Research article - (2010)09, 638 - 642 |
Reliability of a Contact and Non-Contact Simulated Team Game Circuit |
Tarveen K.R. Singh1,, Kym J. Guelfi1, Grant Landers1, Brian Dawson1, David Bishop2 |
Key words: Performance, team sports, vertical jump, active recovery, body contact |
Key Points |
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Experimental design |
Using a within- subjects experimental design, male team sport athletes attended a grass track (temperature 24 ± 3°C, humidity 60 ± 1%) on five occasions, first for familiarisation with the simulated team game protocol (both with and without simulated contact), followed by four testing trials; two 'non-contact' (NCON) and two 'contact' (CON) to determine the reliability of a range of performance measures, including repeated sprint speed and vertical jump height, for each. Trials were conducted seven days apart at the same time of day (± 1 h) in a randomised crossover design. Participants maintained their normal diet (self-reported) and abstained from training and caffeine in the 48 h prior to each trial. |
Subjects |
Eleven male, recreational, team-sport athletes (Mean ± SD; age 22 ± 2 yr; body mass 74.4 ± 7.4 kg; height 1.79 ± 0.06 m; BMI 23.0 ± 1.7 kg·m-2) were recruited as participants. They were involved in a range of sports at the time of testing (rugby, hockey and Australian football), but all had previous experience with contact sports. Testing was conducted during the pre-season period to minimise any potential influence of competition (and hence body contact) on performance measures. The study was approved by the Human Ethics Committee of The University of Western Australia and written informed consent was obtained prior to testing. |
Procedures |
All sessions were commenced after jogging six circuits and stretching. The circuit involved a modified version of the simulated team-sport circuit developed by Bishop and colleagues ( Performance was quantified by timing the initial 15 m of the first sprint in the circuit from a stationary start (SMART SPEED, Fusion Sports, Wales, UK). From this, the best sprint time and mean sprint time were determined. Vertical jump performance was also measured (Yardstick, Swift Performance Equipment, NSW, Australia) to determine the best vertical jump and mean vertical jump in each set. In addition, heart rate (HR; Polar, Finland) and ratings of perceived exertion (RPE) were recorded (Borg, 1982) at the end of each set. |
Statistical analyses |
Within-subject reliability of performance was determined by expressing the typical error of measurement as the coefficient of variation (CV), along with 90% confidence intervals (CL) and intra-class correlations (ICC) from log-transformed raw data using the online spreadsheet of Hopkins, |
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The CV between trials for best sprint time was 0.9% (90% CL, 0.7-1.4%; ICC r = 0.97) for CON and 2% (90% CL, 1.4 -3.1%; ICC r = 0.93) for NCON ( For best vertical jump, the CV between trials was 3.1% (90% CL, 2.3-4.9%; ICC r = 0.97) for CON and 2.7% (90% CL, 2.0-4.3%; ICC r = 0.99) for NCON ( For heart rate, CV was 1.2% (90% CL, 0.9-1.8%; ICC r = 0.88) for CON and 1.0% (90% CL, 0.7-1.6%; ICC r = 0.97) for NCON ( |
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The purpose of this study was to evaluate the reliability of both a contact (CON) and non-contact (NCON) version of a simulated game protocol based on a circuit originally developed by Bishop and colleagues ( Of interest, there was no statistical difference in performance measures between CON and NCON. This was surprising given the greater amount of work involved in CON. It is possible that the addition of contact does not acutely impair performance measures, but rather results in a greater decrement in subsequent performance (i.e. after limited recovery 24 or 48 hours later) due to the resulting muscle damage (Gill et al., |
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A variety of protocols have been devised to simulate the activity patterns of team sports. These protocols may be used by the coach and athlete in training to replicate game demands, or at intervals throughout the season to monitor key performance indicators in response to training or other interventions (i.e. ergogenic aids, dietary manipulations, recovery strategies) under more controlled conditions than a real game situation. The protocol used in the current study is unique in that it includes an aspect of 'contact', which has been lacking from previous protocols. Given that testing and training for team sports should replicate real game activities as closely as possible, together with the evidence that the direct impact between opposing players accounts for much of the muscle damage observed following contact sports, our study provides a reliable option for assessing team game performance parameters for both contact and non-contact sports, with the choice of test depending on the specific sport itself and whether contact is involved. |
ACKNOWLEDGEMENTS |
No conflicts of interest or sources of funding to declare. |
AUTHOR BIOGRAPHY |
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REFERENCES |
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