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

No results posted yet for this study

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

More Related Trials

Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07144371 on ClinicalTrials.gov