantly in recent times. The fitness profiles and skill levels of a prospective elite soccer player is a valuable resource for coaches in the process of identifying talent. Traditional means to measure aerobic fitness have centred on the 'aerobic capacity' or '&OV0312;O(2max)' test (also known as the maximal oxygen consumption test) but, over time, this has been shown not to be a sensitive measure for specific aspects of soccer in a match situation. Therefore, numerous soccer-specific simulations have been designed to re-create exercise patterns similar to those experienced during a match. Some of these studies have yet to be validated, while others have been shown to result in a similar physiological load to that encountered during regular match play. Further developments have led to specifically designed intermittent sprint tests, which are used as a sensitive tool to accurately measure the fluctuations in players' ability both between and within soccer seasons. Testing procedures have also been developed that incorporate elements of both skill and physical ability. Soccer-specific field tests have been designed, incorporating skill and dynamic movements, and this opens up the possibility of teams testing the aerobic capacity of their elite players using soccer-specific movements. Valid studies assessing soccer-specific skills in an ecologically sound environment have been quite rare until recently. Some test protocols have been deemed largely irrelevant to soccer match play, while others have had limited impact on scientific literature. More recently, skill tests have been developed and shown to be valid and reliable methods of assessing soccer skill performance. Many new skill tests continue to be developed, and some have been shown to be highly reliable, but further study of these relatively novel concepts is required before a more solid recommendation can be made. Overall, while significant
Full Text Available During the past ten years, libraries have been developing gaming activities from library board games to mystery games and immersive roleplaying games. This article aims at giving a general overview of gaming issues in French academic libraries. General gaming theories are quickly reviewed, basic keys are given about how and why to set up a gaming service and department at the academic library, concrete and recent initiatives are presented. This article focuses on non-virtual and public-oriented games that were already organised in and by libraries. More generally, it underlines how to use gaming activities for promoting organisational innovation. It concludes on the necessity to settle a strategy for gaming activities, to enforce management practices, and on the importance to publicise the initiatives by establishing a public gaming policy and programme, and by formalising communication plans, staff training and knowledge management. The results of this fact study highlight how gaming activities are becoming a new reality for libraries, which requires a proper management perspective.
Alexandre, Dellal; da Silva, Cristiano Diniz; Hill-Haas, Stephen; Wong, Del P; Natali, Antonio J; De Lima, Jorge R P; Bara Filho, Mauricio G B; Marins, Joao J C B; Garcia, Emerson Silami; Karim, Chamari
The identification of physiological loads imposed by soccer training or match play reveals essential information, which may help improve training and recovery strategies. Until today, the use of heart rate (HR) monitoring is not standardized in soccer. Thus, the aim of this review was to analyze, determine and compare the exercise intensity (EI) monitored by HR in professional, youth, and recreational soccer players during matches and training sessions using a meta-analysis. Heart rate is one of the most common physiological variables used to determine exercise internal training load. The mean EI recorded during competitive matches was described as 70-80% of VO2max or 80-90% of maximal heart rate (HRmax), independent of the playing level. With respect to HR training zones, approximately 65% of the total match duration is spent at intensity of 70-90% HRmax and rarely below 65% HRmax. However, although HRmax is mostly employed in the literature, monitoring EI should be expressed in relation to reserve heart rate, as it was described as a more reliable indicator of HR, allowing interindividual comparisons. The HR response according to the playing position indicates that midfielders are characterized by the highest EI, followed by forwards and fullbacks. Moreover, in the second half of the match, the EI is lower than that observed during the first half; this reduction could be correlated with the level of the player's physical conditioning. Consequently, coaches may favor the use of interval training or small-sided training games because these are shown to improve both aerobic capacity and the ability to repeat high-intensity actions. Small-sided games allow reaching similar HR responses to those found during interval training and match play but with greater heterogeneity values. Future investigations should include a larger sample of players with special reference to playing position and the expression of EI in percentage of the reserve heart rate, analyzing the
Andersson, Helena Å.; Randers, Morten Bredsgaard; Heiner-Møller, Anja
The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM...... no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus...
Wagner-Egger, Pascal; Gygax, Pascal; Ribordy, Farfalla
This experiment investigated challenge evaluations in soccer and their relation to prejudice: more precisely, whether skin colour may influence judgments of soccer tackles. Three groups of participants (soccer players, referees,and soccer fans) were asked to evaluate challenges, featuring Black and White players as aggressors and victims in a mixed-design study. Results showed that participants made some differentiations between Black and White players in a challenge evaluation task. Participants were more likely to consider within-group challenges as fouls and were faster to consider challenges made by Black players as fouls. On the other hand, fouls made by White players were seen as more severe. There were no major differences between the participating groups, suggesting that the observed effects were independent of how good players were or whether the participants were referees or not.
Interest and participation in soccer continue to grow in every part of the world. The increase in the number of people participating in soccer in Rwanda is also prominent. However, with the increase in the number of people participating in soccer there is an increase in the risk of injuries, thus making prevention of injury more ...
Buesing, Mark; Cook, Michael
Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…
Female soccer players often have only limited time available to prepare and consume meals, due to the constraints faced by having to combine training and playing with full-time occupations. The energy expenditure of females playing soccer has been estimated at approximately 70% VO2 max, corresponding to an energy production of around 4600 kJ (1100 kcal). As with male soccer players, carbohydrate consumption is essential to support the demands of playing, training and to facilitate recovery. There are some reports to suggest that females in team sports may consume diets with a low energy intake, due to the desire to lose or maintain body weight. In extreme cases, this can result in eating disorders. However, there is no clear evidence to suggest that this problem is common among female soccer players. To maintain a consistent balance between energy intake and expenditure, players should receive nutritional advice to cover all phases of the year, not just the competitive season. Dietary calcium and iron supplements may be a useful precautionary measure, in players who are known to be at risk of deficiencies in these areas. Correct and sensitive nutritional counselling is essential for players and coaches.
Oliveira, César Chaves; Ferreira, Diogo; Caetano, Carlos; Granja, Diana; Pinto, Ricardo; Mendes, Bruno; Sousa, Mónica
Contemporary elite soccer features increased physical demands during match-play, as well as a larger number of matches per season. Now more than ever, aspects related to performance optimization are highly regarded by both players and soccer coaches. Here, nutrition takes a special role as most elite teams try to provide an adequate diet to guarantee maximum performance while ensuring a faster recovery from matches and training exertions. It is currently known that manipulation and periodization of macronutrients, as well as sound hydration practices, have the potential to interfere with training adaptation and recovery. A careful monitoring of micronutrient status is also relevant to prevent undue fatigue and immune impairment secondary to a deficiency status. Furthermore, the sensible use of evidence-based dietary supplements may also play a role in soccer performance optimization. In this sense, several nutritional recommendations have been issued. This detailed and comprehensive review addresses the most relevant and up-to-date nutritional recommendations for elite soccer players, covering from macro and micronutrients to hydration and selected supplements in different contexts (daily requirements, pre, peri and post training/match and competition). PMID:29910389
Oliveira, César Chaves; Ferreira, Diogo; Caetano, Carlos; Granja, Diana; Pinto, Ricardo; Mendes, Bruno; Sousa, Mónica
Contemporary elite soccer features increased physical demands during match-play, as well as a larger number of matches per season. Now more than ever, aspects related to performance optimization are highly regarded by both players and soccer coaches. Here, nutrition takes a special role as most elite teams try to provide an adequate diet to guarantee maximum performance while ensuring a faster recovery from matches and training exertions. It is currently known that manipulation and periodization of macronutrients, as well as sound hydration practices, have the potential to interfere with training adaptation and recovery. A careful monitoring of micronutrient status is also relevant to prevent undue fatigue and immune impairment secondary to a deficiency status. Furthermore, the sensible use of evidence-based dietary supplements may also play a role in soccer performance optimization. In this sense, several nutritional recommendations have been issued. This detailed and comprehensive review addresses the most relevant and up-to-date nutritional recommendations for elite soccer players, covering from macro and micronutrients to hydration and selected supplements in different contexts (daily requirements, pre, peri and post training/match and competition).
