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Virtual RealityVR-SCANPASSNCT07144371

VR-Based Cognitive & Technical Training in Youth Football: A Randomized Trial

A study testing Virtual Reality Training Group and Standard Football Training in people with Virtual Reality and Football, run by Kocaeli Sağlık ve Teknoloji Üniversitesi at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

In recent years, virtual reality (VR) has emerged as a promising tool to bridge this gap. By providing immersive, interactive, and customizable environments, VR-based interventions offer a safe and controlled platform for simulating complex game scenarios (7). Read more about this study

Who is it for?
Ages 16 to 17 years, men onlyHealthy volunteers can take part
Conditions the study is for
Virtual Reality, Football, Training Study
What is being tested?
Virtual Reality Training Group and Standard Football Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
22 participants
Where
1 siteTurkey (Türkiye)
Study dates
1 Mar 2025to 1 Aug 2025
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 16 to 17 years
  • Men only
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • Male youth football players (U16-U17 age categories)
  • Injury-free in the past 12 months
  • Normal or corrected-to-normal vision
  • No prior exposure to virtual reality-based training

Who cannot join

  • Presence of neurological disorders
  • Presence of vestibular disorders
  • History of recent orthopedic surgery

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Eskişehir Technical University

    Eskişehir

Other trials in Turkey (Türkiye)

About this study

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

In recent years, virtual reality (VR) has emerged as a promising tool to bridge this gap. By providing immersive, interactive, and customizable environments, VR-based interventions offer a safe and controlled platform for simulating complex game scenarios (7). From a neurophysiological perspective, VR training can stimulate the activation of key brain regions involved in perception, attention, and decision-making (8). Recent research examined the relationship between perceptual-cognitive performance in a dynamic 360° environment and soccer-specific performance in youth players (9). Their findings indicated a significant positive correlation between performance in a 360° multiple object tracking task and both passing accuracy and defensive effectiveness in small-sided games.

The repeated exposure to dynamic, visually rich stimuli enhances selective attention, working memory, and anticipatory skills, which are all critical for effective environmental scanning (10,11). Furthermore, the real-time feedback and motor engagement involved in VR-based drills promote sensorimotor integration, strengthening the neural pathways that support technical execution, such as passing accuracy and timing (12). These findings suggest that VR is not merely a visual aid but a cognitive training modality capable of eliciting measurable changes in sport-specific decision-making and technical performance (13).

However, current literature is still limited in terms of randomized controlled trials investigating the combined effects of VR on scanning and passing performance in football players. Therefore, this study aimed to evaluate the effects of a VR-based training program that integrates cognitive and technical drills on scanning behavior and passing performance in youth footballers. It was hypothesized that VR-based training intervention would demonstrate significantly greater improvements in scanning frequency and passing accuracy compared to those in the control group receiving only traditional training.

Read the detailed description

The present parallel-group randomized controlled trial was designed to investigate the effects of a 7-week VR-based training program on scanning behavior and passing performance in youth football players. A total of 22 male athletes from U16-U17 categories were recruited from a regional football academy. Inclusion criteria required participants to be injury-free in the last 12 months, possess normal or corrected-to-normal vision, and have no prior exposure to VR training. Players with neurological or vestibular disorders, or recent orthopedic surgery, were excluded. Participants and their legal guardians provided informed consent prior to participation.

Participants were randomly assigned (1:1) to either the VR training group (n = 11) or a control group (n = 11). Randomization was stratified by age and playing position to ensure group equivalence. The control group continued their regular football training program, while the VR group participated in an additional VR training intervention delivered via the SensiballVR™ platform three times per week for seven weeks (21 sessions in total). Each VR session targeted two core domains: (1) scanning frequency through tasks requiring frequent and purposeful exploration of the virtual pitch, and (2) technical passing performance through drills simulating teammate and opponent interactions under time pressure. The VR system incorporated HTC Vive Pro Eye headsets and patented haptic footwear technology, providing tactile feedback and precise motion tracking to ensure ecological validity. Training intensity was progressively increased across three phases, from basic visual exploration to advanced dual-task drills with complex passing demands.

Outcome measures included (a) scanning frequency classified as before ball reception, during control, and off-the-ball actions, and (b) passing performance categorized by execution type (one-touch, control-pass, multi-touch), outcome (successful or unsuccessful), and style (short, penetrative, long). All data were collected during structured small-sided games (5v5+1 and 7v7+7 joker formats) and analyzed via synchronized aerial and ground-level video recordings. Notational analysis was conducted by two independent analysts with excellent inter-rater reliability (ICC > 0.90).

