In sporting environments, the knowledge necessary to manage athletes is built on information flows associated with player management processes. In current literature, there are limited case studies available to illustrate how such information flows are optimized. Hence, as the first step of an optimization project, this study aimed to evaluate the current state and the improvement opportunities in the player management information flow executed within the High-Performance Unit (HPU) at a professional rugby union club in England. Guided by a Business Process Management framework, elicitation of the current process architecture illustrated the existence of 18 process units and two core process value chains relating to player management. From the identified processes, the HPU management team prioritized 7 processes for optimization. In-depth details on the current state (As-Is) of the selected processes were extracted from semi-structured, interview-based process discovery and were modeled using Business Process Model and Notation (BPMN) and Decision Model and Notation (DMN) standards. Results were presented for current issues in the information flow of the daily training load management process, identified through a thematic analysis conducted on the data obtained mainly from focus group discussions with the main stakeholders (physiotherapists, strength and conditioning coaches, and HPU management team) of the process. Specifically, the current state player management information flow in the HPU had issues relating to knowledge creation and process flexibility. Therefore, the results illustrate that requirements for information flow optimization within the considered environment exist in the transition from data to knowledge during the execution of player management decision-making processes.
Small-sided games is a commonly used training method to develop technical, tactical and physical qualities concurrently. However, a review of small-sided games in rugby football codes (e.g. rugby union, rugby league) is not available. This systematic review aims to investigate the acute responses and chronic adaptations of small-sided games within rugby football codes considering the constraints applied. Four electronical databases were systematically searched until August 2020. Acute and chronic studies investigating rugby football codes small-sided games, with healthy amateur and professional athletes were included. Twenty studies were eventually included: 4 acute and 1 chronic in rugby union, 13 acute and 2 chronic in rugby league. Acute studies investigated task and individual constraints. Chronic studies showed that small-sided games would be an effective training method to improve physical performance. Current research in rugby football codes is heavily biased towards investigating how manipulating constraints can affect the physical characteristics of small-sided games, with limited literature investigating the effect on technical skills, and no studies investigating tactical behaviour. Future research is needed to evidence the effects of constraint manipulation on technical and tactical behaviour of rugby football players in small-sided games, in addition to physical characteristics.
Practical case studies elaborating end-to-end attempts to improve the quality of information flows associated with athlete management processes are scarce in the current sport literature. Therefore, guided by a Business Process Management (BPM) approach, the current study presents the outcomes from a case study to optimize the quality of strength and conditioning (S&C) information flow in the performance department of a professional rugby union club. Initially, the S&C information flow was redesigned using integral technology, activity elimination and activity automation redesign heuristics. Utilizing the Lean Startup framework, the redesigned information flow was digitally transformed by designing data collection, management and visualization systems. Statistical tests used to assess the usability of the data collection systems against industry benchmarks using the System Usability Scale (SUS) administered to 55 players highlighted that its usability (mean SUS score of 87.6 ± 10.76) was well above average industry benchmarks of similar systems (Grade A from SUS scale). In the data visualization system, 14 minor usability problems were identified from 9 cognitive walkthroughs conducted with the High-Performance Unit (HPU) staff. Pre-post optimization information quality was subjectively assessed by administering a standardized questionnaire to the HPU members. The results indicated positive improvements in all of the information quality dimensions (with major improvements to the accessibility) relating to the S&C information flow. Additionally, the methods utilized in the study would be especially beneficial for sporting environments requiring cost effective and easily adoptable information flow digitization initiatives which need to be implemented by its internal staff members.
Typical player management processes focus on managing an athlete’s physical, physiological, psychological, technical and tactical preparation and performance. Current literature illustrates limited attempts to optimize such processes in sports. Therefore, this study aimed to analyze the application of Business Process Management (BPM) in healthcare (a service industry resembling sports) and formulate a model to optimize data driven player management processes in professional sports. A systematic review, adhering to PRISMA framework was conducted on articles extracted from seven databases, focused on using BPM to digitally optimize patient related healthcare processes. Literature reviews by authors was the main mode of healthcare process identification for BPM interventions. Interviews with process owners followed by process modelling were common modes of process discovery. Stakeholder and value-based analysis highlighted potential optimization areas. In most articles, details on process redesign strategies were not explicitly provided. New digital system developments and implementation of Business Process Management Systems were common. Optimized processes were evaluated using usability assessments and pre-post statistical analysis of key process performance indicators. However, the scientific rigor of most experiments designed for such latter evaluations were suboptimal. From the findings, a stepwise approach to optimize data driven player management processes in professional sports has been proposed.
Standards are pivotal for generating the evidence required to manage players in professional sport environments like rugby union. Resultantly, using a three-step qualitative approach, this study aimed to formulate a consensus as a subjective standard for evidence generation pertaining to player management. The consensus statement intended to identify evidence on peaks/troughs in player external training loads using Global Positioning System (GPS)-based information in the High-Performance Unit (HPU) of a Gallagher Premiership rugby union club. Initially, a systematic review adhering to the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) framework was conducted to unravel the factors considered (literature-based cues) when identifying peaks/troughs in player external training loads using GPS information. Next, thematic analysis conducted on the data obtained from 7 semi-structured interviews with HPU staff highlighted that they consider 6 factors with 38 elements (practitioner-based cues) during player external training load management. Thereafter, guided by the Appraisal of Guidelines for Research and Evaluation (AGREE) II instrument and by utilising selected elements representing 4/6 factors (healthy player, GPS information, longitudinal durations and practitioner judgements on information), a consensus among practitioners for identifying peaks/troughs in player external training loads was developed with the participation of five HPU members using the nominal group technique (NGT). Practitioners reached an agreement with regard to 12 indicators to subjectively identify peaks/troughs in player external training loads within the considered environment.
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