. & Squire K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of Learning Sciences Vol. 13-1. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation, Cambridge: Cambridge Univ. Majgaard, G. (2014). Teaching Design of Emerging Embodied Technologies......Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... production makes video tutorials a promising alternative to paper tutorials. Software and game engine companies such as Unity has already switched to video and other online materials as the primary medium for their tutorials. It is often hard to find up to date thoroughly worked through textbooks on new...
Koroleva, D. O.; Kochervey, A. I.; Nasonova, K. M.; Shibeko, Yu. V.
The gaming culture of modern childhood takes place not only in real space, but in a virtual one too. These two components (two planes of development) are often viewed in isolation from one another. This study investigates the completely new phenomenon of augmented reality gaming through the lens of "Pokemon Go," and it describes how the…
Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C
Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.
Hansen, Lisa; Sanders, Stephen W.
Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…
Chang, Benjamin; Destefano, Marc
While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.
Rohani, Darius Adam; Sorensen, Helge B D; Puthusserypady, Sadasivan
This paper presents a novel brain-computer interface (BCI) system aiming at the rehabilitation of attention-deficit/hyperactive disorder in children. It uses the P300 potential in a series of feedback games to improve the subjects' attention. We applied a support vector machine (SVM) using temporal and template-based features to detect these P300 responses. In an experimental setup using five subjects, an average error below 30% was achieved. To make it more challenging the BCI system has been embedded inside an immersive 3D virtual reality (VR) classroom with simulated distractions, which was created by combining a low-cost infrared camera and an "off-axis perspective projection" algorithm. This system is intended for kids by operating with four electrodes, as well as a non-intrusive VR setting. With the promising results, and considering the simplicity of the scheme, we hope to encourage future studies to adapt the techniques presented in this study.
Shin, Joon-Ho; Bog Park, Si; Ho Jang, Seong
In the present study, we aimed to determine whether game-based virtual reality (VR) rehabilitation, combined with occupational therapy (OT), could improve health-related quality of life, depression, and upper extremity function. We recruited 35 patients with chronic hemiparetic stroke, and these participants were randomized into groups that underwent VR rehabilitation plus conventional OT, or the same amount of conventional OT alone, for 20 sessions over 4 weeks. Compared to baseline, the VR rehabilitation plus OT group exhibited significantly improved role limitation due to emotional problems (p=0.047). Compared to baseline, both groups also exhibited significantly improved depression (p=0.017) and upper extremity function (p=0.001), although the inter-group differences were not significant. However, a significant inter-group difference was observed for role limitation due to physical problems (p=0.031). Our results indicate that game-based VR rehabilitation has specific effects on health-related quality of life, depression, and upper extremity function among patients with chronic hemiparetic stroke. Copyright © 2015 Elsevier Ltd. All rights reserved.
To understand why environmental federalism is different in Canada and the United States, one might begin with the initial strategic realities that faced the Fathers of Canadian Confederation and the Framers of the Constitution of the US. This essay examined federalism from a game theoretic point of view, to integrate and expose the rational properties of the decision to federate and the logical entailments of that choice for environmental policy within two specific strategic contexts. Specifically, the author suggests that American environmental federalism has arisen in response to the strategic reality of a prisoner's dilemma, while Canadian environmental federalism can be analyzed as an effort to regulate confrontations within a game of chicken. In addition to the analysis of each federated structure, evidence from five case studies demonstrates the usefulness of games to the study of comparative federalism.
Brin, Sarah; Gangsei, Erica
In the Summer of 2016, Pokémon Go precipitated a surge of new play experiences in museums. Cultural heritage institutions across disciplines were confronted with the sudden ubiquity of augmented reality (AR). Some museums enthusiastically integrated Pokémon into their programs, while some grapple......, and Rebecca Edwards. “Night at the Museum: The 2016 Getty/USC Game Jam.” Blog. The Getty Iris, March 31, 2016. http://blogs.getty.edu/iris/a-night-at-themuseum-the-2016-gettyusc-game-jam/....
Mills, Kathryn; Idris, Aula; Pham, Thu-An; Porte, John; Wiggins, Mark; Kavakli, Manolya
To determine the validity and reliability of the peak frontal plane knee angle evaluated by a virtual reality (VR) netball game when landing from a drop vertical jump (DVJ). Laboratory Methods: Forty participants performed 3 DVJs evaluated by 3-dimensional (3D) motion analysis and 3 DVJs evaluated by the VR game. Limits of agreement for the peak projected frontal plane knee angle and peak knee abduction were determined. Participants were given a consensus category of "Above threshold" or "Below threshold" based on a pre-specified threshold angle of 9˚ during landing. Classification agreement was determined using kappa coefficient and accuracy was determined using specificity and sensitivity. Ten participants returned 1-week later to determine intra-rater reliability, standard error of the measure and typical error. The mean difference in detected frontal plane knee angle was 3.39˚ (1.03˚, 5.74˚). Limits of agreement were -10.27˚ (-14.36˚, -6.19˚) to 17.05˚ (12.97˚, 21.14˚). Substantial agreement, specificity and sensitivity were observed for the threshold classification (ĸ = 0.66, [0.42, 0.88] specificity= 0.96 [0.78, 1.0], sensitivity= 0.75 [0.43, 0.95]). The game exhibited acceptable reliability over time (ICC (3,1) = 0.844) and error was approximately 2˚. The VR game reliably evaluated a projected frontal plane knee angle. While the knee angle detected by the VR game is strongly related peak knee abduction, the accuracy of detecting the exact angle was limited. A threshold approach may be a more accurate approach for gaming technology to evaluate frontal plane knee angles when landing from a jump.
We do not know much about the beginnings of soccer in Ðakovo. Based on modest and not always representative historical sources, as well as memories of the first soccer activists, I feel that we are today nevertheless able to offer a sufficiently coherent genesis of football in Ðakovo from its beginnings till the outbreak of World War I. Soccer first began to be played in an organized fashion within the Section of the sport society “Hrvatski sokol” that was established in 1908, and afterwards ...
Handziska, E; Handziski, Z; Gjorgoski, I; Dalip, M
The relationship between somatotype and cortisol and adrenocorticotropic (ACTH) hormone concentrations at rest or after exercise in adolescent soccer players at different time points throughout a soccer season is not understood. Therefore, the aim of this study was to examine the relationship between somatotype and cortisol and ACTH concentrations at rest and after exercise in adolescent soccer players at different time points during a soccer season. During the first 4 months of the soccer season, 47 soccer players (between 15-17 years of age) were tested at three different time points including at baseline, after 6 weeks, and at the end of 4 months. Testing included anaerobic threshold (AnT, km/h) and maximal speed of running (Max, km/h) were measured with Conconi protocol on treadmill. Before and after a maximal exercise Test, plasma levels of cortisol (ug/dL) and ACTH (pg/ml) were assessed by chemiluminometry enzyme amplificated method. Heath-Carter anthropometric somatotype model was used to determine 13 elements of somatotype. Descriptive statistics and multiple regression were used for statistical analysis (Psoccer training process could indicate a stagnation of training process, accordingly with insignificant changes of AnT. The significant correlations of some somatotypes with stress hormonal responses could only suggest that the somatotype characteristics of young soccer players could be of interest in process of selection and planning of soccer training process with an essential need for more studies.
