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).
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
- Type of treatment
- Lifestyle or therapy programme
- 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.
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.
- Conditions
- Athletic Performance
- 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 group | Role | What they receive |
|---|---|---|
| Virtual Reality Training Group | Experimental | Participants 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 Group | Active comparator | Participants 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 Group | No intervention | Participants 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.
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)
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)
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)
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)
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)
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)
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.
- First posted7 May 2026
- Study start1 Sep 2025
- Primary completion1 Nov 2025
- Study completion20 Feb 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Athletic PerformanceStudies 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
- 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)
Sponsor and investigators
- Lead sponsor
- Recep Tayyip Erdogan University
- Sponsor type
- University, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Responsible party
- Principal investigator, Halil Ibrahim ÇAKIR, Recep Tayyip Erdogan University
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
Study at a glance
From the registry record, last updated by the sponsor on 7 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- ATHLETIC PERFORMANCE IN VIRTUAL REALITY: THE USE OF VIRTUAL REALITY FOR TRAINING IN PROFESSIONAL FOOTBALL PLAYERS
- ClinicalTrials.gov ID
- NCT07572344
- Acronym / sponsor ID
- VR - FOOTBALL / RTEU - VR - FOOTBALL -2024/290
- Conditions
- Athletic Performance
- Keywords
- virtual reality, football players, sports training, EEG, neurophysiology, athletic performance, cognitive-motor integration, VR training
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 39 participants (actual)
- Lead sponsor
- Recep Tayyip Erdogan UniversityUniversity, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Study start
- 1 Sep 2025 (actual)
- Primary completion
- 1 Nov 2025 (actual)
- Study completion
- 20 Feb 2026 (actual)
- First posted
- 7 May 2026 (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.
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 3
- Model description
- Participants were randomly assigned into three parallel groups: virtual reality training group, traditional training group, and control group.
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Training Group | Experimental | Behavioral: Virtual Reality TrainingParticipants 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. |
| Traditional Training Group | Active comparator | Behavioral: Traditional TrainingParticipants 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. |
| Control Group | No intervention | –Participants 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. |
Who may qualify
- Ages
- 18 to 19 years
- Sex
- Male only
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (8 listed)
- - 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
Key exclusion criteria (8 listed)
- - 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
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 TrainingAlso: VR Training; Immersive Virtual Reality Exercise; VR-based Sports TrainingVirtual 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. | Behavioural | Virtual Reality Training Group |
| Traditional TrainingAlso: Conventional Training; Standard Training; Coach-Led TrainingParticipants 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. | Behavioural | Traditional Training Group |
Primary outcome
EEG Spectral Power (Theta, Alpha, Beta Bands - Anterior Region)
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
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.
EEG Functional Connectivity (Anterior-Central Coherence)
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
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.
Dynamic Balance (Togu Challenge Disc Test)
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
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.
Sprint Speed (30-meter Sprint Test)
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
Sprint performance was measured using a 30-meter sprint test with a photoelectric timing system. The best time (seconds) from two trials was recorded.
Isometric Knee Extension Strength
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
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.
2 secondary outcomes
P300 Latency (Event-Related Potential)
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
P300 Amplitude (Event-Related Potential)
Time frame: Baseline (Week 0) and Post-intervention (Week 8)
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 7 May 2026.
- Individual participant dataSharing planned: No
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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 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.