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OpenTrials
Completed

NCT Number: NCT07691229

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

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.

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Key information

Age range

18 year and older

Sex eligibility

Male

Study type

Interventional

Phase

Not applicable

Primary location

Manisa Celal Bayar University, Faculty of Sport Sciences

Manisa, Turkey (Türkiye)

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

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

Treatment and study plan

Rezzil Index VR

Device

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

Regular Team Training

Behavioral

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

Primary outcomes

  1. Football-Specific Technical Skills (Heading, Moving Ball Striking, Fixed Ball Striking, Loughborough Soccer Passing Test)

    Time frame: Baseline and Week 8

Secondary outcomes

  1. Training Load (Session Rating of Perceived Exertion - sRPE)

    Time frame: Weekly, 8 weeks

    Internal training load quantified using session Rating of Perceived Exertion (sRPE), calculated as RPE × session duration (minutes).

  2. Mental Fatigue (Modified Color-Word Stroop Test)

    Time frame: Baseline and Week 8

    Mental 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.

Sponsors and collaborators

Lead sponsor

Manisa Celal Bayar University

Other

Registry information

Official study title

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

Important dates

Study start
2022
Primary completion
2023
Study completion
2023
First posted
Jul 8, 2026
Registry last updated
Jul 8, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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