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Virtual Reality Training on Technical Skills, Training Load and Mental Fatigue in Football

The Effect of Virtual Reality Training on Technical Skills, Training Load and Mental Fatigue in Football Players

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07691229
Enrollment
24
Registered
2026-07-08
Start date
2022-12-01
Completion date
2023-03-01
Last updated
2026-07-08

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

Conditions

Athletic Performance, Mental Fatigue

Keywords

virtual reality, football, technical skills, training load, mental fatigue

Brief summary

Virtual reality (VR) technology has emerged as a promising supplementary training tool in football, yet no study has simultaneously examined its effects on technical skills, training load, and mental fatigue within a randomized controlled design. This study evaluated the effects of an 8-week Rezzil Index® VR training program on football-specific technical skills, training load (sRPE), and mental fatigue in licensed male football players. Twenty-four male football players (age: 18.82±0.85 years) were randomly assigned to a VR training group (n=12) or a control group (n=12). The VR group completed two supplementary sessions per week using the Rezzil Index® application (HTC Vive Pro and Oculus Quest 2) in addition to regular team training. Football-specific technical skills, mental fatigue (Modified Color-Word Stroop Test), and training load (session RPE) were assessed pre- and post-intervention. The VR group demonstrated statistically significant improvements in all technical skill measures (p\<0.05; d=0.91-1.69, large effects). Rezzil Index® VR training is an effective complementary method for improving football-specific technical skills.

Interventions

DEVICERezzil Index VR

Immersive VR football training application (HTC Vive Pro and Oculus Quest 2), 2 sessions/week, 8 weeks

BEHAVIORALRegular Team Training

Participants continued their standard club football training sessions as normal, with no additional VR-based or experimental intervention applied.

Sponsors

Manisa Celal Bayar University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
MALE
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Licensed male football players aged 18 years or older * Active participation in regular team training * No history of serious musculoskeletal injury in the past 6 months

Exclusion criteria

* History of serious injury or surgical intervention * Psychiatric or neurological conditions * Regular use of medication affecting cognitive performance * Prior experience with VR training systems

Design outcomes

Primary

MeasureTime frame
Football-Specific Technical Skills (Heading, Moving Ball Striking, Fixed Ball Striking, Loughborough Soccer Passing Test)Baseline and Week 8

Secondary

MeasureTime frameDescription
Training Load (Session Rating of Perceived Exertion - sRPE)Weekly, 8 weeksInternal training load quantified using session Rating of Perceived Exertion (sRPE), calculated as RPE × session duration (minutes).
Mental Fatigue (Modified Color-Word Stroop Test)Baseline and Week 8Mental fatigue assessed using the Modified Color-Word Stroop Test, measuring reaction time (ms) and error rate. Longer reaction times and higher error rates indicate greater mental fatigue.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 9, 2026