Danilović Mirčeta S.
The paper discusses if it is possible and appropriate to use simulations (simulation games) and traditional games in the process of education. It is stressed that the terms "game" and "simulation" can and should be taken in a broader sense, although they are chiefly investigated herein as video-computer games and simulations. Any activity combining the properties of game (competition, rules, players) and the properties of simulation (i.e. operational presentation of reality) should be underst...
Full Text Available This paper discusses the expressions used to refer to the experience of immersive in narrative games. The starting point is a review of the meanings associated with the suspension of disbelief in literature, cinema and television, challenging the myth of the naïve audience that cannot distinguish between representation and reality. Two characteristics of interactive media narratives – the possibility of agency and the disparities between hardware and software interfaces – reveal the active nature of the audience’s involvement with media representations. It is proposed that, in the case of games, this ability, which allows for simultaneous actions in the world of games and in the real world, is better described as a performance of belief.
Clausen, Mikkel Bek; Zebis, Mette Kreutzfeldt; Møller, Merete
BACKGROUND: Previous studies report varying rates of time-loss injuries in adolescent female soccer, ranging from 2.4 to 5.3 per 1000 athlete-exposures or 2.5 to 3.7 per 1000 hours of exposure. However, these studies collected data using traditional injury reports from coaches or medical staff......, with methods that significantly underestimate injury rates compared with players' self-reports. PURPOSE: The primary aim was to investigate the injury incidence in adolescent female soccer using self-reports via mobile telephone text messaging. The secondary aim was to explore the association between soccer...... exposure, playing level, and injury risk. STUDY DESIGN: Descriptive epidemiology study and cohort study; Level of evidence, 2 and 3. METHODS: During a full adolescent female soccer season in Denmark (February-June 2012), a population-based sample of 498 girls aged 15 to 18 years was included...
S. Alireza Mohades Kasaei
Full Text Available Robocup is an international competition for multi agent research and related subject like: Artificial intelligence, Image processing, machine learning, robot path planning, control, and
obstacle avoidance. In a soccer robot game, the environment is highly competitive and dynamic. In order to work in the dynamically changing environment, the decision-making system of a soccer robot system should have the features of flexibility and real-time adaptation. In this paper we will
focus on the Middle Size Soccer Robot league (MSL and new hierarchical hybrid fuzzy methods for decision making and action selection of a robot in Middle Size Soccer Robot league (MSL are presented. First, the behaviors of an agent are introduced, implemented and classified in two layers,
the Low_Level_Behaviors and the High_Level_Behaviors. In the second layer, a two phase mechanism for decision making is introduced. In phase one, some useful methods are implemented which check the robot’s situation for performing required behaviors. In the next phase, the team strategy, team formation, robot’s role and the robot’s positioning system are introduced. A fuzzy logical approach is employed to recognize the team strategy and further more to tell the player the
best position to move. We believe that a Dynamic role engine is necessary for a successful team. Dynamic role engine and formation control during offensive or defensive play, help us to prevent collision avoidance among own players when attacking the ball and obstacle avoidance of the opponents. At last, we comprised our implemented algorithm in the Robocup 2007 and 2008 and results showed the efficiency of the introduced methodology. The results are satisfactory which has already been successfully implemented in ADRO RoboCup team. This project is still in progress and some new interesting methods are described in the current report.
Asadi, Kamran; Mirbolook, Ahmadreza; Heidarzadeh, Abtin; Mardani Kivi, Mohsen; Emami Meybodi, Mohammad Kazem; Rouhi Rad, Melina
Background: Genu varum is a physical deformity marked by bowing of the leg. One of the risk factors of this musculoskeletal alignment is stress on the knee joint such as with exercise. Objectives: Since the evaluation of genu varum has not been widely studies, this study was conducted to examine the association between genu varum and playing soccer. Materials and Methods: Between Septembers 2010-2012, 750 soccer players and 750 non-soccer players 10-18 years of age were included in the study. A questionnaire of data including age, height, weight, body mass index (BMI), years of soccer participation, the average time of playing soccer per week, previous trauma to the lower limbs, history of any fractures of the knee, previous hospitalizations, and the distance of joint lines between the knees was assessed for all subjects. Chi-square, student t-test, and one-way ANOVA were used for statistical analysis by SPSS v.19.0 software. In all tests, a P value of less than 0.05 was construed as statistically significant. Results: Both soccer players and controls had genu varum. However, the incidence of genu varum was higher in the soccer players (P = 0.0001) and it was more prevalent in the 16-18 year age group (P = 0.0001). The results revealed a statistically significant association between the degree of practices and the prevalence of genu varum (P = 0.0001). Moreover, previous trauma to the knees and practicing in load-bearing sports led to an increase in the degree of genu varum (P = 0.0001). Conclusions: There was a higher incidence of genu varum in soccer players than in control adolescents; the stress and load imposed on the knee joint led to more severe genu varum. PMID:26290852
Full Text Available The aims of this study were to verify the occurrence of dental injuries in 343 amateur Turkish soccer players in İzmir and the level of knowledge of the teams’ soccer players about mouthguards. The soccer players were interviewed to determine the occurrence of dental trauma during soccer and mouthguard usage level. The data were analyzed with descriptive analysis to determine absolute and relative frequencies of answers for each one of the questions. Only 35 (10.2% soccer players reported the occurrence of some type of dental injury during soccer practice. Regarding emergency conducts, approximately 84 players (24.48% answered that replantation could be obtained after teeth avulsion, 23 players (27.38% answered that successful replantation could be obtained within 2 hours immediately after injury, and 60.71% were not able to answer this question. Regarding mouthguard use, 61.8% of soccer players did not know about mouthguards. It was possible to conclude that dental injuries are common during amateur soccer practice and that there is a lack of information in the soccer players related to the emergency conducts and prevention of dental trauma.
Levac, Danielle; Miller, Patricia; Missiuna, Cheryl
Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using thematic analysis. Physiotherapists describe using interventions that motivate children to challenge performance quality and optimize real-life functioning. Intervention strategies are influenced by characteristics of the child, parent availability to practice skills outside therapy, and therapist experience. VR use motivates children to participate, but can influence therapist use of verbal strategies and complicate interventions. Physiotherapists consider unique characteristics of this population when providing interventions that promote learning of motor skills. The VR technology has advantageous features but its use with this population can be challenging; further research is recommended.
Williams, A M; Reilly, T
In this review, we attempt to integrate the main research findings concerned with talent identification and development in soccer. Research approaches in anthropometry, physiology, psychology and sociology are considered and, where possible, integrated. Although some progress has been made in identifying correlates of playing success, it appears that no unique characteristics can be isolated with confidence. Both biological and behavioural scientists have indicated a strong genetic component in performance of sports such as soccer; nevertheless, the influence of systematic training and development programmes should not be underestimated. We conclude that the sport and exercise sciences have an important support role in the processes of identifying, monitoring and nurturing talented soccer players towards realizing their potential.
Umaña Alvarado, Mónica
El artículo también se encuentra escrito en español. The growing participation of young people in soccer is a motivation so that the trainers, physical educators and parents know which are the special requirements to practice this sport in a safe manner, specially the nutritional requirements. The present revision includes generalities on the physiological demands of soccer, the differences between young people and adults when making prolonged exercise, the necessities ...
