The purpose of this study was to analyze the validity, reliability, and accuracy of new wearable and smartphone-based technology for the measurement of barbell velocity in resistance training exercises. To do this, 10 highly trained powerlifters (age = 26.1 ± 3.9 years) performed 11 repetitions with loads ranging 50–100% of the 1-Repetition maximum in the bench-press, full-squat, and hip-thrust exercises while barbell velocity was simultaneously measured using a linear transducer (LT), two Beast wearable devices (one placed on the subjects' wrist –BW–, and the other one directly attached to the barbell –BB–) and the iOS PowerLift app. Results showed a high correlation between the LT and BW (r = 0.94–0.98, SEE = 0.04–0.07 m•s−1), BB (r = 0.97–0.98, SEE = 0.04–0.05 m•s−1), and the PowerLift app (r = 0.97–0.98, SEE = 0.03–0.05 m•s−1) for the measurement of barbell velocity in the three exercises. Paired samples T-test revealed systematic biases between the LT and BW, BB and the app in the hip-thrust, between the LT and BW in the full-squat and between the LT and BB in the bench-press exercise (p < 0.001). Moreover, the analysis of the linear regression on the Bland-Altman plots showed that the differences between the LT and BW (R2 = 0.004–0.03), BB (R2 = 0.007–0.01), and the app (R2 = 0.001–0.03) were similar across the whole range of velocities analyzed. Finally, the reliability of the BW (ICC = 0.910–0.988), BB (ICC = 0.922–0.990), and the app (ICC = 0.928–0.989) for the measurement of the two repetitions performed with each load were almost the same than that observed with the LT (ICC = 0.937–0.990). Both the Beast wearable device and the PowerLift app were highly valid, reliable, and accurate for the measurement of barbell velocity in the bench-press, full-squat, and hip-thrust exercises. These results could have potential practical applications for strength and conditioning coaches who wish to measure barbell velocity during resistance training.
The purpose of this study was to analyse the validity and reliability of a novel iPhone app (named: PowerLift) for the measurement of mean velocity on the bench-press exercise. Additionally, the accuracy of the estimation of the 1-Repetition maximum (1RM) using the load-velocity relationship was tested. To do this, 10 powerlifters (Mean (SD): age = 26.5 ± 6.5 years; bench press 1RM · kg = 1.34 ± 0.25) completed an incremental test on the bench-press exercise with 5 different loads (75-100% 1RM), while the mean velocity of the barbell was registered using a linear transducer (LT) and Powerlift. Results showed a very high correlation between the LT and the app (r = 0.94, SEE = 0.028 m · s) for the measurement of mean velocity. Bland-Altman plots (R = 0.011) and intraclass correlation coefficient (ICC = 0.965) revealed a very high agreement between both devices. A systematic bias by which the app registered slightly higher values than the LT (P < 0.05; mean difference (SD) between instruments = 0.008 ± 0.03 m · s). Finally, actual and estimated 1RM using the app were highly correlated (r = 0.98, mean difference (SD) = 5.5 ± 9.6 kg, P < 0.05). The app was found to be highly valid and reliable in comparison with a LT. These findings could have valuable practical applications for strength and conditioning coaches who wish to measure barbell velocity in the bench-press exercise.
Understanding how youth football players base their game interactions may constitute a solid criterion for fine-tuning the training process and, ultimately, to achieve better individual and team performances during competition. The present study aims to explore how passing networks and positioning variables can be linked to the match outcome in youth elite association football. The participants included 44 male elite players from under-15 and under-17 age groups. A passing network approach within positioning-derived variables was computed to identify the contributions of individual players for the overall team behaviour outcome during a simulated match. Results suggested that lower team passing dependency for a given player (expressed by lower betweenness network centrality scores) and high intra-team well-connected passing relations (expressed by higher closeness network centrality scores) were related to better outcomes. The correlation between the dyads’ positioning regularity and the passing density showed a most likely higher correlation in under-15 (moderate effect), indicating a possible more dependence of the ball position rather than in the under-17 teams (small/unclear effects). Overall, this study emphasizes the potential of coupling notational analyses with spatial-temporal relations to produce a more functional and holistic understanding of teams’ sports performance. Also, the social network analysis allowed to reveal novel key determinants of collective performance.
