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The worst case scenario: Locomotor and collision demands of the longest periods of gameplay in professional rugby union

机译:最坏的情况:职业橄榄球联盟中最长运动时间的运动和碰撞要求

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摘要

A number of studies have used global positioning systems (GPS) to report on positional differences in the physical game demands of rugby union both on an average and singular bout basis. However, the ability of these studies to report quantitative data is limited by a lack of validation of certain aspects of measurement by GPS micro-technology. Furthermore no study has analyzed the positional physical demands of the longest bouts of ball-in-play time in rugby union. The aim of the present study is to compare the demands of the single longest period of ball-in-play, termed “worst case scenario” (WCS) between positional groups, which have previously been reported to have distinguishable game demands. The results of this study indicate that WCS periods follow a similar sporadic pattern as average demands but are played at a far higher pace than previously reported for average game demands with average meters per minute of 116.8 m. The positional differences in running and collision activity previously reported are perpetuated within WCS periods. Backs covered greater total distances than forwards (318 m vs 289 m), carried out more high-speed running (11.1 m·min-1 vs 5.5 m·min-1) and achieved higher maximum velocities (MaxVel). Outside Backs achieved the highest MaxVel values (6.84 m·sec-1). Tight Five and Back Row forwards underwent significantly more collisions than Inside Back and Outside Backs (0.73 & 0.89 collisions·min-1 vs 0.28 & 0.41 collisions·min-1 respectively). The results of the present study provide information on the positional physical requirements of performance in prolonged periods involving multiple high intensity bursts of effort. Although the current state of GPS micro-technology as a measurement tool does not permit reporting of collision intensity or acceleration data, the combined use of video and GPS provides valuable information to the practitioner. This can be used to match and replicate game demands in training.
机译:许多研究已经使用全球定位系统(GPS)来报告橄榄球联盟在物理比赛需求中的位置差异(基于平均和单一回合)。但是,这些研究报告定量数据的能力受到GPS微技术对某些测量方面缺乏验证的限制。此外,没有研究分析橄榄球联合中最长的比赛时间对位置的身体要求。本研究的目的是比较位置组之间被称为“最坏情况”(WCS)的单个最长比赛时间的需求,以前据报道这些需求具有明显的比赛要求。这项研究的结果表明,WCS周期遵循与平均需求类似的零星模式,但其播放速度远高于以前报告的平均游戏需求(平均每米116.8 m)。先前报告的跑步和碰撞活动中的位置差异将在WCS期间永久保留。背部的总距离比向前的要大(318 m对289 m),高速奔跑要更多一些(11.1 m·min -1 对5.5 m·min -1 ),并获得了更高的最大速度(MaxVel)。外部后背的最高MaxVel值(6.84 m·sec -1 )。五前卫和后排前排的碰撞次数比内后卫和外后排要多得多(分别为0.73和0.89碰撞·min -1 与0.28和0.41碰撞·min -1 ) 。本研究的结果提供了在长时间内涉及多个高强度努力爆发的位置对身体表现的要求的信息。尽管GPS微技术作为一种测量工具的当前状态不允许报告碰撞强度或加速度数据,但视频和GPS的组合使用为从业人员提供了宝贵的信息。这可用于匹配和复制训练中的游戏需求。

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