Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study
| dc.contributor.author | Erisik, Kaan | |
| dc.contributor.author | Cerrah, Ali Onur | |
| dc.contributor.author | Cinarli, Fahri Safa | |
| dc.date.accessioned | 2026-04-04T13:33:05Z | |
| dc.date.available | 2026-04-04T13:33:05Z | |
| dc.date.issued | 2025 | |
| dc.department | İnönü Üniversitesi | |
| dc.description.abstract | Background 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.doi | 10.1186/s13102-025-01425-7 | |
| dc.identifier.issn | 2052-1847 | |
| dc.identifier.issue | 1 | |
| dc.identifier.orcid | 0000-0002-7552-367X | |
| dc.identifier.orcid | 0009-0008-5410-2148 | |
| dc.identifier.pmid | 41444702 | |
| dc.identifier.scopus | 2-s2.0-105025750319 | |
| dc.identifier.scopusquality | N/A | |
| dc.identifier.uri | https://doi.org/10.1186/s13102-025-01425-7 | |
| dc.identifier.uri | https://hdl.handle.net/11616/108922 | |
| dc.identifier.volume | 17 | |
| dc.identifier.wos | WOS:001648758500003 | |
| dc.identifier.wosquality | Q1 | |
| dc.indekslendigikaynak | Web of Science | |
| dc.indekslendigikaynak | Scopus | |
| dc.indekslendigikaynak | PubMed | |
| dc.language.iso | en | |
| dc.publisher | Bmc | |
| dc.relation.ispartof | Bmc Sports Science Medicine and Rehabilitation | |
| dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | |
| dc.rights | info:eu-repo/semantics/openAccess | |
| dc.snmz | KA_WOS_20250329 | |
| dc.subject | Virtual reality | |
| dc.subject | Cognitive training | |
| dc.subject | Scanning behavior | |
| dc.subject | Passing performance | |
| dc.subject | Perceptual skills | |
| dc.title | Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study | |
| dc.type | Article |











