The aim of this study was to examine the effect of playing formation on high-intensity running and technical performance during elite soccer matches. Twenty English FA Premier League games were analysed using a multiple-camera computerized tracking system (n = 153 players). Overall ball possession did not differ (P < 0.05) between 4-4-2, 4-3-3 and 4-5-1 formations (50%, s = 7 vs. 49%, s = 8 vs. 44%, s = 6). No differences were observed in high-intensity running between 4-4-2, 4-3-3 and 4-5-1 formations. Compared with 4-4-2 and 4-3-3 formations, players in a 4-5-1 formation performed less very high-intensity running when their team was in possession (312 m, s = 196 vs. 433 m, s = 261 vs. 410 m, s = 270; P 5 0.05) but more when their team was not in possession (547 m, s = 217 vs. 461 m, s = 156 vs. 459 m, s = 169; P < 0.05). Attackers in a 4-3-3 performed ~30% more (P < 0.05) high-intensity running than attackers in 4-4-2 and 4-5-1 formations. However, the fraction of successful passes was highest in a 4-4-2 (P < 0.05) compared with 4-3-3 and 4-5-1 formations. The results suggest that playing formation does not influence the overall activity profiles of players, except for attackers, but impacts on very high-intensity running activity with and without ball possession and some technical elements of performance.
Agility tests generally offer good reliability, although this may be compromised in younger participants responding to various scenarios. A human and/or video stimulus seems the most appropriate method to discriminate between standard of playing ability. Decision-making and perceptual factors are often propositioned as discriminant factors; however, the underlying mechanisms are relatively unknown. Research has focused predominantly on the physical element of agility. Small-sided games and video training may offer effective methods of improving agility, although practical issues may hinder the latter.
This study compared the technical activity and physical movements of various-sided games within professional soccer. It also examined the test-retest reliability of sided games using various numbers of players. 10 elite male players from a Scottish Premier League performed small- (SSGs: 4 vs. 4), medium- (MSGs: 5 vs. 5 to 8 vs. 8) and large- (LSGs: 9 vs. 9 to 11 vs. 11) sided games each lasting for 3×5 min. Results show significant physical differences (p<0.05) between SSGs, MSGs and LSGs for most of the variables measured. It was shown that SSGs induce a significantly faster playing speed when compared to MSGs and LSGs (150.5 vs. 108.3 vs. 120.4 m.min-1, p<0.01) but significantly less (p<0.01) repeated high-intensity efforts (0.88 vs. 4.40 m), high-intensity running (7 vs. 39 m) and sprint distance (0 vs. 11 m) when compared to LSGs. Findings also revealed significant differences (p<0.05) between SSGs, MSGs and LSGs in technical demands (passes, dribbles, shots, headers). High levels of reproducibility (ICC=0.99) were yielded when using the same-sided games, pitch sizes and possession rules. This study provided information on different-sided games to facilitate its use as part of a periodised weekly structure.
Introduction 87In the last decade there has been an exponential rise in time-motion research pertaining to soccer 88 and this has ultimately improved our understanding of the match demands. Studies demonstrate 89 that players regularly transition between brief bouts of high-intensity running and longer periods of 90 low-intensity running. 1,2,3 In addition to these activities, players frequently perform movements 91 such as tackling, jumping and directional changes integrated alongside technical skills. There may 92 be a tendency amongst practitioners to underestimate the game demands as metabolically taxing 93 activities such as accelerations and decelerations are often omitted from these studies. As with any 94 evidence-based framework in sports performance, detailed knowledge of the physical demands of 95 match play is essential for the design and implementation of specific fitness training.
The aim of this study was to quantify the motion demands of match-play in elite U12-U16 year old soccer players. 112 players from two professional soccer clubs at five age-group levels (U12-U16) were monitored during competitive matches (n = 14) using 5 Hz non-differential Global Positioning System (NdGPS). Velocity thresholds were normalised for each age-group using the mean squad times for a flying 10 m sprint test as a reference point. Match performance was reported as total distance, high-intensity distance, very high-intensity distance and sprint distance.Data were reported both in absolute (m) and relative (m · min -1 ) terms due to a rolling substitute policy. U15 (1.35 ± 0.09 s) and U16 (1.31 ± 0.06 s) players were significantly quicker than the U12 (1.58 ± 0.10 s), U13 (1.52 ± 0.07 s) and U14 (1.51 ± 0.08 s) players in the flying 10m sprint test (P<0.001). The U16 age-group covered significantly more absolute total distance (U16 > U12, U13, U14), high-intensity distance (U16 > U12, U13, U14, U15), very high-intensity distance (U16 > U12, U13) and sprint distance (U16 > U12, U13) than their younger counterparts (P<0.05). When the data are considered relative to match exposure, few differences are apparent. Training prescription for youth soccer players should consider the specific demands of competitive match-play at each age-group.
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