Dempsey, GM, Gibson, NV, Sykes, D, Pryjmachuk, BC, and Turner, AP. Match demands of senior and junior players during International Rugby League. J Strength Cond Res 32(6): 1678-1684, 2018-This study aims to quantify and compare the positional game demands of international junior and senior rugby league competition for the first time. Global positioning system (GPS) and video analysis were used to track 118 elite male rugby league players (57 seniors aged 28.7 ± 4.4 years; 61 juniors aged 17.2 ± 0.5 years) over 10 international matches (6 senior; 4 junior) characterized as either forwards (n = 67) or backs (n = 51). There were significant increases in the offensive carries (0.18 cf. 0.09 n·min; r = 0.56) and defensive tackles (0.36 cf. 0.23 n·min; r = 0.3) between senior and junior players, and forwards and backs (0.16 cf. 0.09; r = 0.34 and 0.41 cf. 0.14; r = 0.52), respectively. Running demands were significantly greater in backs than forwards (independent of playing level) for total distance (6,962 ± 1,263 m cf. 4,879 ± 1,824 m; r = 0.55), individualized high-speed distances (310 ± 158 m cf. 250 ± 171 m; r = 0.2), high-intensity accelerations (28.7 ± 12.1 m·s cf. 21.9 ± 11.7 m·s; r = 0.27), and decelerations (57.2 ± 18.3 m·s cf. 43.0 ± 17.8 m·s; r = 0.38). Positional differences were eliminated when reported relative to minutes played. From a practical perspective, although running demands relative to time on the pitch may prepare junior players for senior competition, it is not representative of the increased body mass and contact frequency within the senior game. Coaches should therefore reflect these differences within their physical preparation programs to prepare junior athletes accordingly for progression to the senior level.
The aim of this study was to quantify the changes in locomotive rates across the duration of senior elite rugby league matches. A semi-automated image recognition system (ProZone 3, ProZone®, Leeds, England) was used to track the movements of 59 players from six teams during three competitive matches. The players were classified into one of four positional groups: props (n = 9), back row (n = 9), pivots (n = 14) or outside backs (n = 27). Players' movements were classified as low, high or very high intensity running and reported as locomotive rates (distance covered per minute played) for successive quarters of each match. Analysis of variance revealed that only the outside backs showed a significantly lower overall locomotive rate during the final quarter compared to the first (P < 0.05). However, locomotive rates for high and very high intensity running during the final quarter were significantly lower (P < 0.05) than the first quarter among outside backs, pivots and props despite no change in the rate of involvements in contact. On the basis of these findings, it is suggested that high and very high intensity running locomotive rates may be more affective methods of detecting fatigue during competitive matches than overall locomotive rate.
The aim of this study was to assess the external validity and reliability of a novel rugby league match simulation protocol. With ethical approval, 16 males (age 22.4 ± 7.1 years, estimated (·)VO(2max) 52.1 ± 4.5 ml · kg⁻¹ · min⁻¹) performed the rugby league match simulation protocol on two occasions 10 to 14 days apart. During the rugby league match simulation protocol participants covered a total distance of 8,444 ± 212 m, at an overall locomotive rate of 97.3 ± 2.5 m · min⁻¹. In addition, changes in very high (-22.4%), high (-8.6%) and low intensity (1.6%) running locomotive rates from the first to the fourth quarter were observed. The magnitude of these movement characteristics did not differ significantly (P > 0.05) between repeated trials, with coefficients of variation of 1.1, 4.2 and 10.6%, and 95% limits of agreement of -0.4 ± 4.0, -0.3 ± 3.6, and -0.2 ± 4.4 m · min⁻¹ for overall, high and very high intensity running locomotive rates, respectively. On this evidence, the rugby league match simulation protocol replicates the movement demands observed during elite rugby league matches. Furthermore, the protocol can be performed reliably amongst non-elite sports players and thereby has the potential to be used as a tool for monitoring the effectiveness of various interventions on physical match performance.
This study investigated symptoms of exercise-induced muscle damage following a simulated rugby league game. Ten male participants were assessed before, immediately after (0 h), and 24 and 48 h after the simulated game. Perceived muscle soreness was higher at all time points (P 00.001) and creatine kinase values were increased at 24 h following the simulated game (P 00.001). Peak knee extensor torque at 60 deg × s (1 was reduced up to 48 h (P 0 0.04) but was unchanged at 240 deg × s (1 . Similarly, peak knee flexor torque at 60 deg × s (1 was lower than baseline up to 24 h, while at 240 deg × s (1 it was reduced at 24 h only (P 00.045). Correlations between changes in strength loss of the knee extensors and fat mass to fatfree mass ratio reveleaved no significant relationship between variables (P ! 0.05). In addition, countermovement jump performance was reduced at 0 and 24 h following the simulated game (P 00.008). Our results suggest that symptoms of exercise-induced muscle damage occur up to 48 h following a simulated rugby league match. Coaches should be cognisant of the large increases in muscle soreness and reductions in slow velocity force generation, and should adapt training accordingly in the 48 h period following a game.
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