Statistical analyses were performed using non-parametric tests due to violations of normality in several variables. Within-group changes were assessed using the Wilcoxon signed-rank test, while between-group comparisons of delta scores (post-pre) were evaluated using the Mann-Whitney U test. Effect sizes (r) were calculated and interpreted using conventional thresholds. Percentage changes in mean values were also reported to illustrate practical relevance.

Being tested
Virtual Reality Training Group, Standard Football Training
Keywords
cognitive training, scanning behavior, passing performance, perceptual skills

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual Reality Training GroupOther

    Also called Control Group

    Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.

  • Standard Football TrainingOther

    Participants continued their routine football training program with no additional VR-based training. This group served as the active comparator to evaluate the relative effects of VR training on scanning frequency and passing performance.

Study groups in NCT07144371
Study groupRoleWhat they receive
Virtual Reality Training GroupExperimentalParticipants in this arm completed a 7-week virtual reality training program in addition to their regular football practice. The VR training was performed three times per week using the SensiballVR™ system, which integrates immersive cognitive drills (multi-object tracking, peripheral vision, scanning tasks) with football-specific technical passing scenarios under time pressure.
Receives: Other: Virtual Reality Training Group
Control GroupActive comparatorParticipants in this arm continued their regular football training sessions over the 7-week period. They did not receive any additional VR-based training. This group served as the control condition for comparison with the experimental VR group.
Receives: Other: Standard Football Training

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Scanning Frequency in Small-Sided Games

    Scanning behavior will be assessed during structured small-sided games and categorized into three domains: (1) before ball reception, (2) during ball control, and (3) off-the-ball. Each scanning action will be coded from synchronized video recordings by trained analysts using standardized operational definitions. Outcomes will be expressed as the number of scanning actions per game and analyzed for changes from baseline to post-intervention.

    Measured: Baseline (pre-intervention) and after 7 weeks of training

Secondary outcomes (5)
  1. One-Touch Short-Successful Passes

    Number of short passes executed successfully with one touch during small-sided games. Passes will be coded from synchronized video analysis using predefined operational criteria.

    Measured: Baseline and after 7 weeks of training

  2. Control-Pass Short-Successful Passes

    Number of short passes executed successfully following initial ball control (≥2 touches not allowed). Actions will be coded via video analysis by two trained observers.

    Measured: Baseline and after 7 weeks of training

  3. Penetrative-Successful Passes

    Number of successful deep passes that eliminate at least two opponents before reaching a teammate. Includes one-touch and control-pass executions.

    Measured: Baseline and after 7 weeks of training

  4. Long-Successful Passes

    Number of successful aerial (long) passes delivered to a teammate. Includes one-touch and control-pass executions.

    Measured: Baseline and after 7 weeks of training

  5. Passing Efficiency

    Ratio of successful passes to total passes executed during small-sided games. All pass types (one-touch, control, multi-touch) will be included.

    Measured: Baseline and after 7 weeks of training

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted27 Aug 2025
  2. Study start1 Mar 2025
  3. Primary completion1 Jul 2025
  4. Study completion1 Aug 2025

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Parallel groups
Model description
This study used a parallel-group, randomized controlled design. Twenty-two youth football players (U16-U17) were randomly allocated to either a Virtual Reality (VR) training group or a Control group (n = 11 per group). The intervention lasted 7 weeks, with three VR training sessions per week in addition to regular football practice. The Control group continued regular football training only. Outcomes included scanning frequency and passing performance assessed during structured small-sided games.
Masking
None (open label)
Enrolment
22 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07144371
Sponsor's protocol ID
ES-VR-01
Acronym
VR-SCANPASS
Status last verified
Feb 2023
First submitted
17 Aug 2025
Last updated
27 Aug 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided: The investigators have not yet determined whether individual participant data (IPD) will be shared.

Publications

  • Lachowicz M, Zurek A, Jamro D, Serweta-Pawlik A, Zurek G. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Sci Rep. 2024 Apr 17;14(1):8904. doi: 10.1038/s41598-024-59539-w.

    PubMed 38632364
  • Erisik K, Cerrah AO, Cinarli FS. Effects of virtual reality-based cognitive and technical drills on scanning and passing performance in youth football players: a randomized controlled study. BMC Sports Sci Med Rehabil. 2025 Dec 24;17(1):371. doi: 10.1186/s13102-025-01425-7.

    PubMed 41444702

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Training Group and Standard Football Training in people with Virtual Reality and Football, run by Kocaeli Sağlık ve Teknoloji Üniversitesi at 1 site in Turkey (Türkiye).

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 27 Aug 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Scanning Frequency in Small-Sided Games (time frame: Baseline (pre-intervention) and after 7 weeks of training). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT07144371, which also lists 2 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 27 Aug 2025.

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