NCT07144371

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

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
22

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Mar 2025

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

March 1, 2025

Completed
4 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

July 1, 2025

Completed
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

August 1, 2025

Completed
16 days until next milestone

First Submitted

Initial submission to the registry

August 17, 2025

Completed
10 days until next milestone

First Posted

Study publicly available on registry

August 27, 2025

Completed
Last Updated

August 27, 2025

Status Verified

February 1, 2023

Enrollment Period

4 months

First QC Date

August 17, 2025

Last Update Submit

August 23, 2025

Conditions

Keywords

cognitive trainingscanning behaviorpassing performanceperceptual skills

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

EXPERIMENTAL

Participants 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.

Other: Virtual Reality Training Group

Control Group

ACTIVE COMPARATOR

Participants 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.

Other: Standard Football Training

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.

Also known as: Control Group
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.

Control Group

Eligibility Criteria

Age16 Years - 17 Years
Sexmale
Healthy VolunteersYes
Age GroupsChild (0-17)

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)

Location

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: 38632364BACKGROUND
  • Erisik 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.

MeSH Terms

Interventions

Control Groups

Intervention Hierarchy (Ancestors)

Epidemiologic Research DesignEpidemiologic MethodsInvestigative TechniquesResearch DesignMethods

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
OTHER
Intervention Model
PARALLEL
Model Details: This study used a parallel-group, randomized controlled design. Twenty-two youth football players (U16-U17) were randomly allocated to either a Virtual Reality (VR) training group or a Control group (n = 11 per group). The intervention lasted 7 weeks, with three VR training sessions per week in addition to regular football practice. The Control group continued regular football training only. Outcomes included scanning frequency and passing performance assessed during structured small-sided games.
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

Locations