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Athletic PerformanceVR - FOOTBALLNCT07572344

EFFECTS OF VIRTUAL REALITY TRAINING ON ATHLETIC PERFORMANCE IN PROFESSIONAL FOOTBALL PLAYERS

A study testing Virtual Reality Training and Traditional Training in people with Athletic Performance, run by Recep Tayyip Erdogan University 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

This study aimed to investigate the effects of virtual reality (VR)-assisted training compared with traditional training and routine practice on physical and neurophysiological performance in young professional football players. Read more about this study

Who is it for?
Ages 18 to 19 years, men only
Conditions the study is for
Athletic Performance
What is being tested?
Virtual Reality Training and Traditional Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
39 participants
Where
1 siteTurkey (Türkiye)
Study dates
1 Sep 2025to 20 Feb 2026
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 18 to 19 years
  • Men only
  • No healthy volunteers
  • Adult

Who may be able to join

  • - Male professional football players participating in licensed competitions within a professional club youth academy
  • Age between 18 and 19 years
  • 5-8 years of active football playing experience
  • No chronic pain or musculoskeletal injury affecting performance
  • Willingness to participate and signed informed consent form
  • Ability to attend both virtual reality and training sessions regularly
  • Training frequency of approximately 3 sessions per week
  • Use of supplements only for general health purposes without performance enhancement effects

Who cannot join

  • - Any injury that may impair performance or interaction with virtual reality training
  • Neurological or psychological disorders affecting VR interaction
  • Previous experience with VR-based training programs
  • History of epilepsy or seizure disorders
  • History of frequent headaches or migraines
  • Balance disorders or vestibular dysfunction
  • Visual impairments such as depth perception problems or color blindness
  • Non-compliance with study protocol or missing informed consent

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • RTEU

    Rize, Center

Other trials in Turkey (Türkiye)

About this study

Official title: ATHLETIC PERFORMANCE IN VIRTUAL REALITY: THE USE OF VIRTUAL REALITY FOR TRAINING IN PROFESSIONAL FOOTBALL PLAYERS

This study aimed to investigate the effects of virtual reality (VR)-assisted training compared with traditional training and routine practice on physical and neurophysiological performance in young professional football players. Thirty-nine male football players aged 18-19 were randomly assigned to VR training, traditional training, and control groups. The intervention lasted for several weeks and included structured training sessions integrated into regular team practice.

Physical performance was assessed using balance, 30-meter sprint, and muscle strength tests, while neurophysiological outcomes were evaluated using electroencephalography (EEG). Measurements were conducted before and after the intervention period. The VR group performed immersive exercise-based training using VR applications designed to improve coordination, strength, endurance, and cognitive-motor interaction, while the traditional group performed the same exercises without VR support.

The study hypothesized that VR-assisted training would lead to greater improvements in both physical performance and brain activity compared to traditional and control conditions.

Being tested
Virtual Reality Training, Traditional Training
Keywords
virtual reality, football players, sports training, EEG, neurophysiology, athletic performance, cognitive-motor integration, VR training

What participants receive

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

  • Virtual Reality TrainingBehavioural

    Also called VR Training; Immersive Virtual Reality Exercise; VR-based Sports Training

    Virtual reality (VR)-based training was performed using immersive applications such as Head Football, Rezzil Player, FitXR, and similar platforms. Participants completed structured exercise sessions after regular team practice. The training focused on improving balance, strength, endurance, coordination, and cognitive-motor integration. Sessions were conducted using a VR headset with defined work-rest intervals and consisted of repeated exercise sets designed to simulate sport-specific movements in an immersive environment.

  • Traditional TrainingBehavioural

    Also called Conventional Training; Standard Training; Coach-Led Training

    Participants performed the same exercise content as the VR group under coach supervision without the use of virtual reality technology. Training sessions focused on improving balance, strength, endurance, and coordination using conventional training methods. Exercises were structured with similar sets and rest intervals as the VR group and were completed after regular team practice.

Study groups in NCT07572344
Study groupRoleWhat they receive
Virtual Reality Training GroupExperimentalParticipants in this group received virtual reality (VR)-based training sessions using immersive applications such as Head Football, Rezzil Player, FitXR, and similar platforms. The training was performed after regular team practice and included structured exercise protocols designed to improve balance, strength, endurance, coordination, and cognitive-motor integration. Sessions were conducted using a VR headset in a controlled environment with defined work-rest intervals.
Receives: Behavioral: Virtual Reality Training
Traditional Training GroupActive comparatorParticipants in this group performed the same exercise content as the VR group under coach supervision without the use of virtual reality technology. The training focused on improving balance, strength, endurance, and coordination using conventional football training methods. Sessions were conducted after regular team practice with structured exercise sets and rest intervals similar to the VR group.
Receives: Behavioral: Traditional Training
Control GroupNo interventionParticipants in this group continued their regular football training program without receiving any additional experimental training or intervention. No VR-based or structured supplementary training was applied during the study period.

What is being measured

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

  1. EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)

    EEG was recorded using a 32-channel system (BrainAccess Extended+). Power spectral density was calculated using the Welch method, and absolute power values (µV²) were derived for theta (4-8 Hz), alpha (8-12 Hz), and beta (12-30 Hz) frequency bands. Analyses were performed by averaging electrodes in the anterior region.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

  2. EEG Functional Connectivity (Anterior-Central Coherence)

    Functional connectivity was assessed using coherence analysis between anterior and central brain regions. Coherence values were calculated for theta (4-8 Hz) and alpha (8-12 Hz) frequency bands using Welch-based methods.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

  3. Dynamic Balance (Togu Challenge Disc Test)

    Balance performance was assessed using the Togu Challenge Disc. Participants performed double-leg and single-leg balance tasks (dominant and non-dominant), and the best score based on the device's standardized scoring system (1-5 scale) was recorded.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

  4. Sprint Speed (30-meter Sprint Test)

    Sprint performance was measured using a 30-meter sprint test with a photoelectric timing system. The best time (seconds) from two trials was recorded.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

  5. Isometric Knee Extension Strength

    Muscle strength was assessed using a handheld dynamometer. Maximum isometric knee extension force was measured for 5 seconds, and the highest value (kg) from repeated trials was recorded for the leg.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

Secondary outcomes (2)
  1. P300 Latency (Event-Related Potential)

    P300 latency (ms) was measured using ERP analysis during virtual reality training sessions. The P300 component was identified within the 300-600 ms time window.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

  2. P300 Amplitude (Event-Related Potential)

    P300 amplitude (µV) was recorded during virtual reality training sessions using ERP analysis, reflecting cognitive processing and attentional resource allocation.

    Measured: Baseline (Week 0) and Post-intervention (Week 8)

Timeline

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

  1. First posted7 May 2026
  2. Study start1 Sep 2025
  3. Primary completion1 Nov 2025
  4. Study completion20 Feb 2026

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
Participants were randomly assigned into three parallel groups: virtual reality training group, traditional training group, and control group.
Masking
None (open label)
Enrolment
39 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07572344
Sponsor's protocol ID
RTEU - VR - FOOTBALL -2024/290
Other IDs
224S898, 02026004013252
Acronym
VR - FOOTBALL
Status last verified
Apr 2026
First submitted
22 Apr 2026
Last updated
7 May 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Training and Traditional Training in people with Athletic Performance, run by Recep Tayyip Erdogan University 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 8 inclusion and 8 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 7 May 2026. 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?

EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region) (time frame: Baseline (Week 0) and Post-intervention (Week 8)). The study lists 5 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
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 7 May 2026.

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