Motion analyses of adolescent rugby union players: Linking training and game demands among under 16 players
2006; Elsevier BV; Volume: 9; Linguagem: Inglês
10.1016/j.jsams.2006.12.034
ISSN1440-2440
AutoresTimothy B. Hartwig, Géraldine Naughton, J. W. Searl,
Tópico(s)Sport Psychology and Performance
ResumoDespite considerable research into the physiological demands of training for and competing in rugby union, there is little evidence linking how well training sessions replicate game demands in adolescent rugby players. Therefore, the purpose was to use motion analysis technology to compare typical training sessions with competitive demands observed at the Australian National Under 16 Championships. Using video footage and analysis software (Trak Performance) 12 players were tracked for a total of 11 championship game hours. Geographical positioning satellite (GPS) units collected 14.5 h of training data in 22 under-16 school boy players. Relative percentage time spent in different movement categories as well as average speed, total distance, and time spent sprinting were used to compare training and game demands. Results indicate relative homogeneity between training and games for percentage time spent at lower intensity speed zones of stationary (37%, 43%), walk (45%, 35%), and jog (14%, 14%) but differ (p < 0.05) for higher intensity zones of stride (4%, 6%), sprint (0.5%, 2%), and maximal sprinting (0.02%, 1%). Exercise load was considerably less (p < 0.05) for training compared with games in terms of average distance covered (4.4 km, 5.8 km), average speed (3.3 km/h, 4.3 km/h), and time spent sprinting (33 s, 108 s).Discrepancies between training and games could reflect additional coaching and organisation during training or sub-optimal time use. The results provide a premise to redesign training sessions to be more reflective of game demands potentially improving performance while decreasing strain placed on adolescent players through extensive training hours. Despite considerable research into the physiological demands of training for and competing in rugby union, there is little evidence linking how well training sessions replicate game demands in adolescent rugby players. Therefore, the purpose was to use motion analysis technology to compare typical training sessions with competitive demands observed at the Australian National Under 16 Championships. Using video footage and analysis software (Trak Performance) 12 players were tracked for a total of 11 championship game hours. Geographical positioning satellite (GPS) units collected 14.5 h of training data in 22 under-16 school boy players. Relative percentage time spent in different movement categories as well as average speed, total distance, and time spent sprinting were used to compare training and game demands. Results indicate relative homogeneity between training and games for percentage time spent at lower intensity speed zones of stationary (37%, 43%), walk (45%, 35%), and jog (14%, 14%) but differ (p < 0.05) for higher intensity zones of stride (4%, 6%), sprint (0.5%, 2%), and maximal sprinting (0.02%, 1%). Exercise load was considerably less (p < 0.05) for training compared with games in terms of average distance covered (4.4 km, 5.8 km), average speed (3.3 km/h, 4.3 km/h), and time spent sprinting (33 s, 108 s). Discrepancies between training and games could reflect additional coaching and organisation during training or sub-optimal time use. The results provide a premise to redesign training sessions to be more reflective of game demands potentially improving performance while decreasing strain placed on adolescent players through extensive training hours.
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