Based on the assumption that game interruptions increase towards the end of a football match, this study examined the resulting effects on the frequently reported decline in match running performance in professional football. In contrast to previous studies focusing on the decline of match running performance, this study compared the magnitude of the observed declines - considering both effective and total playing times. As a preliminary result, this study confirms that an increase in game interruption time does, in fact, lead to a 10.4% decline in effective ball-in-play time towards the end of a match. Although changes of Teff over the course of a match have rarely been documented, these findings are in good accordance with previous research by Carling and Dupont (2011), who reported an overall decline of eight percentage points of Teff in French Ligue 1 matches (from 66% Teff in the first period (0–5 min) to 58% in the last period (85–90 min)). Direct comparison of the decline in match running performance with previous research is only possible to a limited extent, as only few studies have provided detailed results of individual performance indicators in each respective match period. In addition, different timeframes (1’, 5’, 15’ or 45’ periods) as well as different definitions of speed categories have been chosen for investigating match related fatigue patterns. Under the Ttot condition, total distance decreased by 21.2% over the course of a match, whereas a similar study reported a 14.3% decline of total distance in UK Premier League players between the first and last 5-min period (Weston et al., 2011). In another study, Carling and Dupont (2011) found that high-intensity running distance (comprising high speed running and sprinting distance) covered by French Ligue 1 midfielders decreased by 24.2% between the first and last 5-min period. Similarly, Bradley et al. (2010) found that Premier League players covered 17.8% less high-intensity running distance in the last 15-min period compared to the first. Players in the present study covered 20.8% less high-speed running distance and 27.6% less sprinting distance in the same period. It could, therefore, be assumed that the results of the present study are generally consistent with those of previous research on match-related fatigue, as far as Ttot-based analyses are concerned. However, a unique element of this investigation was the ability to differentiate between performance declines based on both Teff and Ttot. As shown in Table 2, walking distance increased by 11.4% under the Teff condition. Contrastingly, walking distance decreased by 6.7% under the Ttot condition. In consequence, higher gains of walking distance under the Teff condition could indicate fatigue-related gains in walking distance during active gameplay. The decrease of walking distance under the Ttot condition, by contrast, probably results from an increase of game interruptions, leading to more standing phases, and thus also less distance covered in total. The key finding of this study was that all other investigated performance indicators decreased by significantly less when game interruptions were considered. This was evident in both percentage declines of match running performance and a significant increase of the difference in match running performance between the two conditions (Teff and Ttot). With respect to the total playing time, jogging, running, high intensity running, and sprinting distance decreased by 24.2% on average, whereas they decreased by only 10.2% with respect to the effective playing time. In other terms, the reported decline in match running performance under Ttot is more than twice as high as under the Teff condition, indicating that approximately 57.9% of the decline in match running performance observed for Ttot is caused by an increase of game interruptions and thus cannot be related to physical fatigue. It is noteworthy, however, that there were notable effect size differences for the different performance indicators. Specifically, smaller effect sizes were found in higher speed categories (see Table 1). Collectively, these results demonstrate that the influence of game interruptions on the decline in match running performance decreases with increasing movement intensity. Only small or even no effect sizes were found in the categories with a predominantly high-intensity nature (high intensity running and sprinting). In contrast, medium effect sizes were present in the medium-intensity categories such as total distance, walking, jogging and running distance. This may be explained by the predominantly intermittent nature of activity patterns of football, with players switching between brief bouts of high-intensity running and longer periods of low-intensity exercise (Rampinini et al., 2007). Thus, a majority of the total distance is covered at low or medium intensities, resulting in strong effect sizes for the associated movement categories. However, it can be presumed that the occurrence of high-intensity movement is highly dependent on a variety of randomly occurring factors, such as sudden opportunities that require short and intense efforts to gain an advantage over the opponents, which can occur at any time during the match. It can be concluded that, regardless of physical fatigue towards the end of a match, players are able to perform at high intensity at any time, whenever necessary. From a statistical perspective, the magnitude of match-related fatigue can be quantified more effectively for low and medium intensity categories. The often-described decrease in high-intensity movement categories (Bradley et al., 2009; 2010; Mohr et al., 2003) appears to be attenuated considerably when considering the effective playing time. The limitations of this study include a lack of control for position-specific subdivisions of players, seasonal variation, match importance, and international differences. The observed patterns may, therefore, be a reflection of this specific league. In particular, match status (winning, drawing or losing) is a factor that has attracted increasing attention in the scientific literature, with some studies suggesting that the current score of a match has a considerable influence on match-related performance outcomes (Taylor et al., 2008). Bradley and Noakes (2013) demonstrated that players were able to maintain their high-intensity running performance in the second half of matches in which they were losing heavily, but this was not evident in matches where they were well ahead in score; this, in turn, could indicate players had a pacing strategy in an attempt to avoid unnecessary fatigue during clear results (Edwards and Noakes, 2009). It should further be mentioned that concerns have been expressed about the attempted to quantify accumulated fatigue by comparing match-running activity during the first game period with that of the final game period (Carling, 2013). Reasons for such concerns are based on the frantic nature of the very first phases of gameplay in which teams show engagement to register their presence with the opposition (Bangsbo et al., 1991). Such purely psychological factors could, therefore, be mistakenly interpreted as physical fatigue. Overall, physical performance in football is influenced by a great number of factors, all of which can hardly be considered collectively (Carling, 2013). It seems likely that no single study would be able to comprehensively measure and control for all extraneous influences (Paul et al., 2015). Thus, caution is needed before attributing our findings to the nature of football. Finally, future work could investigate the influence of the effective playing time on the proven decline in high-intensity running immediately after the most intense 5-min period (Bradley et al., 2009). Nevertheless, the intention of this study was to provide a basic overview of the influence of game interruptions on the physical performance of football players, with a focus on the decline in running performance. For sports scientists and coaches, knowledge of fatigue patterns considering the effective playing time provides a more accurate representation of competitive physical demands, and this, in turn, can be applied in training to develop practice drills that are more closely tailored to actual match requirements (Castellano et al., 2011). |