Murphy, Dooley Joel
This extended abstract proposes a means of classifying the “residual affect” of vertigo, startles, and similar forms of innate, autonomic response easily triggered in and by immersive Virtual Reality (VR). Employing a formal–functionalist approach, I first summarise relevant work on cognition and...... and game emotion, then discuss how acute, involuntary responses to VR stimuli (1) necessarily feed into player experience and (2) correspond with existing categories for game emotion....
Full Text Available Soccer referees enforce the laws of the game and the decisions they make can directly affect match results. Fixtures within European competitions take place in climatic conditions that are often challenging (e.g. Moscow ~ -5oC, Madrid ~30oC. Effects of these temperatures on player performance are well documented; however, little is known how this environmental stress may impair cognitive performance of soccer referees and if so, whether exercise exasperates this. The present study aims to investigate the effect of cold (COLD; 5oC, 40% relative humidity (RH, hot (HOT; 30oC, 40% RH and temperate (CONT; 18oC, 40% RH conditions on decision making during soccer specific exercise. On separate occasions within each condition, thirteen physically active males; either semi-professional referees or semi-professional soccer players completed three 90 min intermittent treadmill protocols that simulated match play, interspersed with 4 computer delivered cognitive tests to measure vigilance and dual task capacity. Core and skin temperature, heart rate, rating of perceived exertion and thermal sensation were recorded throughout the protocol. There was no significant difference between conditions for decision making (p > 0.05 despite significant differences in measured physiological variables (skin temperature = HOT 34.5 ± 5.1°C; CONT 31.2 ± 0.1°C and COLD 26.7 ± 0.5°C; p < 0.05. It is hypothesised that the lack of difference observed in decision making ability between conditions was due to the exercise protocol used, as it may not have elicited an appropriate and valid soccer specific internal load to alter cognitive functioning.
Taylor, Lee; Fitch, Natalie; Castle, Paul; Watkins, Samuel; Aldous, Jeffrey; Sculthorpe, Nicholas; Midgely, Adrian; Brewer, John; Mauger, Alexis
Soccer referees enforce the laws of the game and the decisions they make can directly affect match results. Fixtures within European competitions take place in climatic conditions that are often challenging (e.g., Moscow ~ -5°C, Madrid ~30°C). Effects of these temperatures on player performance are well-documented; however, little is known how this environmental stress may impair cognitive performance of soccer referees and if so, whether exercise exasperates this. The present study aims to investigate the effect of cold [COLD; -5°C, 40% relative humidity (RH)], hot (HOT; 30°C, 40% RH) and temperate (CONT; 18°C, 40% RH) conditions on decision making during soccer specific exercise. On separate occasions within each condition, 13 physically active males; either semi-professional referees or semi-professional soccer players completed three 90 min intermittent treadmill protocols that simulated match play, interspersed with 4 computer delivered cognitive tests to measure vigilance and dual task capacity. Core and skin temperature, heart rate, rating of perceived exertion (RPE) and thermal sensation (TS) were recorded throughout the protocol. There was no significant difference between conditions for decision making in either the dual task (interaction effects: FALSE p = 0.46; MISSED p = 0.72; TRACKING p = 0.22) or vigilance assessments (interaction effects: FALSE p = 0.31; HIT p = 0.15; MISSED p = 0.17) despite significant differences in measured physiological variables (skin temperature: HOT vs. CONT 95% CI = 2.6 to 3.9, p decision making ability between conditions was due to the exercise protocol used, as it may not have elicited an appropriate and valid soccer specific internal load to alter cognitive functioning.
McCunn, Robert; Fünten, Karen Aus der; Whalan, Matthew; Sampson, John A; Meyer, Tim
Study Design Prospective cohort. Background The association between movement quality and injury is equivocal. No soccer-specific movement assessment has been prospectively investigated in relation to injury risk. Objectives To investigate the association between a soccer-specific movement quality assessment and injury risk among semi-professional soccer players. Methods Semi-professional soccer players (n=306) from 12 clubs completed the Soccer Injury Movement Screen (SIMS) during the pre-season period. Individual training/match exposure and non-contact time loss injuries were recorded prospectively for the entirety of the 2016 season. Relative risks (RR) were calculated, and presented with 90% confidence intervals (CI), for the SIMS composite and individual sub-test scores from generalized linear models with Poisson distribution offset for exposure. Results When considering non-contact time loss lower extremity injuries (primary level of analysis), there was a most likely trivial association with the SIMS composite score. Similarly, SIMS composite score demonstrated most likely to likely trivial associations to all injury categories included in the secondary level of analysis (non-contact time loss hip/groin, thigh, knee and ankle injuries). When considering hamstring strains and ankle sprains specifically (tertiary level of analysis) the SIMS composite score, again, demonstrated very likely trivial associations. A total of 262 non-contact time loss injuries were recorded. The overall (training and match exposure combined) incidence of non-contact time loss injury was 12/1000 hours. Conclusion The SIMS composite score demonstrated no association to any of the investigated categories of soccer-related injury. The SIMS composite score should not be used to group players into 'high' or 'low' risk groups. Level of Evidence Prognosis, level 4. J Orthop Sports Phys Ther, Epub 8 May 2018. doi:10.2519/jospt.2018.8037.
Wunderlich, Fabian; Memmert, Daniel
Betting odds are frequently found to outperform mathematical models in sports related forecasting tasks, however the factors contributing to betting odds are not fully traceable and in contrast to rating-based forecasts no straightforward measure of team-specific quality is deducible from the betting odds. The present study investigates the approach of combining the methods of mathematical models and the information included in betting odds. A soccer forecasting model based on the well-known ELO rating system and taking advantage of betting odds as a source of information is presented. Data from almost 15.000 soccer matches (seasons 2007/2008 until 2016/2017) are used, including both domestic matches (English Premier League, German Bundesliga, Spanish Primera Division and Italian Serie A) and international matches (UEFA Champions League, UEFA Europe League). The novel betting odds based ELO model is shown to outperform classic ELO models, thus demonstrating that betting odds prior to a match contain more relevant information than the result of the match itself. It is shown how the novel model can help to gain valuable insights into the quality of soccer teams and its development over time, thus having a practical benefit in performance analysis. Moreover, it is argued that network based approaches might help in further improving rating and forecasting methods.
Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin
Full Text Available Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data were collected from bibliographical sources that related to data. In the second step, the data were analyzed to examine the pedagogical-philosophical properties of the video games. The results indicate that video games change the way children view the world. Video games present the world as hiper-reality. Bu putting aside the negative values and maximizing the positive ones, the understanding of hiper-reality allows for the inculcation of children. Abstrak: Problem Pendidikan Video Games dalam Perspectif Teori Simulacra Jean Baudrillard. Permainan video games diyakini berdampak positif sekaligus negatif pada proses kognitif dan afektif anak.-anak. Terutama, video games berpengaruh pada proses internalisasi nilai-nilai dan pembentukan identitas mereka. Teknologi virtual yang disajikan oleh video games, seperti didekati oleh teori simulacra Jean Baudrillard, menyuguhkan jebakan akan realitas palsu. Melalui riset pustaka dengan metode "filsafat hermeneutis", dianalisis data untuk membangun refleksi filsafat pendidikan atas permainan video games itu. Hasil penelitian ini menyatakan video games menyuguhkan sebuah hiper-realitas dari simulasi realitas, atau simulacra dalam teori Jean Baudrillard. Simulacra adalah dunia yang terbentuk dari salinan realitas, yang menjadi acuan melebihi realitas asli. Disimpulkan bahwa video games menjadi semacam “ruang konseptual”, yang dibentuk oleh simulacra. Dengan mengenali hakikat hiper-realitas, video games dapat
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
Rodrigues, Gusthavo Augusto Alves; Felipe, Danilo De Souza; Silva, Elisangela; De Freitas, Wagner Zeferino; Higino, Wonder Passoni; Da Silva, Fabiano Fernandes; De Carvalho, Wellington Roberto Gomes; Aparecido de Souza, Renato
[Purpose] This investigation evaluated the acute cardiovascular responses that occur while playing virtual games (aerobic and balance) emulated by Nintendo Wii®. [Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric variables of maximum oxygen consumption, metabolic equivalents, and heart rate were obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus® software. To access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized data (using maximum oxygen consumption and heart rate) were analyzed using repeated measures analysis of variance and Scheffe’s test. [Results] Significant differences were found among the balance and aerobic games in all variables analyzed. In addition, the Wii exercises performed were considered to be of light (balance games) and moderate (aerobic games) intensity in accordance with American College Sports Medicine exercise stratification. [Conclusion] Physical activity in a virtual environment emulated by Nintendo Wii® can change acute cardiovascular responses, primarily when Wii aerobic games are performed. These results support the use of the Nintendo Wii® in physical activity programs. PMID:26504308
Rodrigues, Gusthavo Augusto Alves; Felipe, Danilo De Souza; Silva, Elisangela; De Freitas, Wagner Zeferino; Higino, Wonder Passoni; Da Silva, Fabiano Fernandes; De Carvalho, Wellington Roberto Gomes; Aparecido de Souza, Renato
[Purpose] This investigation evaluated the acute cardiovascular responses that occur while playing virtual games (aerobic and balance) emulated by Nintendo Wii(®). [Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric variables of maximum oxygen consumption, metabolic equivalents, and heart rate were obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus(®) software. To access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized data (using maximum oxygen consumption and heart rate) were analyzed using repeated measures analysis of variance and Scheffe's test. [Results] Significant differences were found among the balance and aerobic games in all variables analyzed. In addition, the Wii exercises performed were considered to be of light (balance games) and moderate (aerobic games) intensity in accordance with American College Sports Medicine exercise stratification. [Conclusion] Physical activity in a virtual environment emulated by Nintendo Wii(®) can change acute cardiovascular responses, primarily when Wii aerobic games are performed. These results support the use of the Nintendo Wii(®) in physical activity programs.
Nichols, Andrew W
were included and recorded as first-time injuries or recurrences of injuries sustained before the season.Severity of injury was defined by number of days lost from full participation in games and practices. Injury rates per 100 player sessions were lower for the intervention group (3.8) than for the control group(13.1); thus, the rate ratio (RR) adjusted for age, level of competition, and previous injury was 0.293 (95% confidence interval[CI], 0.150-0.572). Both rates of new and recurrent injuries were lower for the intervention group than for the control group(new injuries: RR, 0.410; 95% CI, 0.180-0.933; recurrent injuries: RR, 0.137; 95% CI, 0.037-0.509). The 15 injuries in the intervention group resulted in absence of 454 days from soccer (mean, 30.3; SD, 18.3; range, 7-64 days per injury), whereas 51 injuries in the control group resulted in 1344 days absent (mean, 26.4; SD, 19.5; range, 4-89 days per injury). Mean severity of injuries (days absent) was not significantly different (P = 0.16) between groups. Delayed onset muscle soreness,but no other adverse effect, was reported by most members of the intervention group during the training period. An eccentric hamstring exercise program was associated with lower rates of new and recurrent hamstring injuries in Danish male soccer players.
Saposnik, Gustavo; Teasell, Robert; Mamdani, Muhammad; Hall, Judith; McIlroy, William; Cheung, Donna; Thorpe, Kevin E; Cohen, Leonardo G; Bayley, Mark
Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation. In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or "Jenga") among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention. Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, -14.5, -0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity. VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote
Hightow-Weidman, Lisa B; Muessig, Kathryn E; Bauermeister, José A; LeGrand, Sara; Fiellin, Lynn E
Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field. A review of recently published (1 January 2016-31 March 2017) or presented abstracts (2016) identified a paucity of technology-based interventions that included gamification elements or any terms associated with videogames or gameplay. A larger portfolio of digital gaming interventions is in the pipeline. Use of digital games that include elements of gamification or consist of standalone videogames or virtual-reality-based games, represent a promising intervention strategy to address the HIV prevention and care continuum, especially among youth. Our review demonstrates that there is significant room for growth in this area in designing, developing, testing and most importantly, implementation and dissemination these novel interventions.
Rationale, design and methods for a randomised and controlled trial of the impact of virtual reality games on motor competence, physical activity, and mental health in children with developmental coordination disorder.
Straker, Leon M; Campbell, Amity C; Jensen, Lyn M; Metcalf, Deborah R; Smith, Anne J; Abbott, Rebecca A; Pollock, Clare M; Piek, Jan P
A healthy start to life requires adequate motor development and physical activity participation. Currently 5-15% of children have impaired motor development without any obvious disorder. These children are at greater risk of obesity, musculoskeletal disorders, low social confidence and poor mental health. Traditional electronic game use may impact on motor development and physical activity creating a vicious cycle. However new virtual reality (VR) game interfaces may provide motor experiences that enhance motor development and lead to an increase in motor coordination and better physical activity and mental health outcomes. VR games are beginning to be used for rehabilitation, however there is no reported trial of the impact of these games on motor coordination in children with developmental coordination disorder. This cross-over randomised and controlled trial will examine whether motor coordination is enhanced by access to active electronic games and whether daily activity, attitudes to physical activity and mental health are also enhanced. Thirty children aged 10-12 years with poor motor coordination (≤ 15th percentile) will be recruited and randomised to a balanced ordering of 'no active electronic games' and 'active electronic games'. Each child will participate in both conditions for 16 weeks, and be assessed prior to participation and at the end of each condition. The primary outcome is motor coordination, assessed by kinematic and kinetic motion analysis laboratory measures. Physical activity and sedentary behaviour will be assessed by accelerometry, coordination in daily life by parent report questionnaire and attitudes to physical activity, self-confidence, anxiety and depressed mood will be assessed by self report questionnaire. A sample of 30 will provide a power of > 0.9 for detecting a 5 point difference in motor coordination on the MABC-2 TIS scale (mean 17, sd = 5). This is the first trial to examine the impact of new virtual reality games on
Rationale, design and methods for a randomised and controlled trial of the impact of virtual reality games on motor competence, physical activity, and mental health in children with developmental coordination disorder
Straker Leon M
Full Text Available Abstract Background A healthy start to life requires adequate motor development and physical activity participation. Currently 5-15% of children have impaired motor development without any obvious disorder. These children are at greater risk of obesity, musculoskeletal disorders, low social confidence and poor mental health. Traditional electronic game use may impact on motor development and physical activity creating a vicious cycle. However new virtual reality (VR game interfaces may provide motor experiences that enhance motor development and lead to an increase in motor coordination and better physical activity and mental health outcomes. VR games are beginning to be used for rehabilitation, however there is no reported trial of the impact of these games on motor coordination in children with developmental coordination disorder. Methods This cross-over randomised and controlled trial will examine whether motor coordination is enhanced by access to active electronic games and whether daily activity, attitudes to physical activity and mental health are also enhanced. Thirty children aged 10-12 years with poor motor coordination (≤ 15th percentile will be recruited and randomised to a balanced ordering of 'no active electronic games' and 'active electronic games'. Each child will participate in both conditions for 16 weeks, and be assessed prior to participation and at the end of each condition. The primary outcome is motor coordination, assessed by kinematic and kinetic motion analysis laboratory measures. Physical activity and sedentary behaviour will be assessed by accelerometry, coordination in daily life by parent report questionnaire and attitudes to physical activity, self-confidence, anxiety and depressed mood will be assessed by self report questionnaire. A sample of 30 will provide a power of > 0.9 for detecting a 5 point difference in motor coordination on the MABC-2 TIS scale (mean 17, sd = 5. Discussion This is the first trial to
Legey, Ana Paula; Silva, Marcio H.; Machado, Daniel M.; Santo, Andre Cotelli E.; Lapa, Celso M.F.; Mol, Antonio C.A.
