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Simulated Game-Base...
Simulated Game-Based Ice Hockey Match Design (Scrimmage) Elicits Greater Intensity in External Load Parameters Compared With Official Matches
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- Byrkjedal, Per Thomas (författare)
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
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- Luteberget, Live Steinsnes (författare)
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway; Department of Physical Performance, Norwegian School of Sport Sciences, Oslo, Norway
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- Bjørnsen, Thomas (författare)
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
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- Ivarsson, Andreas, 1984- (författare)
- Högskolan i Halmstad,Akademin för hälsa och välfärd,Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
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- Spencer, Matt (författare)
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
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(creator_code:org_t)
- 2022-02-17
- 2022
- Engelska.
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Ingår i: Frontiers in Sports and Active Living. - Lausanne : Frontiers Media S.A.. - 2624-9367. ; 4
- Relaterad länk:
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https://doi.org/10.3...
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https://www.frontier...
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https://urn.kb.se/re...
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https://doi.org/10.3...
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Abstract
Ämnesord
Stäng
- Objective: A limited number of studies have explored the external load experienced in indoor sports such as ice hockey, and few the link between training and match performance. As a paucity exists within this topic, this study explored whether a simulated match design (i.e., scrimmage) could be representative of official match demands and elicit similar external loads as in official matches in a group of elite youth male ice hockey players.Methods: A total of 26 players were monitored during eight official and four simulation matches using a Local Positioning System. Total distance, max velocity, slow (0–10.9 km/h), moderate (11–16.9 km/h), high (17.0–23.9 km/h), and sprint (>24 km/h) speed skating distance, distance per min, PlayerLoadTM, PlayerLoadTM per min, high-intensity events (HIEs) (>2.5 m/s−2), acceleration (ACCs), decelerations (DECs), and change of directions (CODs) were extracted from the tracking devices. A two-level regression analysis was conducted to compare the difference between match types when controlling for time on ice, match day, and position.Results: Between match-type results showed a credible difference in all variables except max velocity and ACCs. Distance per min was 27.3% higher during simulation matches and was explained by a 21.3, 24.1, and 14.8% higher distance in sprint-, high-, and moderate speed skating distance, while slow speed-skating distance was 49.2% lower and total distance only trivially different from official to simulation matches. Total PlayerLoadTM was 11.2% lower, while PlayerLoadTM per min was 8.5% higher during simulation matches. HIEs, CODs, and DECs were 10.0, 11.9, and 22.3% higher during simulation matches.Conclusion: The simulated match design is related to official match demands with comparable match-time, playing time, number of shifts, and shift duration. However, simulation matches provoked a higher external load output compared with official matches, possibly explained by a more continuous movement design. A game-based simulation match design can therefore be utilized when match-related actions at high intensity are warranted. © 2022 Byrkjedal, Luteberge, Bjørnsen, Ivarsson and Spencer.
Ämnesord
- SAMHÄLLSVETENSKAP -- Psykologi (hsv//swe)
- SOCIAL SCIENCES -- Psychology (hsv//eng)
Nyckelord
- Local Positioning System (LPS)
- game-based training
- team sports
- inertial measurements units (IMU)
- athlete monitoring
Publikations- och innehållstyp
- ref (ämneskategori)
- art (ämneskategori)
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