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Author(s):  
Andrew Guard ◽  
Kenneth McMillan ◽  
Niall MacFarlane

The aim of the study was to compare internal and external load responses of different small-sided games, using balanced (5v5 Possession and small-sided games formats) and unbalanced (6v4) teams. Ten elite youth male soccer players were monitored at the start of the in-season period using global positioning system, heart rate and subjective ratings of intensity. Results showed higher physiological stress (>90% HRmax) in Possession and small-sided games formats when compared to the unbalanced teams (ES = 1.3–2.3). Total and high-intensity distance in small-sided games (28 ± 25 m) and Possession (67 ± 35 m) were greater compared to teams of 6 and 4 in the unbalanced scenario. Small-sided games format and team with six players had higher proportion of distance running at sub-maximal velocities (0–5.8 m/s2). Small-sided games format and team with four players saw greater mean acceleration effort (mean acceleration intensity in small-sided games 1.91 ± 0.27 vs. Possession 1.80 ± 0.20 m/s2, ES = 0.4 and Team 4 1.56 ± 0.24 vs. Team 6 1.44 ± .0.19 m/s2, ES = 1.3). Small-sided games format and team with 6 players had lower starting velocities prior to acceleration efforts (small-sided games 0.90 ± 0.08 and Team 6 1.11 ± 0.11 m/s2, ES = 1.5 and ES = 1.8), while velocity at the end of each acceleration effort was greater in the Possession format and Team 4 compared to small-sided games and Team 6 (Possession 3.54 ± 0.23 m/s2 and Team 4 3.13 ± 0.22 m/s2) compared to the small-sided games format (ES = 0.1) and the team with six players (ES = 2.3). These data demonstrate that using unbalanced teams can provide an additional form of training prescription to facilitate player specific training within a squad environment by providing different internal and external training responses within a combined drill.


Author(s):  
David Pizarro ◽  
Alba Práxedes ◽  
Bruno Travassos ◽  
Bruno Gonçalves ◽  
Alberto Moreno

This study aims to analyse the effects of floater positioning within futsal Gk + 3vs3 + Gk and Gk + 2vs2 + Gk small-sided and conditioned games (SSCG) on youth offensive performance on an action per minute per player basis. Three experimental conditions were carried out through the manipulation of floater positioning: floaters off (FO), final line floaters (FLF) and lateral floaters (LF). Thirty male futsal players (U19 age category) participated in the study and played once within each situation in a random order on different days. Offensive performance based on “action per minute per player” was analysed through indirect and external systematic observation. Results showed significant differences between both SSCGs (2vs2 and 3vs3). Specifically, according to the game principles analysed, 3vs3 is associated with higher values of passing and dribbling action to progress towards the goal without beating a defensive line (moderate to large effect size), while 2vs2 is associated with higher values of passing and dribbling actions that beating a defensive line (moderate to very large effect size). In addition, 2vs2 is associated with dribbling and shooting actions to shoot at goal with the lowest level of opposition (moderate effect size). Indeed, whilst the 2vs2 game format seems to promote more 1vs1 situations, the 3vs3 game format encourages more ball possession and collective tactical behaviours. Thus, training tasks intended to improve dribbling and shooting actions should use a smaller number of players whereas tasks intended to improve passing actions for ball possession should include a higher number of players with or without floaters. It seems that the number of players can influence the tactical behaviour of the team. These findings should be considered for the design of futsal training tasks, according to the main objective of the training session. For example, if the coach aims to promote the number of dribbles and shots within a SSCG, 2vs2 SSCG situations should be prioritised.


Author(s):  
Georgios Ermidis ◽  
Rasmus C. Ellegard ◽  
Vincenzo Rago ◽  
Morten B. Randers ◽  
Peter Krustrup ◽  
...  

