The Role of Virtual Reality in the Management of Football Injuries
Abstract
:1. Introduction
1.1. Epidemiology of Injuries
1.2. Injury Prevention
1.3. Rehabilitation
1.4. Virtual Reality
- Immersive VR creates a three-dimensional room in which the subject is immersed with no reference to the real world.
- Non-immersive VR is generated through computers and consoles, allowing the visualization of 2D virtual objects in the real context.
- Mixed reality combines immersive and non-immersive virtual reality: the technology is generated by head-mounted displays that overlap with the real-world 3D virtual objects (holograms), allowing interaction with them.
2. Materials and Methods
Search Strategy
3. VR in Injury Prevention
3.1. Cognitive Ability and Speed of Execution
3.2. Psychological Aspect
3.3. Biomechanics Evaluation and Neuromuscular Training
3.4. Football Heading
References | Sample | Duration | Intervention Volume | VR Technology | Aims | Variables | Findings |
---|---|---|---|---|---|---|---|
Fortes et al. [27], 2021 | 26 male, 15.4 y.o. | 8 weeks | 18 sessions with 20 video clips (M = 10.2 s) per session (=1 h) | Utopia 360 with an LG3 smartphone | To compare the improvements in young football players with VR training to improve perceptual–cognitive skills | Passing decision-making (appropriate vs. inappropriate decisions); visual search behavior; inhibitory control performance | Both training groups significantly improved in all three variables, with the VR group showing significantly greater improvements than the VID group for passing decision-making and visual search behavior. |
Hosp et al. [35], 2021 | Total 35 male:12 expert goalkeepers (mean age = 16.60); 10 intermediates Goalkeepers (mean age 22.00); 13 Novices goalkeepers (28.64 y.o.) | Single session | 52 trials per subject | HTC Vive, a consumer-grade VR headset | Classification of goalkeepers between three stages of expertise | Passing decision-making (appropriate vs. inappropriate decisions); eye tracking | The parameters evaluated by the analysis of eye movement made it possible to classify the goalkeepers between three stages of expertise. |
Wood et al. [36], 2021 | Total 51 players; 17 professional players (13 males, 4 females; 28.41 y.o.); 17 academy players (14 males, 3 females; 14.47 y.o.); 17 novice players (9 males, 8 females; 21.53 y.o.) | Single session | Not specified | The MiHiepa Sports Rezzil VR platform | Assessment of perceptual–cognitive processes needed for expertise in football; differentiated professional players, intermediate players, and novice players | Rondo scan; color combo; shoulder sum; pressure pass | VR simulator differentiated professional players compared to both academy and novice players. |
Harrison et al. [42], 2021 | 13 females; 19–22 y.o. | Single session | 3 blocks of five penalty kicks against a goalkeeper in three different condition: baseline, high stress situation, VR intervention | Liminal VR | VR relaxation effects before competition | MRF-3; RSME; DELSYS Trigno Avanti; HR; the Igroup Presence Questionnaire | Perceived anxiety levels were reduced significantly after VR relaxation intervention. |
Mc Leod et al. [55], 2008 | Test 1: 2 males, 19 y.o.; Test 2: test 1 + 2 males, 26 and 28 y.o. | Single session | 12 blocks of 40 trials per participant | The Datavisor 80 | football players heading analysis | Players’ responses to a step reduction in dα/dt when they had to move backwards or forwards but not laterally to head the ball; players’ response to a step change in dα/dt when they had to move laterally | Players intercepting balls use servo control strategies. |
Cortes et al. [46], 2011 | 13 females, 19.3 ± 0.9 y.o. | Single session | 5 successful trials | Microsoft Visual Cþþ2005 Express Edition | Assessment of the differences between unanticipated and anticipated lower extremity biomechanics while performing a sidestep cutting task in VR | Running stop; Sidestep cutting | The unanticipated sidestep cutting task had different neuromechanical characteristics than the anticipated condition, with increased knee abduction angles, knee internal rotation, and hip abduction, and decreased knee flexion angles. |
Dicesare et al. [25], 2020 | 22 females, 16.0 ± 1.4 y.o. | Single session | 4 successful trials | Custom-built for immersive VR (unspecified device) | Examination of the biomechanical injury risk during a jump–landing task in VR | Hip, knee, and ankle joint kinematic differences in the frontal and sagittal planes | Reduced hip and ankle flexion, hip abduction, and frontal plane ankle excursion |
Kiefer et al. [49], 2017 | 5 females, 16.11 ± 1.52 y.o. | 4 weeks | 4 trials at T0 = baseline; 4 trials at T1 = week 8 | The sport-specific virtual environment was built and displayed using Unity 3D Pro | To assess injury risk during performance of sport-specific VR tasks | Hip and knee joint kinematic differences | VR can be used to assess the risk of injury when simulating real sports performance. |
