EFFECTS OF VIRTUAL REALITY TRAINING ON ATHLETIC PERFORMANCE IN PROFESSIONAL FOOTBALL PLAYERS
VR - FOOTBALL
ATHLETIC PERFORMANCE IN VIRTUAL REALITY: THE USE OF VIRTUAL REALITY FOR TRAINING IN PROFESSIONAL FOOTBALL PLAYERS
3 other identifiers
interventional
39
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Sep 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
September 1, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
November 1, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
February 20, 2026
CompletedFirst Submitted
Initial submission to the registry
April 22, 2026
CompletedFirst Posted
Study publicly available on registry
May 7, 2026
CompletedMay 7, 2026
April 1, 2026
2 months
April 22, 2026
April 30, 2026
Conditions
Keywords
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
EXPERIMENTALParticipants 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.
Traditional Training Group
ACTIVE COMPARATORParticipants 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.
Control Group
NO INTERVENTIONParticipants 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.
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.
Eligibility Criteria
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)
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
- 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