| Most team sports are characterised by repeated short maximal sprint
efforts interspersed with longer periods of active recovery or rest. Although
a variety of testing protocols have been devised to simulate these activity
patterns under controlled conditions, a common limitation is the lack of
'body contact' to simulate the tackling efforts seen in contact sports.
Therefore, the purpose of this study was to assess the reliability of a
simulated team game protocol with and without 'contact'. Eleven male, team-sport
athletes (mean ± SD; age 22 ± 2 yr; BMI 23.0 ± 1.7 kg·m-2) completed four
separate testing trials; two 'non-contact' trials (NCON) and two 'contact'
(CON) trials of a simulated game to determine the reliability of a range
of team sport performance indicators including repeated 15-m sprint time,
vertical jump height, heart rate response and ratings of perceived exertion
(RPE). The team game protocol involved four sets of 15-min of intermittent
running around a circuit replicating the movement patterns observed in team
sports, either with or without simulated contact. Within-subject reliability
of each performance measure was determined by expressing the typical error
of measurement as the coefficient of variation, as well as determining intra-class
correlations. Both CON and NCON produced reliable results for a variety
of team sport performance indicators including repeated 15-m sprint time,
vertical jump height, heart rate response and RPE. Repeated sprint and jump
performance declined over time throughout the simulated game (p < 0.05),
while heart rate and RPE increased. There was no difference in these performance
measures between CON and NCON protocols. As such, these simulated game protocols
provide reliable options for assessing team game performance parameters
in response to training or other interventions under controlled conditions.
Key
words: Performance, team sports, vertical jump, active recovery, body
contact.
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