The purpose of this study was to quantify the exercise intensity and technical involvement of U9 boys’ and girls’ team handball during different game formats, and the differences between genders. Locomotor activity (total distance, distance in speed zones, accelerations, and decelerations), heart rate (HR), and technical involvement (shots, goals, and duels) metrics were collected during various 15 min game formats from a total of 57 Danish U9 players (37 boys and 20 girls). Game formats were a small size pitch (20 × 13 m) with 3 vs 3 players and offensive goalkeepers (S3 + 1) and 4 vs 4 players (S4), a medium size pitch (25.8 × 20 m) with 4 vs 4 (M4) and 5 vs 5 (M5) players, and a large size pitch (40 × 20 m) with 5 vs 5 (L5) players. Boys and girls covered a higher total distance (TD) of high-speed running (HSR) and sprinting during L5 games compared to all other game formats (p < 0.05; ES = (−0.9 to −2.1), (−1.4 to −2.8), and (−0.9 to −1.3) respectively). Players covered the highest amount of sprinting distance in L5 games compared to all other game formats (p < 0.01; ES = 0.8 to 1.4). In all the game formats, players spent from 3.04 to 5.96 min in 180–200 bpm and 0.03 min to 0.85 min in >200 bpm of the total 15 min. In addition, both genders had more shots in S3 + 1 than M5 (p < 0.01; ES = 1.0 (0.4;1.7)) and L5 (p < 0.01; ES = 1.1 (0.6;2.2)). Team handball matches have high heart rates, total distances covered, and high-intensity running distances for U9 boys and girls irrespective of the game format. Locomotor demands appeared to be even higher when playing on larger pitches, whereas the smaller pitch size and fewer players led to elevated technical involvement.


2021 ◽  
Vol 143 (3) ◽  
Author(s):  
Sean C. Rismiller ◽  
Jonathan Cagan ◽  
Christopher McComb

Abstract Products must often endure challenging conditions while fulfilling their intended functions. Game-theoretic methods can readily create a wide variety of these conditions to consider when creating designs. This work introduces Cognitively Inspired Adversarial Agents (CIAAs) that use a Stackelberg game format to generate designs resistant to these conditions. These agents are used to generate designs while considering a multidimensional attack. Designs are produced under these adversarial conditions and compared to others generated without considering adversaries to confirm the agents’ performance. The agents create designs able to withstand multiple combined conditions.


2021 ◽  
Author(s):  
Theresa Fleming ◽  
Mathijs Lucassen ◽  
Karolina Stasiak ◽  
Kylie Sutcliffe ◽  
Sally Merry

No description supplied


2021 ◽  
Author(s):  
Theresa Fleming ◽  
Mathijs Lucassen ◽  
Karolina Stasiak ◽  
Kylie Sutcliffe ◽  
Sally Merry

No description supplied


Author(s):  
José Francisco de Sousa Neto Sousa Neto Segundo ◽  
Jefferson Pitz Vieira ◽  
Arthur Pereira Ventura ◽  
João Vitor Wan-zuit ◽  
Guilherme Souza Pereira ◽  
...  

Abstract The present study examined the effects of small-sided and conditioned games (SSCGs) manipulating tactical rules (ball-possession [BP] vs goal-scoring with goalkeepers [GS]) and pitch size (square [SP] vs rectangular [RP]) on the running performance and technical skills of young soccer players. Ten male soccer players (chronological age: 12.45 ± 0.51 years; body mass: 41.99 ± 7.97 kg; height: 152.85 ± 10.03 cm) were monitored using GPS units during SSCG formats. The distance covered at different running intensities and number of technical actions were used in analyses. SSCG-induced changes in 30 m sprint and CMJ performances were also evaluated. Compared to BP, GS elicited significantly lower distances covered at low intensity running (p=0.003; d=-0.95), more sprints (p=0.050; d=0.67), and longer distances covered in terms of walking (p=0.035; d=2.60) and sprinting (p=0.029; d=0.75); (ii) number of passes (short [p=0.002; d=1.10] and long [p=0.013; d=0.82]) were more frequent during BP than GS games, while RP game format allowed for greater occurrence of long passes (p=0.036; d=0.64) than under the SP condition; (iii) jumping and sprinting performance did not change (p>0.05) using different SSCG formats. In conclusion, GS games demand more sprint running episodes in terms of number and distance covered than BP games. In addition, RP game formats can be used to increase the occurrence of longer passes in young soccer players aged 11-13 years.


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