Students are immersed in a society with many possibilities of interaction, either computer or smart phones. In addition, students demand more innovation, dynamism and interactivity in classrooms. The form of education that can motivate students to engage in the learning process can get them to be interested in the lessons and not prematurely abandon schools. On the other hand, educational materials based on Virtual Reality (VR), as computer games, have been considered an important educational tool for making dynamic, motivating, innovative, in addition to achieving those areas where traditional methods are not reaching its goal. Motivated by the above, and given the competence developed by the Virtual Reality Laboratory of the Instituto de Engenharia Nuclear / CNEN and the collaboration of the University Center UniCarioca, was developed a digital game based on virtual reality tools for the teaching of a subject of area of science that needs to be addressed to society more contextualized way: the different applications of nuclear energy. It is expected that this digital game is an important tool for the dissemination, teaching and learning the benefits of nuclear energy. (author)
Legey, Ana Paula; Silva, Marcio H.; Machado, Daniel M.; Santo, Andre Cotelli E.; Lapa, Celso M.F.; Mol, Antonio C.A., E-mail: firstname.lastname@example.org, E-mail: email@example.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil). Lab. de Realidade Virtual; Lima, Tiago Rocha; Paula, Vanessa M.; Junior, Israel L.; Augusto, Haline F., E-mail: firstname.lastname@example.org, E-mail: email@example.com, E-mail: firstname.lastname@example.org, E-mail: email@example.com [Centro Universitario Carioca (UniCarioca), Rio de Janeiro, RJ (Brazil)
Students are immersed in a society with many possibilities of interaction, either computer or smart phones. In addition, students demand more innovation, dynamism and interactivity in classrooms. The form of education that can motivate students to engage in the learning process can get them to be interested in the lessons and not prematurely abandon schools. On the other hand, educational materials based on Virtual Reality (VR), as computer games, have been considered an important educational tool for making dynamic, motivating, innovative, in addition to achieving those areas where traditional methods are not reaching its goal. Motivated by the above, and given the competence developed by the Virtual Reality Laboratory of the Instituto de Engenharia Nuclear / CNEN and the collaboration of the University Center UniCarioca, was developed a digital game based on virtual reality tools for the teaching of a subject of area of science that needs to be addressed to society more contextualized way: the different applications of nuclear energy. It is expected that this digital game is an important tool for the dissemination, teaching and learning the benefits of nuclear energy. (author)
Souglis, Athanasios; Bogdanis, Gregory C; Chryssanthopoulos, Costas; Apostolidis, Nikolaos; Geladas, Nikos D
This study examined the influence of sex and playing position on the time-course of selected oxidative stress, inflammation and muscle damage markers following an official soccer match. Sixty professional soccer players (30 male and 30 female) were divided into three groups, according to their playing position: defenders, midfielders and attackers. Each group consisted of 10 male and 10 female players. Sixty healthy volunteers (30 males and 30 females) served as control. Blood samples were taken before and after the match and daily for five days after the match. Analysis of variance revealed different responses over time between sex and playing positions, as shown by the 3-way interaction, for creatine kinase (CK), protein carbonyls (PC), catalase, fibrinogen (FIB), uric acid (UA), lactate dehydrogenase (LDH), reduced glutathione, C-reactive protein and interleukin-6 (IL-6) (p position, for all oxidative, inflammatory and muscle damage indices (psexes, midfielders had higher peaks in all indices compared with defenders (p sex and playing position influence the time-course of selected oxidative stress, inflammation and muscle damage markers following an official soccer game. This information should be taken into account by practitioners for the design of training programs following match play.
Full Text Available Despite the ubiquity and rich features of current mobile phones, mobile games have failed to reach even the lowest estimates of expected revenues. This is unfortunate as mobile phones offer unique possibilities for creating games aimed at attracting demographics not currently catered for by the traditional console market. As a result, there has been a growing call for greater innovation within the mobile games industry and support for games outside the current console genres. In this paper, we present the design and implementation of a novel location-based game which allows us turn a camera phone into a mixed-reality laser cannon. The game uses specially designed coloured tags, which are worn by the players, and advanced colour tracking software running on a camera phone, to create a novel first person shoot-em-up (FPS with innovative game interactions and play.
Harper, Liam D.; Fothergill, Melissa; West, Daniel J.; Stevenson, Emma; Russell, Mark
Qualitative research investigating soccer practitioners’ perceptions can allow researchers to create practical research investigations. The extra-time period of soccer is understudied compared to other areas of soccer research. Using an open-ended online survey containing eleven main and nine sub questions, we gathered the perceptions of extra-time from 46 soccer practitioners, all working for different professional soccer clubs. Questions related to current practices, views on extra-time reg...
Full Text Available The aim of the study was to evaluate and organize systematically the available literature on skill-related performance in young and adult male soccer players in an attempt to identify the most common topics, ascertain the weaknesses, and elucidate the main contributions of the scientific papers on this issue. A systematic review of the Institute for Scientific Information (ISI Web of Knowledge database was performed in accordance with the Preferred Reporting Items for Systematic reviews and Meta-analyses (PRISMA guidelines. The keywords ‘football’ and ‘soccer’ were used, each associated with the following terms: ‘technical analysis,’ ‘technical performance,’ ‘technical activity,’ ‘technical skill,’ ‘technical demands,’ ‘technical profiles,’ ‘technical characteristics,’ ‘technical actions,’ ‘technical scores,’ ‘technical ability,’ ‘motor skills,’ and ‘skill acquisition’. From the 2830 papers, only 60 were reviewed, of which 75% had been published in years 2011-2015 and 53.3% concerned professional or seniors players (above the U-20 category. Out of the 41 papers that analysed the skill-related performance in the match, 48.8% evaluated the performance in small-sided and conditioned games. Among the 27 papers that used validated instruments, 88.9% assessed technical actions outside the match context (e.g. dribbling, shooting tests. Future research should pay attention to the definition and classification of the skill-related variables under investigation in match context and propose tests for measured skill-related performance in soccer, considering that the representativeness task design allies the players’ possibilities of action to the situation of the match.
Rooij, M.M.J.W. van; Lobel, A.M.; Harris, O.; Smit, N.; Granic, I.
Biofeedback games have the potential to make gaming a deeply personal experience by linking the gamespace to each player's physiological state. First, this paper describes the psycho-educational potential of the horror-themed biofeedback game Nevermind. In Nevermind, players' heart rate is
Kim, Honesty; Lee, Seung Ah; Riedel-Kruse, Ingmar
Novel ways for formal and informal biophysics education are important. We present a low-cost biotic game design kit that incorporates microbial organisms into an interactive gaming experience: A 3D-printable microscope containing four LEDs controlled by a joystick enable human players to provide directional light stimuli to the motile single-celled organism Euglena gracilis. These cellular behaviors are displayed on the integrated smart phone. Real time cell-tracking couples these cells into interactive biotic video game play, i.e., the human player steers Euglena to play soccer with virtual balls and goals. The player's learning curve in mastering this fun game is intrinsically coupled to develop a deeper knowledge about Euglena's cell morphology and the biophysics of its phototactic behavior. This kit is dual educational - via construction and via play - and it provides an engaging theme for a formal biophysics devices class as well as to be presented in informal outreach activities; its low cost and open soft- and hardware should enable wide adoption.
