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).
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.
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.
- Conditions
- Virtual Reality, Football, Training Study, Cognitive Performance
- 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 group | Role | What they receive |
|---|---|---|
| Virtual Reality Training Group | Experimental | Participants 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 Group | Active comparator | Participants 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.
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)
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
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
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
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
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.
- First posted27 Aug 2025
- Study start1 Mar 2025
- Primary completion1 Jul 2025
- Study completion1 Aug 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (2)Papers the sponsor has linked to this study.
- Other trials for Virtual RealityStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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)
Sponsor and investigators
- Lead sponsor
- Kocaeli Sağlık ve Teknoloji Üniversitesi
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Sena Çınarlı, Kocaeli Sağlık ve Teknoloji Üniversitesi
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 38632364Erisik 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
Study at a glance
From the registry record, last updated by the sponsor on 27 Aug 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effects of Virtual Reality-based Cognitive and Technical Drills on Scanning and Passing Performance in Youth Football Players: a Randomized Controlled Study
- ClinicalTrials.gov ID
- NCT07144371
- Acronym / sponsor ID
- VR-SCANPASS / ES-VR-01
- Conditions
- Virtual Reality, Football, Training Study, Cognitive Performance
- Keywords
- cognitive training, scanning behavior, passing performance, perceptual skills
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 22 participants (actual)
- Lead sponsor
- Kocaeli Sağlık ve Teknoloji ÜniversitesiUniversity, hospital or other
- Study start
- 1 Mar 2025 (actual)
- Primary completion
- 1 Jul 2025 (actual)
- Study completion
- 1 Aug 2025 (actual)
- First posted
- 27 Aug 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
- 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.
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Training Group | Experimental | Other: Virtual Reality Training GroupParticipants 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. |
| Control Group | Active comparator | Other: Standard Football TrainingParticipants 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. |
Who may qualify
- Ages
- 16 to 17 years
- Sex
- Male only
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (4 listed)
- 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
Key exclusion criteria (3 listed)
- Presence of neurological disorders
- Presence of vestibular disorders
- History of recent orthopedic surgery
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual Reality Training GroupAlso: Control GroupParticipants 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. | Other | Virtual Reality Training Group |
| Standard Football TrainingParticipants 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. | Other | Control Group |
Primary outcome
Scanning Frequency in Small-Sided Games
Time frame: Baseline (pre-intervention) and after 7 weeks of training
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.
5 secondary outcomes
One-Touch Short-Successful Passes
Time frame: Baseline and after 7 weeks of training
Control-Pass Short-Successful Passes
Time frame: Baseline and after 7 weeks of training
Penetrative-Successful Passes
Time frame: Baseline and after 7 weeks of training
Long-Successful Passes
Time frame: Baseline and after 7 weeks of training
Passing Efficiency
Time frame: Baseline and after 7 weeks of training
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 27 Aug 2025.
- Results publication: PubMed 38632364Lachowicz 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.
- Derived from this study: PubMed 41444702Erisik 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.
- Individual participant dataSharing planned: Undecided. The investigators have not yet determined whether individual participant data (IPD) will be shared.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
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.