VR-Based Cognitive & Technical Training in Youth Football: A Randomized Trial
VR-SCANPASS
Effects of Virtual Reality-based Cognitive and Technical Drills on Scanning and Passing Performance in Youth Football Players: a Randomized Controlled Study
1 other identifier
interventional
22
1 country
1
Brief 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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Mar 2025
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
March 1, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
July 1, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
August 1, 2025
CompletedFirst Submitted
Initial submission to the registry
August 17, 2025
CompletedFirst Posted
Study publicly available on registry
August 27, 2025
CompletedAugust 27, 2025
February 1, 2023
4 months
August 17, 2025
August 23, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Scanning Frequency in Small-Sided Games
Scanning behavior will be assessed during structured small-sided games and categorized into three domains: (1) before ball reception, (2) during ball control, and (3) off-the-ball. Each scanning action will be coded from synchronized video recordings by trained analysts using standardized operational definitions. Outcomes will be expressed as the number of scanning actions per game and analyzed for changes from baseline to post-intervention.
Baseline (pre-intervention) and after 7 weeks of training
Secondary Outcomes (5)
One-Touch Short-Successful Passes
Baseline and after 7 weeks of training
Control-Pass Short-Successful Passes
Baseline and after 7 weeks of training
Penetrative-Successful Passes
Baseline and after 7 weeks of training
Long-Successful Passes
Baseline and after 7 weeks of training
Passing Efficiency
Baseline and after 7 weeks of training
Study Arms (2)
Virtual Reality Training Group
EXPERIMENTALParticipants in this arm completed a 7-week virtual reality training program in addition to their regular football practice. The VR training was performed three times per week using the SensiballVR™ system, which integrates immersive cognitive drills (multi-object tracking, peripheral vision, scanning tasks) with football-specific technical passing scenarios under time pressure.
Control Group
ACTIVE COMPARATORParticipants in this arm continued their regular football training sessions over the 7-week period. They did not receive any additional VR-based training. This group served as the control condition for comparison with the experimental VR group.
Interventions
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.
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.
Eligibility Criteria
You may qualify if:
- Male youth football players (U16-U17 age categories)
- Injury-free in the past 12 months
- Normal or corrected-to-normal vision
- No prior exposure to virtual reality-based training
You may not qualify if:
- Presence of neurological disorders
- Presence of vestibular disorders
- History of recent orthopedic surgery
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Eskişehir Technical University
Eskişehir, Turkey (Türkiye)
Related Publications (2)
Lachowicz M, Zurek A, Jamro D, Serweta-Pawlik A, Zurek G. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Sci Rep. 2024 Apr 17;14(1):8904. doi: 10.1038/s41598-024-59539-w.
PMID: 38632364BACKGROUNDErisik K, Cerrah AO, Cinarli FS. Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study. BMC Sports Sci Med Rehabil. 2025 Dec 24;17(1):371. doi: 10.1186/s13102-025-01425-7.
PMID: 41444702DERIVED
MeSH Terms
Interventions
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Ass Prof
Study Record Dates
First Submitted
August 17, 2025
First Posted
August 27, 2025
Study Start
March 1, 2025
Primary Completion
July 1, 2025
Study Completion
August 1, 2025
Last Updated
August 27, 2025
Record last verified: 2023-02