VR-Based Cognitive & Technical Training in Youth Football: A Randomized Trial
NCT07144371 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 22
Last updated 2025-08-27
Summary
In recent years, virtual reality (VR) has emerged as a promising tool to bridge this gap. By providing immersive, interactive, and customizable environments, VR-based interventions offer a safe and controlled platform for simulating complex game scenarios (7). From a neurophysiological perspective, VR training can stimulate the activation of key brain regions involved in perception, attention, and decision-making (8). Recent research examined the relationship between perceptual-cognitive performance in a dynamic 360° environment and soccer-specific performance in youth players (9). Their findings indicated a significant positive correlation between performance in a 360° multiple object tracking task and both passing accuracy and defensive effectiveness in small-sided games.
The repeated exposure to dynamic, visually rich stimuli enhances selective attention, working memory, and anticipatory skills, which are all critical for effective environmental scanning (10,11). Furthermore, the real-time feedback and motor engagement involved in VR-based drills promote sensorimotor integration, strengthening the neural pathways that support technical execution, such as passing accuracy and timing (12). These findings suggest that VR is not merely a visual aid but a cognitive training modality capable of eliciting measurable changes in sport-specific decision-making and technical performance (13).
However, current literature is still limited in terms of randomized controlled trials investigating the combined effects of VR on scanning and passing performance in football players. Therefore, this study aimed to evaluate the effects of a VR-based training program that integrates cognitive and technical drills on scanning behavior and passing performance in youth footballers. It was hypothesized that VR-based training intervention would demonstrate significantly greater improvements in scanning frequency and passing accuracy compared to those in the control group receiving only traditional training.
Conditions
- Virtual Reality
- Football
- Training Study
- Cognitive Performance
Interventions
- OTHER
-
Virtual Reality Training Group
Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.
- OTHER
-
Standard Football Training
Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.
Sponsors & Collaborators
-
Kocaeli Sağlık ve Teknoloji Üniversitesi
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Min Age
- 16 Years
- Max Age
- 17 Years
- Sex
- MALE
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-03-01
- Primary Completion
- 2025-07-01
- Completion
- 2025-08-01
Countries
- Turkey (Türkiye)
Study Locations
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