Evidence map›Paper›PMID 41444702›Full record

ArticleBMC sports science, medicine & rehabilitation2025

Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study.

Kaan Erişik, Ali Onur Cerrah, Fahri Safa Cinarli

Registry-linked trialAbstract read
In one paragraph

Article in BMC sports science, medicine & rehabilitation, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07144371 (Effects of Virtual Reality-based Cognitive and Technical Drills on Scanning and Passing Performance in Youth Football Players), which is not on this map. Not yet cited in PubMed.

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1 · What the graph read from it

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT07144371 nacompletednot on this map

Effects of Virtual Reality-based Cognitive and Technical Drills on Scanning and Passing Performance in Youth Football Players: a Randomized Controlled Study

TypeinterventionalSponsorKocaeli Sağlık ve Teknoloji ÜniversitesiRan2025 to 2025Enrolled22ConditionsVirtual Reality, Football, Training Study, Cognitive PerformanceArmsVirtual Reality Training Group, Standard Football Training
3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

3 authors.

Kaan ErişikFaculty of Sport Science, Eskişehir Technical University, Eskişehir, Türkiye, Turkey.ORCID http://orcid.org/0009-0008-5410-2148
Ali Onur CerrahFaculty of Sport Science, Eskişehir Technical University, Eskişehir, Türkiye, Turkey.ORCID http://orcid.org/0000-0002-0883-3520
Fahri Safa CinarliFaculty of Sport Science, Inonu University, Malatya, Türkiye, Turkey. safa.cinarli@inonu.edu.tr.ORCID http://orcid.org/0000-0002-7552-367X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundTraditional training methods often fall short in replicating the perceptual load of match environments. Virtual reality (VR) has emerged as a promising modality to enhance cognitive-motor integration in football contexts. PURPOSE: This study aimed to examine the effects of a 7-week virtual reality-based training program designed to improve both scanning behavior and passing performance in youth football players, in comparison with traditional training methods.

methodsA parallel-group randomized controlled trial was conducted with 22 male youth players from U16-U17 squads (mean age = 16.77 ± 0.42 years), who were assigned to either a VR group (n = 11) or a control group (n = 11). The VR group completed 3 weekly sessions using the SensiballVR™ platform for a duration of 7 weeks, in addition to their regular training. Scanning frequency (before ball reception, during control, and off-the-ball) and passing performance (by execution type, outcome, and pass style) were assessed via video analysis in small-sided games pre- and post-intervention.

resultsBetween-group analysis revealed that the VR group achieved significantly greater improvements across all scanning domains compared to the control group, with mean-based percentage increases (calculated as the average of individual relative changes) ranging from + 198% to + 456%, rising from group mean values of 18 to 43 scans before ball reception, 20 to 43 during ball control, and 257 to 714 off the ball, versus - 12% to + 37% in controls (p < 0.01; ES = 0.58-0.83). Within-group analysis confirmed that scanning frequency increased significantly from pre- to post-test in the VR group (p = 0.003, ES = 0.89), whereas only off-the-ball scanning improved in the control group (p = 0.008, ES = 0.81). In passing performance, the VR group improved significantly in one-touch short-successful passes (+ 38%, p = 0.006, ES = 0.83), whereas the control group showed no meaningful change (+ 28%, p = 0.247, ES = 0.35). Although the VR group initially showed higher performance in control-pass short-successful passes (p = 0.038; ES = 0.44), this difference did not remain significant after false discovery rate correction (q = 0.199). Under the same condition, penetrative passes also improved significantly within the VR group (+ 108%, p = 0.029, ES = 0.66). No significant effects were observed for multi-touch passes (p > 0.05).

conclusionPreliminary evidence suggests that immersive VR-based training can meaningfully enhance scanning behavior in youth football players, while potential benefits for passing outcomes remain exploratory. These findings highlight VR technology as a promising complementary tool in modern football development frameworks for improving perceptual-cognitive skills and decision-making. CLINICAL TRIAL NUMBER: ClinicalTrials.gov identifier: NCT07144371 (retrospectively registered on 27/08/2025).

Indexed as

Cognitive trainingPassing performancePerceptual skillsScanning behaviorVirtual reality

Identifiers

PMID41444702
PMCPMC12729181

What Socratic holds

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LicenceCC BY-NC-ND
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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.