EFFECTS OF VIRTUAL REALITY TRAINING ON ATHLETIC PERFORMANCE IN PROFESSIONAL FOOTBALL PLAYERS

NCT07572344 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 39

Last updated 2026-05-07

No results posted yet for this study

Summary

This study aimed to investigate the effects of virtual reality (VR)-assisted training compared with traditional training and routine practice on physical and neurophysiological performance in young professional football players. Thirty-nine male football players aged 18-19 were randomly assigned to VR training, traditional training, and control groups. The intervention lasted for several weeks and included structured training sessions integrated into regular team practice.

Physical performance was assessed using balance, 30-meter sprint, and muscle strength tests, while neurophysiological outcomes were evaluated using electroencephalography (EEG). Measurements were conducted before and after the intervention period. The VR group performed immersive exercise-based training using VR applications designed to improve coordination, strength, endurance, and cognitive-motor interaction, while the traditional group performed the same exercises without VR support.

The study hypothesized that VR-assisted training would lead to greater improvements in both physical performance and brain activity compared to traditional and control conditions.

Conditions

  • Athletic Performance

Interventions

BEHAVIORAL

Virtual Reality Training

Virtual reality (VR)-based training was performed using immersive applications such as Head Football, Rezzil Player, FitXR, and similar platforms. Participants completed structured exercise sessions after regular team practice. The training focused on improving balance, strength, endurance, coordination, and cognitive-motor integration. Sessions were conducted using a VR headset with defined work-rest intervals and consisted of repeated exercise sets designed to simulate sport-specific movements in an immersive environment.

BEHAVIORAL

Traditional Training

Participants performed the same exercise content as the VR group under coach supervision without the use of virtual reality technology. Training sessions focused on improving balance, strength, endurance, and coordination using conventional training methods. Exercises were structured with similar sets and rest intervals as the VR group and were completed after regular team practice.

Sponsors & Collaborators

  • The Scientific and Technological Research Council of Turkey

    collaborator OTHER
  • Recep Tayyip Erdogan University

    lead OTHER

Study Design

Allocation
RANDOMIZED
Purpose
OTHER
Masking
NONE
Model
PARALLEL

Eligibility

Min Age
18 Years
Max Age
19 Years
Sex
MALE
Healthy Volunteers
No

Timeline & Regulatory

Start
2025-09-01
Primary Completion
2025-11-01
Completion
2026-02-20

Countries

  • Turkey (Türkiye)

Study Locations

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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 NCT07572344 on ClinicalTrials.gov