Frontiers in sports and active living · 2025
Submaximal intensity periods in game-based drills vs. match demands in professional football.
СтатьяНазвание и аннотация: Перевод в очереди
Обработка статьи · этапы, ошибки и управление
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Ошибки и ограничения
История · было → стало
Состояние обновляется каждые 5 секунд, пока блок открыт. Процент показывается только там, где известен объём работы. Пауза останавливает продолжение этапа; текущий запрос к источнику может завершиться.
Caro Edu, Lapuente-Sagarra Manuel, Caparrós Toni, Campos-Vázquez Miguel Ángel, Pajón David
Аннотация
OBJECTIVE: This study aimed to examine the occurrence of submaximal intensity periods (SubMIPs) across several game-based drills according to area per player (ApP) and drill objective, and to compare them with values recorded in competitive matches.
METHODS: Fourteen professional football players participated. Data from 1,558 game-based drills events and 247 competitive match records were analyzed using GPS technology. SubMIP events defined as efforts exceeding 85% of each player's 1 min maximal intensity period (MIP) per variable, were calculated for distance, acceleration density (AccDens), high-speed running (HSR), sprints, high metabolic load distance (HMLD), and mean metabolic power (MetPow). Game-based drills were categorized by ApP (<75 m2, 75-150 m2, >150 m2) and objective (possession, four small goals, regular goals).
RESULTS: SubMIP AccDens events were more frequent in game-based drills than in matches, especially in possession drills with smaller ApP. Distance and MetPow events increased with ApP, but none of the game-based drills fully replicated match-level frequencies. HSR, HMLD, and sprint events occurred significantly more often in matches than in any drill.
CONCLUSIONS: ApP and drill objective strongly influence physical demands. Although game-based drills do not replicate all match demands, they can be tailored to target specific SubMIP variables. The SubMIP approach provides valuable insights into near-maximal efforts and supports the design of training sessions that optimise player conditioning through repeated high-intensity exposures.
METHODS: Fourteen professional football players participated. Data from 1,558 game-based drills events and 247 competitive match records were analyzed using GPS technology. SubMIP events defined as efforts exceeding 85% of each player's 1 min maximal intensity period (MIP) per variable, were calculated for distance, acceleration density (AccDens), high-speed running (HSR), sprints, high metabolic load distance (HMLD), and mean metabolic power (MetPow). Game-based drills were categorized by ApP (<75 m2, 75-150 m2, >150 m2) and objective (possession, four small goals, regular goals).
RESULTS: SubMIP AccDens events were more frequent in game-based drills than in matches, especially in possession drills with smaller ApP. Distance and MetPow events increased with ApP, but none of the game-based drills fully replicated match-level frequencies. HSR, HMLD, and sprint events occurred significantly more often in matches than in any drill.
CONCLUSIONS: ApP and drill objective strongly influence physical demands. Although game-based drills do not replicate all match demands, they can be tailored to target specific SubMIP variables. The SubMIP approach provides valuable insights into near-maximal efforts and supports the design of training sessions that optimise player conditioning through repeated high-intensity exposures.