Team Sports has been suggested as a suitable environment to investigate creative behavior. This study’s purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player’s actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates’ and opponents’ positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children’s disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.
Ball screens are one of the most frequently used tactical behaviour in elite basketball games. The aim of the present study was to identify their predictors of success related to time, space, players, and tasks performed. The sample was composed of 818 ball screens corresponding to 20 close games (mean differences in score of 3.1 ± 0.8 points) randomly selected from the playoff games of the Spanish Basketball League (2008-2011). Classification tree analysis (CHAID) was used to analyse which variable or combination of variables, better predicts effectiveness during ball screens. The main results allowed identifying interactions with dribbler actions after the screen and the orientation of the screen on the ball. The results showed no interaction with game quarter and quarter minute temporal-related variables in both analyses. The present findings allow improving coaches' strategic plans that involve selecting the most appropriate offensive approach when performing ball screens.
The aim of the present study was to assess the effects of game timeouts on basketball teams' offensive and defensive performances according to momentary differences in score and game period. The sample consisted of 144 timeouts registered during 18 basketball games randomly selected from the 2007 European Basketball Championship (Spain). For each timeout, five ball possessions were registered before (n 0493) and after the timeout (n0475). The offensive and defensive efficiencies were registered across the first 35 min and last 5 min of games. A k-means cluster analysis classified the timeouts according to momentary score status as follows: losing ((10 to (3 points), balanced ( (2 to 3 points), and winning (4 to 10 points). Repeated-measures analysis of variance identified statistically significant main effects between pre and post timeout offensive and defensive values. Chi-square analysis of game period identified a higher percentage of timeouts called during the last 5 min of a game compared with the first 35 min (64.999.1% vs. 35.1910.3%; x 2 05.4, P B0.05). Results showed higher post timeout offensive and defensive performances. No other effect or interaction was found for defensive performances. Offensive performances were better in the last 5 min of games, with the least differences when in balanced situations and greater differences when in winning situations. Results also showed one interaction between timeouts and momentary differences in score, with increased values when in losing and balanced situations but decreased values when in winning situations. Overall, the results suggest that coaches should examine offensive and defensive performances according to game period and differences in score when considering whether to call a timeout.
The aim of this study was to identify the influence of prior knowledge of exercise duration on players' pacing patterns during soccer small-sided games. Twenty semi-professional male soccer players participated in this study. In the first game scenario, players were not informed how long they would be required to play the small-sided game and the activity was terminated after 20 min (Unknown Condition). In the second game scenario, players were told that they would play the small-sided game for 10 min, but immediately after completing the 10-min game, they were asked to complete another 10 min (Partially Condition). In the third game scenario, players were instructed that they would play the small-sided game for 20 min and then they completed the 20-min game (Known Condition). The results presented a tendency of higher values in all performance variables in the [0'-10'] min compared with the [10'-20'] min. As the players' previous knowledge about the tasks duration increased, the performance between two moments tended to be similar. Considering the entire 20-min game duration, the Partially Condition of the exercise was the most demanding condition. In conclusion, the knowledge of shorter durations of the exercise seems to lead to an increase of exercise duration demand, and longer exercise durations possibly tend to decrease differences between full knowledge and not knowing the exercise duration.
This study examined choking in basketball by identifying the effects of game outcome and situational variables during the last 5 min. and overtimes of close games. The sample consisted of two 5 min. segments (last 5 min. of the game, n = 147, of which 97 did not go into overtime; 5 min. of overtime, n = 50) drawn from 147 games from the Spanish Professional Basketball League (2007 to 2011). The following game-related statistics were gathered: 3- and 2-point field goals and free-throws (both successful and unsuccessful), offensive and defensive rebounds, assists, recovered balls, turnovers, blocks (both made and received), and fouls committed and received. The results suggested the need to account for the temporal structure and multi-skilled nature of the task when devising appropriate interventions.
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