Schenk, K; Bizzini, M; Gatterer, H
Referees are an integral part of soccer, and their performance is fundamental for regular match flow, irrespective of the competition level or age classes. So far, scientific interest was mainly limited to aspects of exercise physiology and match performance of soccer referees, whereas recommendations for nutrition were adopted from active professional soccer. In contrast to elite soccer players, most referees are non-professional and engaged in different occupations. Furthermore, elite referees and soccer players differ in regard to age, body composition, aerobic capacity, and training load. Thus, referees' caloric needs and recommended daily carbohydrate intake may generally be lower compared to active soccer players, with higher intakes limited to periods of increased training load and match days or for referees engaged in physical demanding occupations. With respect to fluid intake, pre-match and in-match hydration strategies generally valid in sports are recommended also for referees to avoid cognitive and physical performance loss, especially when officiating in extreme climates and altitude. In contrast to elite soccer, professional assistance concerning nutrition and training is rarely available for national elite referees of most countries. Therefore, special attention on education about adequate nutrition and fluid intake, about the dietary prevention of deficiencies (iron in female referees, vitamin D irrespective of sex and age), and basic precautions for travels abroad is warranted. In conclusion, the simple adoption of nutritional considerations from active soccer for referees may not be appropriate. Recommendations should respect gender differences, population-specific physical characteristics, and demands just as well as individual characteristics and special needs. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Choi, Jun Hwan; Han, Eun Young; Kim, Bo Ryun; Kim, Sun Mi; Im, Sang Hee; Lee, So Young; Hyun, Chul Woong
To investigate the effectiveness of commercial gaming-based virtual reality (VR) therapy on the recovery of paretic upper extremity in subacute stroke patients. Twenty patients with the first-onset subacute stroke were enrolled and randomly assigned to the case group (n=10) and the control group (n=10). Primary outcome was measured by the upper limb score through the Fugl-Meyer Assessment (FMA-UL) for the motor function of both upper extremities. Secondary outcomes were assessed for motor function of both upper extremities including manual function test (MFT), box and block test (BBT), grip strength, evaluated for activities of daily living (Korean version of Modified Barthel Index [K-MBI]), and cognitive functions (Korean version of the Mini-Mental State Examination [K-MMSE] and continuous performance test [CPT]). The case group received commercial gaming-based VR therapy using Wii (Nintendo, Tokyo, Japan), and the control group received conventional occupational therapy (OT) for 30 minutes a day during the period of 4 weeks. All patients were evaluated before and after the 4-week intervention. There were no significant differences in the baseline between the two groups. After 4 weeks, both groups showed significant improvement in the FMA-UL, MFT, BBT, K-MBI, K-MMSE, and correct detection of auditory CPT. However, grip strength was improved significantly only in the case group. There were no significant intergroup differences before and after the treatment. These findings suggested that the commercial gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function in subacute stroke patients.
Juan Del Coso
Full Text Available Background: Epidemiologic research to learn the incidence, type, location, and severity of female soccer injuries and the risk factors for sustaining a sport injury is the first step in developing preventive policies. The aim of this study was to analyze the incidence of injuries in the population of female soccer players in Spain. Methods: The injuries incurred by 25,397 female soccer players were registered by the medical staff of the Spanish Football Federation during 1 season. A standardized medical questionnaire was used to classify the injury according to type, severity, location, and injury mechanism. A total of 2108 injuries was reported with an incidence of 0.083 injuries per player per season. Most injuries were in the lower limbs (74.0%, mainly affecting knee (30.4% and ankle joints (17.9%. Results: The proportion of injuries derived from contact with another player was higher during matches (33.7% than during training (11.4%; p 0.05. Conclusion: Most female soccer injuries were located at the knee and ankle; the injury mechanism determined the playing time lost; and the player's age did not affect injury characteristics. Keywords: Ankle, Epidemiology, Knee, Sport injuries, Women
The most recent trend of soccer violence in the South African context is explored though a synthesis of theoretical perspectives and the 'sociogenesis' of soccer hooliganism. Against the background of profiling South African soccer spectators and an analysis of soccer violence since 1977, three trends were identified.
Full Text Available Purpose – Wearable technologies are a near future concept and cyborgs are in fact reality. The authors’ proposition is how cyborgisation could and will occur. The paper aims to discuss this issue. Design/methodology/approach – The approach used by this paper is a general review. Findings – The authors explain how the line between humans and technology is becoming more and more blurred as this trends paper explores the concepts of singularity and cyborgs as a future state highlighting the world's first cyborg games. Originality/value – The paper contributes to our understanding that science fiction is fiction to some but reality to others depending on a person's cognition and insight.
Full Text Available The modern soccer has a wide variability and complexity of the technical-tactical and motoric elements during the game, which are oriented in increasing the tempo, efficiency, dynamics, attractiveness and success in competition. In this work was analyzed the sample of 27 soccer players from two national teams: the national team of Spain and the national team of Germany, the first and second ranged team in the European championship ,,EURO 2008 “ With the information gathered with the ,,Castrol Performance Index“ ,it was possible to express a different situational parameters in all stages of game . There were drown out the information’s about the kinds and number of passes of the team and the players, the percentage of the efficiency of the team, and for each player of each team .The main issue of the work was to investigate and to describe competitive efficiency of the players and teams, respectively, competitive efficiency of the players, and the finalist teams in the last European championship, with the special focus to passes. According to the results the team of Spain in final match has as paid attention to the all kinds of ball passes. According to the form of the ball pass the team of Germany has dominated in the middle passes, train to engage the offense players with those passes .According the accuracy of pass execution, the team of Spain had the higher accuracy in short passes, which is reasonable after the goal achievement, where as prime aim was to keep the advantage in result
Vorup Petersen, Jacob
function, and 3) the feasibility, motivation and injury rate of regular small-sided ball games in untrained elderly. Purpose. The overall aims of the present thesis were to examine physiological adaptations important for health after a period of small-sided ball game training and protein ingestion...... adults, 16 weeks of small-sided soccer was shown to improve physical function and exercise capacity, whereas muscle mass was unaffected by the training despite a high intake of daily protein. However, a number of questions still need to be answered regarding small-sided ball game training in untrained...... elderly: 1) The effect of other small-sided ball games, e.g. floorball training and cone ball, on physiological adaptations important for health as well as the effect of combined protein intake, 2) the effect of regular small-sided ball games in older adults with a more advanced age and low physical...
Kaufmann, Hannes; Meyer, Bernd
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Mitchell, Rebecca; DeBay, Dennis
Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…
Smith, Nicholas A; Chounthirath, Thiphalak; Xiang, Huiyun
To investigate the epidemiology of youth soccer-related injuries treated in emergency departments in the United States. A retrospective analysis was conducted of soccer-related injuries among children 7 through 17 years of age from 1990 through 2014 with data from the National Electronic Injury Surveillance System. Injury rates were calculated from soccer participation data. An estimated 2 995 765 (95% confidence interval [CI], 2 309 112-3 682 418) children 7 through 17 years old were treated in US emergency departments for soccer-related injuries during the 25-year study period, averaging 119 831 (95% CI, 92 364-147 297) annually. The annual injury rate per 10 000 soccer participants increased significantly, by 111.4%, from 1990 to 2014. Patients 12 to 17 years old accounted for 72.7% of injuries, 55.5% of patients were male, and most injuries occurred in a place of sport or recreation (68.5%) or school (25.7%). Struck by (38.5%) and fell (28.7%) were the leading mechanisms of injury. Injuries most commonly were diagnosed as sprain or strain (34.6%), fracture (23.2%), and soft tissue injury (21.9%), and occurred to the upper extremity (20.7%), ankle (17.8%), and head or neck (17.7%). Concussions or other closed head injuries accounted for 7.3% of the injuries, but the annual rate of concussions/closed head injuries per 10 000 participants increased significantly, by 1595.6%, from 1990 to 2014. This study is the first to comprehensively investigate soccer-related injuries and calculate injury rates based on soccer participation data among children at the national level. The increasing number and rate of pediatric soccer-related injuries, especially soccer-related concussions/closed head injuries, underscore the need for increased efforts to prevent these injuries. Copyright © 2016 by the American Academy of Pediatrics.