Marshall et al. [53], 2023 | 36; CG = 16 males and 2 females, 28.67 ± 5.95 y.o.; IG = 14 males and 4 females, 24.17 ± 5.02 y.o. | 10 Days | 15 trials at T0; 15 trials at T1; IR = 3 training sessions between T0–T1 | The Oculus Quest 2 | Efficacy of training football heading in immersive VR | goals scored; shot accuracy; perceived confidence; perceived self-efficacy | VR group significantly improved heading performance. Training in VR also had significant benefits, improving perceptions of confidence in general heading ability and perceptions of self-efficacy. |
4. VR in Post Injury Application
4.1. Low Back Pain
4.2. Concussion
4.3. Kinesiophobia
References | Sample | Duration | Intervention Volume | VR Technology | Aims | Variables | Findings |
---|---|---|---|---|---|---|---|
Nambi et al. [60], 2020 | 45 males; aged between 18–25 | 4 weeks | 5 sessions of 30 min per week | ProKin system PK 252 | Comparing the effect of VR training, isokinetic and conventional training on clinical (pain, wellness) and athletic performance (sprinting, jumping) of university football players with chronic low back pain | Pain intensity; Sprint performance; Jump performance, countermovement jump, squat jump | The VR group had significantly higher improvements in pain intensity, player wellness, and sprint performance than the other two groups |
Nambi et al. [57], 2022 | 60 males; aged between 18–25 | 4 weeks | 5 sessions of 30 min per week for 4 weeks | ProKin system PK 252 | Comparing the effects of VR, conventional programs and isokinetic programs on imaging findings and inflammatory biomarkers in football players with chronic non-specific low back pain | Pain Intensity; Cross-sectional area (CSA); Muscle thickness; Inflammatory biomarkers | A significant improvement in the pain intensity and biomarker measurements for the VRE group was observed; Isokinetic group showed a greater number of significant changes in muscle CSA and muscle thickness |
Nambi et al. [61], 2021 | 60 males; aged between 18–25 | 6 months | 5 sessions of 30 min per week for 4 weeks | ProKin system PK 252 | Determining and comparing the effects of VR and core stabilization training on physical efficiency in football players with chronic low back pain | Sprint Performance; Jump Performance; Quality of life; Pain | VR reduced the pain status by changing the inflammatory mechanism compared to the core stabilization and control groups |
Nambi et al. [62], 2021 | 54 males; aged between 18–25 | 6 months | 5 sessions of 30 min per week for 4 weeks | ProKin system PK 252 | Determining the short-term psychological and hormonal effects of VR training on chronic low back pain | Psychological variables (pain intensity and kinesiophobia): Hormonal variables (glucose, insulin, growth hormone, prolactin, ACTH, and cortisol) | VR group showed more significant changes in pain intensity and kinesiophobia than the combined physical rehabilitation and control groups at T1 and T2 |
Sullivan et al. [72], 2024 | 33 Children; aged between 9–12 (20 male, 13 female) | single session | 10 min per session | ProKin system PK 252 | Developing a VR concussion education app | RoCKAS-ST; Attitudes toward concussion: reporting: 8 questions using a 5-point scale | No statistically significant improvements in attitudes toward reporting and reporting intentions following the VR session were observed |
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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PubMed (“lesion” OR “rupture” OR “injury”) AND (“virtual reality” OR “mixed reality” OR “extended reality”) AND (“soccer” OR “football”) |
Scopus (“lesion” OR “rupture” OR “injury”) AND (“virtual reality” OR “mixed reality” OR “extended reality”) AND (“soccer” OR “football”) |
Web of Science (“lesion” OR “rupture” OR “injury”) AND (“virtual reality” OR “mixed reality” OR “extended reality”) AND (“soccer” OR “football”) |
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Demeco, A.; Salerno, A.; Gusai, M.; Vignali, B.; Gramigna, V.; Palumbo, A.; Corradi, A.; Mickeviciute, G.C.; Costantino, C. The Role of Virtual Reality in the Management of Football Injuries. Medicina 2024, 60, 1000. https://doi.org/10.3390/medicina60061000
Demeco A, Salerno A, Gusai M, Vignali B, Gramigna V, Palumbo A, Corradi A, Mickeviciute GC, Costantino C. The Role of Virtual Reality in the Management of Football Injuries. Medicina. 2024; 60(6):1000. https://doi.org/10.3390/medicina60061000
Chicago/Turabian StyleDemeco, Andrea, Antonello Salerno, Marco Gusai, Beatrice Vignali, Vera Gramigna, Arrigo Palumbo, Andrea Corradi, Goda Camille Mickeviciute, and Cosimo Costantino. 2024. "The Role of Virtual Reality in the Management of Football Injuries" Medicina 60, no. 6: 1000. https://doi.org/10.3390/medicina60061000
APA StyleDemeco, A., Salerno, A., Gusai, M., Vignali, B., Gramigna, V., Palumbo, A., Corradi, A., Mickeviciute, G. C., & Costantino, C. (2024). The Role of Virtual Reality in the Management of Football Injuries. Medicina, 60(6), 1000. https://doi.org/10.3390/medicina60061000