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Changes in the Game Characteristics of a Badminton Match: A Longitudinal Study through the Olympic Game Finals Analysis in Men’s Singles

机译:羽毛球比赛比赛特征的变化:通过对男单奥运会决赛的分析进行纵向研究

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摘要

The goal of this study was to analyze, through a longitudinal study, the Olympic Badminton Men’s singles finals from the Barcelona Games (1992) to the London Games (2012) to assess some changes of the Badminton game characteristics. Six Olympic finals have been analyzed based on the official video of the Olympic Games (OG) through the temporal structure and with a notational approach. In total, 537 rallies and 5537 strokes have been analyzed. The results show a change in the game’s temporal structure: a significant difference in the rally time, rest time and number of shots per rally (all p<0.0001; 0.09 < η2 < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η2 = 0.17), whereas the work density revealed a 58.2% decrease (from 78% to 30.8%) as well as the effective playing time (-34.5% from 34.7±1.4% to 22.7±1.4%). This argues for an increase in the intensity of the game and a necessity for the player to use a longer resting time to recover. Lastly, the strokes distribution and the percentage of unforced and forced mistakes did not show any differences throughout the OG analysis, except for the use of the clear. This results impact on the way the training of Badminton players should be designed, especially in the temporal structure and intensity.Key points class="unordered" style="list-style-type:disc">Badminton game has become faster, with an important increase in the shot frequency (+34%)The effective playing time has decreased between first to last Olympic Games (-34.5%)The strokes distribution and the percentage of unforced and forced errors show no differences through the OG analysis, except for the use of the clear
机译:这项研究的目的是通过纵向研究,分析从1992年巴塞罗那奥运会到2012年伦敦奥运会的羽毛球男子单打决赛,以评估羽毛球比赛特性的某些变化。根据奥运会的官方视频,通过时间结构和符号方法对六个奥运会决赛进行了分析。总共分析了537个集会和5537个笔画。结果表明游戏的时间结构发生了变化:集会时间,休息时间和每个集会的射门次数有显着差异(所有p <0.0001; 0.09 <η 2 <0.16)。此外,击球频率显示增加了34.0%(p <0.000001;η 2 = 0.17),而工作密度显示减少了58.2%(从78%降至30.8%)以及有效上场时间(-34.5%,从34.7±1.4%降至22.7±1.4%)。这要求增加游戏的强度,并且要求玩家使用更长的休息时间来恢复。最后,在整个OG分析中,笔划分布以及未强制错误和被迫错误的百分比没有显示任何差异,除非使用明文。这会影响羽毛球运动员训练的设计方式,尤其是在时间结构和强度方面。要点 class =“ unordered” style =“ list-style-type:disc”> <!-list-行为=无序前缀-单词= mark-type = disc max-label-size = 0-> 羽毛球比赛变得更快,击球频率有重要提高(+34%)
  • 从第一届到最后一届奥运会之间,有效比赛时间有所减少(-34.5%) 通过OG分析,笔划分布以及非强制性错误和强制性错误的百分比没有差异,除了使用清除
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