Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study

dc.contributor.authorErisik, Kaan
dc.contributor.authorCerrah, Ali Onur
dc.contributor.authorCinarli, Fahri Safa
dc.date.accessioned2026-04-04T13:33:05Z
dc.date.available2026-04-04T13:33:05Z
dc.date.issued2025
dc.departmentİnönü Üniversitesi
dc.description.abstractBackground Traditional training methods often fall short in replicating the perceptual load of match environments. Virtual reality (VR) has emerged as a promising modality to enhance cognitive-motor integration in football contexts. Purpose: This study aimed to examine the effects of a 7-week virtual reality-based training program designed to improve both scanning behavior and passing performance in youth football players, in comparison with traditional training methods. Methods: A parallel-group randomized controlled trial was conducted with 22 male youth players from U16-U17 squads (mean age = 16.77 +/- 0.42 years), who were assigned to either a VR group (n = 11) or a control group (n = 11). The VR group completed 3 weekly sessions using the SensiballVR (TM) platform for a duration of 7 weeks, in addition to their regular training. Scanning frequency (before ball reception, during control, and off-the-ball) and passing performance (by execution type, outcome, and pass style) were assessed via video analysis in small-sided games pre- and post-intervention. Results: Between-group analysis revealed that the VR group achieved significantly greater improvements across all scanning domains compared to the control group, with mean-based percentage increases (calculated as the average of individual relative changes) ranging from + 198% to + 456%, rising from group mean values of 18 to 43 scans before ball reception, 20 to 43 during ball control, and 257 to 714 off the ball, versus - 12% to + 37% in controls (p < 0.01; ES = 0.58-0.83). Within-group analysis confirmed that scanning frequency increased significantly from pre- to post-test in the VR group (p = 0.003, ES = 0.89), whereas only off-the-ball scanning improved in the control group (p = 0.008, ES = 0.81). In passing performance, the VR group improved significantly in one-touch short-successful passes (+ 38%, p = 0.006, ES = 0.83), whereas the control group showed no meaningful change (+ 28%, p = 0.247, ES = 0.35). Although the VR group initially showed higher performance in control-pass short-successful passes (p = 0.038; ES = 0.44), this difference did not remain significant after false discovery rate correction (q = 0.199). Under the same condition, penetrative passes also improved significantly within the VR group (+ 108%, p = 0.029, ES = 0.66). No significant effects were observed for multi-touch passes (p > 0.05). Conclusion: Preliminary evidence suggests that immersive VR-based training can meaningfully enhance scanning behavior in youth football players, while potential benefits for passing outcomes remain exploratory. These findings highlight VR technology as a promising complementary tool in modern football development frameworks for improving perceptual-cognitive skills and decision-making.
dc.identifier.doi10.1186/s13102-025-01425-7
dc.identifier.issn2052-1847
dc.identifier.issue1
dc.identifier.orcid0000-0002-7552-367X
dc.identifier.orcid0009-0008-5410-2148
dc.identifier.pmid41444702
dc.identifier.scopus2-s2.0-105025750319
dc.identifier.scopusqualityN/A
dc.identifier.urihttps://doi.org/10.1186/s13102-025-01425-7
dc.identifier.urihttps://hdl.handle.net/11616/108922
dc.identifier.volume17
dc.identifier.wosWOS:001648758500003
dc.identifier.wosqualityQ1
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.indekslendigikaynakPubMed
dc.language.isoen
dc.publisherBmc
dc.relation.ispartofBmc Sports Science Medicine and Rehabilitation
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_WOS_20250329
dc.subjectVirtual reality
dc.subjectCognitive training
dc.subjectScanning behavior
dc.subjectPassing performance
dc.subjectPerceptual skills
dc.titleEffects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study
dc.typeArticle

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