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How Numerical Unbalance Constraints Physical and Tactical Individual Demands of Ball Possession Small-Sided Soccer Games

机译:数值不平衡限制如何对球占有小型足球比赛的物理和战术个人需求

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This study aimed to explore the effects of playing different unbalanced ball possession small-sided games on external workload (distance covered while walking, running, and sprinting, and max speed), tactical individual actions (number of passes with dominant and non-dominant foot), and internal load (rating of perceived exertion, RPE) in under-23 soccer players. Participants played 4v2, 4v3, 4v4, 4v5, and 4v6 small-sided games (SSGs) on a 30 × 25 m playing area. Data were analyzed under an opponent-based perspective, by fixing one team (4vX), and by cooperation-based perspective according to teammates (4v2+X). Global Position System (GPS) monitors were used to collect and compute external workloads and individual tactical actions, and Borg Scale CR10 was used to evaluate RPE. High-Superiority (4v2), Superiority (4v3), and Very Low-Cooperation (4v2+0) formats allow players in balanced teams to cover more distance while walking; on the other side, Inferiority (4v5), High-Inferiority (4v6), and Very High-Cooperation (4v2+4) allow players to sprint more and practice more tactical individual actions as a resultant emergent behavior; all players in SSG conditions with a lower number of conditions, perceived the exercise as more intense, especially in situations with less than two players. Overall, playing in high inferiority situations (4v2 and 4v6) may be used to increase physical demand for the outnumbered team, while coaches may use low superiority situations to adjust the task complexity when developing the players’ tactical individual actions.
机译:这项研究旨在探讨在外部工作量上玩不同的不平衡球占有小游戏的影响(步行,运行和冲刺和最大速度覆盖的距离),战术单独的行动(占主导地位和非主导脚的通行证数)和23个足球运动员中的内部负荷(感知劳动,RPE)的内部负荷。参与者在30×25米的比赛区域上发挥了4V2,4V3,4V4,4V5和4V6小型游戏(SSG)。根据队友(4V2 + X),通过修复一个团队(4VX),并通过基于对手的角度分析基于对手的视角的数据。全球位置系统(GPS)监视器用于收集和计算外部工作负载和各个战术动作,并且Borg Scale CR10用于评估RPE。高优势(4V2),优越性(4V3),非常低合作(4V2 + 0)格式允许均衡团队中的玩家在行走时覆盖更多距离;在另一边,低劣(4V5),高劣势(4V6),非常高的合作(4V2 + 4)允许玩家更多地冲刺,并将更多的战术单个动作进行冲刺,作为结果的紧急行为;所有球员在SSG条件下具有较少数量的条件,将运动视为更强烈的,特别是在少于两名球员的情况下。总的来说,在高自由度(4V2和4V6)中播放可用于增加对Out Nulbered团队的物理需求,而教练可能在开发玩家战术个人行动时调整任务复杂性以调整任务复杂性。

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