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Video game to improve attention in athletes

Use of a video game to improve attention and attentional processes in athletes

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
ISRCTN
Registry ID
ISRCTN12742775
Enrollment
20
Registered
2024-05-23
Start date
2020-04-08
Completion date
Unknown
Last updated
2024-06-03

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Improved attention in athletes Not Applicable

Interventions

Participants: The study involved twelve young male soccer players, aged between 8 and 9 years old, from a club in Seville, Spain. The participants underwent training sessions three days a week, each l

Sponsors

Universidad de Sevilla
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: 1. 8 or 9 years old 2. Free from injuries that would have prevented them from participating in training or competitions. 3. They were required to complete the training frequency of three times per week. If, during the six weeks, any player reduced their training frequency to once a week, they were withdrawn from the study.

Exclusion criteria

Exclusion criteria: 1. Having mental problems 2. Being injured

Design outcomes

Primary

MeasureTime frame
The mechanism of attention and decision making in soccer actions was evaluated at baseline and 6-weeks using the Game Performance Evaluation Tool (GPET) test. All variables evaluated by GPET are described below and are classified according to two criteria. The first, according to whether the action is with or without the ball. The second, if the actions are actions where the decisional or execution mechanism predominates. For this purpose, all acronyms used have been "_with_ball" for variables with ball, "_without_ball" for variables without ball, "_D" for variables where the decisional mechanism predominates, and "_E" where the execution mechanism predominates. All variables evaluated by GPET are described below and are classified according to two criteria. The first, according to whether the action is with or without the ball. The second, if the actions are actions where the decisional or execution mechanism predominates. For this purpose, all acronyms used have been "_with_ball" for variables with ball, "_without_ball" for variables without ball, "_D" for variables where the decisional mechanism predominates, and "_E" where the execution mechanism predominates. Thus, the variables are the following: 1. This refers to situations where the player keeps the ball under control. 2. Pass. This is the action where the player successfully makes a pass to another teammate. 3. Dribbling. This is an action where the player gets away from his opponent, eliminating any possibility of the ball being taken away from him. 4. Shot. The player takes a shot at goal with the aim of scoring. 5. Losing_one's_defender. The player, by means of an attacking action, unmasks himself from his defender. 6. Fixing. The player, in an attacking action, fixes the defender, forcing him to occupy a specific position on the field. 7. Marking_with_ball. In a defensive action, the player marks the player who has the ball. 8. Defensive_blocking. In a defensive action, the player makes a tackle on

Secondary

MeasureTime frame
There are no secondary outcome measures

Countries

Spain

Contacts

Public ContactAdrián Feria Madueño
aferia1@us.es+34 954 55 17 00

Outcome results

None listed

Source: ISRCTN (via WHO ICTRP) · Data processed: Feb 4, 2026