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Changes in Locomotor Ratio During Basketball Game Quarters From Elite Under-18 Teams

机译:从18岁队伍中篮球比赛宿舍期间运动比的变化

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Quantifying game and training demands in basketball allows to determine player’s readiness and optimizes preparation to perform and reduce injury risks. Available research is using tracking technology to perform general descriptions of the game activities at professional levels, but somehow, is not exploring the possibilities of gathering data from new variables that can contribute with complementary information for the coaching staffs. The aim of this study was to identify changes in locomotor ratio, at higher and lower speeds, during the game quarters from elite under-18 basketball teams. Ninety-four male players participated in the study (age: 17.4 ± 0.74 years; height: 199.0 ± 0.1 cm; body mass: 87.1 ± 13.1 kg) from different playing positions, Guards ( n = 35), Forwards ( n = 42), and Centers ( n = 17). Data were gathered from an international tournament and players’ movements were measured using a portable ultra-wide band position-tracking system (WIMU PRO ? , Realtrack Systems, Almeria, Spain). The following variables were measured: (1) relative distance in different speed zones: walking (24.1 km·h ?1 ); and (2) player load, vector magnitude expressed as the square root of the sum of the squared instantaneous rates of change in acceleration in each of the three planes divided by 100. Afterward, these variables were used to calculate players’ locomotor ratio (player load per meter covered) at higher (running, high-intensity running, and sprinting) and lower speeds (walking and jogging). Results from the locomotor ratio at both lower and higher speeds presented a significant effect for the quarter ( F = 7.3, p 0.001 and F = 7.1, p 0.001, respectively) and player position ( F = 3.1, p = 0.04, F = 9.2, p 0.001, respectively). There was an increase in the locomotor ratio from game quarter (Q) Q1 to Q4 at lower speeds, but contrary trends at higher speeds, i.e., the values have decreased from Q1 to Q4. Also, forwards and centers of the best teams presented lower values at higher speeds. Altogether, the findings may be used by coaching staffs as a first baseline to elaborate normative behavior models from the players’ performance and also to induce variability and adaptation in specific practice planning.
机译:量化游戏和篮球的培训需求允许确定玩家的准备情况并优化准备,以执行和减少伤害风险。可用的研究是使用跟踪技术来执行专业水平的游戏活动的一般描述,但不知何故,不探索从新变量收集数据的可能性,这些变量可以为教练员工提供互补信息。本研究的目的是在精英18岁的篮球队的游戏宿舍期间识别运动比率更高和更低的速度。九十四名男性球员参加了该研究(年龄:17.4±0.74岁;身高:199.0±0.1厘米;体重:87.1±13.1千克)来自不同的播放位置,防护(n = 35),向前(n = 42)和中心(n = 17)。从国际比赛中收集的数据,使用便携式超宽带位置跟踪系统(Wimu Pro?,Realtrack Systems,Almeria,Spain)测量球员的动作。测量以下变量:(1)不同速度区的相对距离:行走(24.1 km·h?1); (2)播放器负载,矢量幅度表示为平方中每一个加速度变化的平方瞬时速率之和的平方根除以100。之后,这些变量用于计算玩家运动比(玩家覆盖的每抄载负荷)更高(运行,高强度运行和冲刺)和较低的速度(步行和慢跑)。从较低速度和更高速度的运动比率呈现出对四分之一(F = 7.3,P <0.001和F = 7.1,P <0.001)和播放器位置的显着效果(F = 3.1,P = 0.04 ,f = 9.2,p <0.001分别)。在较低速度下,从游戏四分之一(Q)Q1至Q4的运动比率增加,但是较高速度的趋势,即,值从Q1到Q4降低。此外,最佳团队的转发和中心以更高的速度呈现较低的值。总共,调查结果可以通过教练员工作为第一个基准,以便从玩家的性能中制定规范性行为模型,并在特定实践规划中引起可变性和适应。

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