NCT07572344

Brief 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.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
39

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Sep 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

September 1, 2025

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 1, 2025

Completed
4 months until next milestone

Study Completion

Last participant's last visit for all outcomes

February 20, 2026

Completed
2 months until next milestone

First Submitted

Initial submission to the registry

April 22, 2026

Completed
15 days until next milestone

First Posted

Study publicly available on registry

May 7, 2026

Completed
Last Updated

May 7, 2026

Status Verified

April 1, 2026

Enrollment Period

2 months

First QC Date

April 22, 2026

Last Update Submit

April 30, 2026

Conditions

Keywords

virtual realityfootball playerssports trainingEEGneurophysiologyathletic performancecognitive-motor integrationVR training

Outcome Measures

Primary Outcomes (5)

  • EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)

    EEG was recorded using a 32-channel system (BrainAccess Extended+). Power spectral density was calculated using the Welch method, and absolute power values (µV²) were derived for theta (4-8 Hz), alpha (8-12 Hz), and beta (12-30 Hz) frequency bands. Analyses were performed by averaging electrodes in the anterior region.

    Baseline (Week 0) and Post-intervention (Week 8)

  • EEG Functional Connectivity (Anterior-Central Coherence)

    Functional connectivity was assessed using coherence analysis between anterior and central brain regions. Coherence values were calculated for theta (4-8 Hz) and alpha (8-12 Hz) frequency bands using Welch-based methods.

    Baseline (Week 0) and Post-intervention (Week 8)

  • Dynamic Balance (Togu Challenge Disc Test)

    Balance performance was assessed using the Togu Challenge Disc. Participants performed double-leg and single-leg balance tasks (dominant and non-dominant), and the best score based on the device's standardized scoring system (1-5 scale) was recorded.

    Baseline (Week 0) and Post-intervention (Week 8)

  • Sprint Speed (30-meter Sprint Test)

    Sprint performance was measured using a 30-meter sprint test with a photoelectric timing system. The best time (seconds) from two trials was recorded.

    Baseline (Week 0) and Post-intervention (Week 8)

  • Isometric Knee Extension Strength

    Muscle strength was assessed using a handheld dynamometer. Maximum isometric knee extension force was measured for 5 seconds, and the highest value (kg) from repeated trials was recorded for the leg.

    Baseline (Week 0) and Post-intervention (Week 8)

Secondary Outcomes (2)

  • P300 Latency (Event-Related Potential)

    Baseline (Week 0) and Post-intervention (Week 8)

  • P300 Amplitude (Event-Related Potential)

    Baseline (Week 0) and Post-intervention (Week 8)

Study Arms (3)

Virtual Reality Training Group

EXPERIMENTAL

Participants in this group received virtual reality (VR)-based training sessions using immersive applications such as Head Football, Rezzil Player, FitXR, and similar platforms. The training was performed after regular team practice and included structured exercise protocols designed to improve balance, strength, endurance, coordination, and cognitive-motor integration. Sessions were conducted using a VR headset in a controlled environment with defined work-rest intervals.

Behavioral: Virtual Reality Training

Traditional Training Group

ACTIVE COMPARATOR

Participants in this group performed the same exercise content as the VR group under coach supervision without the use of virtual reality technology. The training focused on improving balance, strength, endurance, and coordination using conventional football training methods. Sessions were conducted after regular team practice with structured exercise sets and rest intervals similar to the VR group.

Behavioral: Traditional Training

Control Group

NO INTERVENTION

Participants in this group continued their regular football training program without receiving any additional experimental training or intervention. No VR-based or structured supplementary training was applied during the study period.

Interventions

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.

Also known as: Conventional Training; Standard Training; Coach-Led Training
Traditional Training Group

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.

Also known as: VR Training; Immersive Virtual Reality Exercise; VR-based Sports Training
Virtual Reality Training Group

Eligibility Criteria

Age18 Years - 19 Years
Sexmale
Healthy VolunteersNo
Age GroupsAdult (18-64)

You may qualify if:

  • \- Male professional football players participating in licensed competitions within a professional club youth academy
  • Age between 18 and 19 years
  • years of active football playing experience
  • No chronic pain or musculoskeletal injury affecting performance
  • Willingness to participate and signed informed consent form
  • Ability to attend both virtual reality and training sessions regularly
  • Training frequency of approximately 3 sessions per week
  • Use of supplements only for general health purposes without performance enhancement effects

You may not qualify if:

  • \- Any injury that may impair performance or interaction with virtual reality training
  • Neurological or psychological disorders affecting VR interaction
  • Previous experience with VR-based training programs
  • History of epilepsy or seizure disorders
  • History of frequent headaches or migraines
  • Balance disorders or vestibular dysfunction
  • Visual impairments such as depth perception problems or color blindness
  • Non-compliance with study protocol or missing informed consent

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

RTEU

Rize, Center, Turkey (Türkiye)

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
OTHER
Intervention Model
PARALLEL
Model Details: Participants were randomly assigned into three parallel groups: virtual reality training group, traditional training group, and control group.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Assistant Professor

Study Record Dates

First Submitted

April 22, 2026

First Posted

May 7, 2026

Study Start

September 1, 2025

Primary Completion

November 1, 2025

Study Completion

February 20, 2026

Last Updated

May 7, 2026

Record last verified: 2026-04

Data Sharing

IPD Sharing
Will not share

Locations