Full Text Available To identify individual response patterns in selected aerobic fitness variables of regular starters (ST; N = 7 and non-starters (Non-ST; N = 10, top level professional soccer players were tested for maximal oxygen uptake (VO2max, velocity at 4 mM of lactate (V4, velocity at maximal oxygen uptake (νVO2max and oxygen pulse (O2-pulse in July and December following consecutive periods of fixture congestion. V4 was the only variable that increased significantly in December compared to July (15.1 ± 0.5 vs. 14.6 ± 0.5, p = 0.001. There was an almost certain beneficial large mean team change for V4 (ES = 1.2 (0.67; 1.57, 100/0/0, while beneficial mean team changes were less likely for νVO2max and O2-pulse [ES = 0.31 (-0.08; 0.70, 68/30/2 and ES = 0.24 (0.01; 0.49, 64/36/0, respectively] and unclear for VO2max (ES = 0.02 (-0.31; 0.70, 18/69/13. With the exception of V4 where 10 out of 17 players (7 ST and 3 Non-ST showed positive changes higher than the biological variability, all other variables were characterized by a substantial proportion of changes lower than the biological variability. The present study demonstrated that aerobic fitness variables that require maximal effort may be characterized by greater variability of the individual response pattern compared to that of submaximal aerobic fitness variables irrespective of the accumulated game time. Submaximal aerobic fitness variables appear to be more informative in the physiological evaluation of top level soccer players and this may be an advantage during exposure to periods of consecutive games.
Eggels, H.; van Elk, R.; Pechenizkiy, M.
In elite soccer, decisions are often based on recent results and emotions. In this paper, we propose a method to determine the expected winner of a match in elite soccer. The expected result of a soccer match is determined by estimating the probability of scoring for the individual goal scoring
Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno
The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest design using small-sided games situations. The experimental group participated in a 5-month differential-learning program embodied in small-sided games situations, while the control group participated in a typical small-sided games training program. In-game creativity was assessed through notational analyses of the creative components, and the players' positional data were used to compute tactical-derived variables. The findings suggested that differential learning facilitated the development of creative components, mainly concerning attempts (U13, small; U15, small), versatility (U13, moderate; U15, small), and originality (U13, unclear; U15, small) of players' actions. Likewise, the differential-learning approach provided a decrease in fails during the game in both experimental groups (moderate). Moreover, differential learning seemed to favor regularity in pitch-positioning behavior for the distance between players' dyads (U13, small; U15, small), the distance to the team target (U13, moderate; U15, small), and the distance to the opponent target (U13, moderate; U15, small). The differential-learning program stressed creative and positional behavior in both age groups with a distinct magnitude of effects, with the U13 players demonstrating higher improvements over the U15 players. Overall, these findings confirmed that the technical variability promoted by differential learning nurtures regularity of positioning behavior.
van Beijsterveldt, A.M.C.
Soccer causes the largest number of injuries each year (18% of all sports injuries) in the Netherlands. The aim of this dissertation is to contribute to the body of evidence on injury prevention for adult male soccer players. Chapter 1 is a general introduction and presents the “sequence of
Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida
This project developed and studied The Source, an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared websites, social media, personal communications, and real-world settings to complete activities and collaborate with team members. The Source was a five-week summer program with 144 participants from Chicago aged 13 to 18 years. The Source incorporated six socio-contextual factors derived from three frameworks: Chang's (ERIC Digest, 2002) recommendations for engaging underrepresented populations in STEM careers, Lave and Wenger's (Cambridge University Press, 1991) situated learning model, and Barron's (Human Development, 49(4); 193-224, 2006) learning ecology perspective. These factors aligned with the program's aims of promoting (1) social community and peer support, (2) collaboration and teamwork, (3) real-world relevance and investigative learning, (4) mentoring and exposure to STEM professionals, (5) hands-on activities to foster transferable skill building, and (6) interface with technology. This paper presents results from 10 focus groups and 10 individual interviews conducted with a subset of the 144 youth participants who completed the game. It describes how these six factors were realized through The Source and uses them as a lens for considering how The Source functioned pedagogically. Qualitative findings describe youth's perception of The Source's potential influence on STEM interest, engagement, and identity formation. Despite limitations, study results indicate that underrepresented youth can engage in an immersive, narrative, and game-based experience as a potential mechanism for piquing and developing STEM interest and skills, particularly among underrepresented youth.
Full Text Available This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located
Baumgart, Christian; Gokeler, Alli; Donath, Lars; Hoppe, Matthias W; Freiwald, Jürgen
This study investigated exercise-induced effects of static stretching and playing soccer on anterior tibial translation (ATT) of the knee joint. Randomized controlled trial. University biomechanics laboratory. Thirty-one athletes were randomly assigned into a stretching (26.9 ± 6.2 years, 1.77 ± 0.09 m, 67.9 ± 10.7 kg) and a control group (27.9 ± 7.4 years, 1.75 ± 0.08 m, 72.0 ± 14.9 kg). Thirty-one amateur soccer players in an additional soccer group (25.1 ± 5.6 years, 1.74 ± 0.10 m, 71.8 ± 14.8 kg). All participants had no history of knee injury requiring surgery and any previous knee ligament or cartilage injury. The stretching group performed 4 different static stretching exercises with a duration of 2 × 20 seconds interspersed with breaks of 10 seconds. The soccer group completed a 90-minute soccer-specific training program. The control group did not perform any physical activity for approximately 30 minutes. Anterior tibial translation was measured with the KT-1000 knee arthrometer at forces of 67 N, 89 N, and maximal manual force (Max) before and after the intervention. There was a significant increase in ATT after static stretching and playing soccer at all applied forces. Maximal manual testing revealed a mean increase of ATT after static stretching of 2.1 ± 1.6 mm (P soccer of 1.0 ± 1.5 mm (P = 0.001). The ATT increase after static stretching at 67 and 89 N is significantly higher than in controls. At maximum manual testing, significant differences were evident between all groups. Static stretching and playing soccer increase ATT and may consequently influence mechanical factors of the anterior cruciate ligament. The ATT increase after static stretching was greater than after playing soccer. The observed increase in ATT after static stretching and playing soccer may be associated with changes in kinesthetic perception and sensorimotor control, activation of muscles, joint stability, overall performance, and higher injury risk.
PORSSUT, Thibault; CHARDONNET, Jean-Rémy
International audience; We present a first study where we combine two asymetric virtual reality systems for telecollaboration purposes: a CAVE system and a head-mounted display (HMD), using a server-client type architecture. Experiments on a puzzle game in limited time, alone and in collaboration, show that combining asymetric systems reduces cognitive load. Moreover, the participants reported preferring working in collaboration and showed to be more efficient in collaboration. These results ...
Kim, Heesung; Ke, Fengfeng; Paek, Insu
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…