Abstract Despite the large amount of research available on how engagement in football practice relates to future performance level among football players, similar information about the contribution of non-football activities is scarce. Based on data from 745 elite youth players this study aimed to identify the characteristics and contribution of diverse participation towards elite youth and senior professional status. The data were collected using a retrospective questionnaire where the players reported the amount of time spent in other sports than football, in addition to their perceived contribution of different non-football activities for developing football skills. The accumulated hours of time spent in other sports of players who had obtained a senior professional contract were compared to non-professional players, using multilevel modelling (n = 558), while a t-test compared the activity ratings to each other. No significant differences were identified between professional and non-professional players' engagement history, but overall, the players rated sports similar to football to be significantly more relevant for developing football skills than other sports. The results suggests that spending time in non-football activities did not contribute to present differences in performance attainment in football, but also that potential advantages of such activities may be related to their characteristics.
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The Football Workshop Wageningen in The Netherlands originated from a care farm where people with mild intellectual disabilities and challenging behaviour spent time for day activities. Passionate about football, two social workers and a growing number of service users left the care farm to set up sheltered employment at the local football club SKV. Interestingly, this endeavour is at the intersection of sheltered employment, leisure and community. This chapter will be part of a monograph on social inclusion, the interface between leisure and work in relation to people with intellectual disabilities. This current manuscript is yet unpublished. Modifications are reserved for official publication. Please reference this unofficial publication as follows: Knevel, J., Van Ewijk, H., Kolthek, W. (2021). The Football Workshop. Utrecht: Utrecht University of Applied Sciences. Unpublished manuscript.
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The present study aimed to develop a football-specific self-report instrument measuring self-regulated learning in the context of daily practice, which can be used to monitor the extent to which players take responsibility for their own learning. Development of the instrument involved six steps: 1. Literature review based on Zimmerman's (2006) theory of self-regulated learning, 2. Item generation, 3. Item validation, 4. Pilot studies, 5. Exploratory factor analysis (EFA), and 6. Confirmatory factor analysis (CFA). The instrument was tested for reliability and validity among 204 elite youth football players aged 13-16 years (Mage = 14.6; s = 0.60; 123 boys, 81 girls). The EFA indicated that a five-factor model fitted the observed data best (reflection, evaluation, planning, speaking up, and coaching). However, the CFA showed that a three-factor structure including 22 items produced a satisfactory model fit (reflection, evaluation, and planning; non-normed fit index [NNFI] = 0.96, comparative fit index [CFI] = 0.95, root mean square error of approximation [RMSEA] = 0.067). While the self-regulation processes of reflection, evaluation, and planning are strongly related and fit well into one model, other self-regulated learning processes seem to be more individually determined. In conclusion, the questionnaire developed in this study is considered a reliable and valid instrument to measure self-regulated learning among elite football players.
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Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
In societies where physical activity levels are declining, stimulating sports participation in youth is vital. While sports offer numerous benefits, injuries in youth are at an all-time high with potential long-term consequences. Particularly, women football's popularity surge has led to a rise in knee injuries, notably anterior cruciate ligament (ACL) injuries, with severe long-term effects. Urgent societal attention is warranted, supported by media coverage and calls for action by professional players. This project aims to evaluate the potential of novel artificial intelligence-based technology to enhance player monitoring for injury risk, and to integrate these monitoring pathways into regular training practice. Its success may pave the way for broader applications across different sports and injuries. Implementation of results from lab-based research into practice is hindered by the lack of skills and technology needed to perform the required measurements. There is a critical need for non-invasive systems used during regular training practice and allowing longitudinal monitoring. Markerless motion capture technology has recently been developed and has created new potential for field-based data collection in sport settings. This technology eliminates the need for marker/sensor placement on the participant and can be employed on-site, capturing movement patterns during training. Since a common AI algorithm for data processing is used, minimal technical knowledge by the operator is required. The experienced PLAYSAFE consortium will exploit this technology to monitor 300 young female football players over the course of 1 season. The successful implementation of non-invasive monitoring of football players’ movement patterns during regular practice is the primary objective of this project. In addition, the study will generate key insights into risk factors associated with ACL injury. Through this approach, PLAYSAFE aims to reduce the burden of ACL injuries in female football players.
Het gezamenlijk beleven van (top)sportwedstrijden vormt voor kwetsbare volwassenen, met een gering sociaal kapitaal, een platform om de voor hen zo noodzakelijke sociale netwerken op te bouwen en in stand te houden. Wedstrijdbezoek is echter afhankelijk van factoren zoals vitaliteit, lichamelijke en geestelijke gezondheid, en financiële draagkracht. Wanneer deze wegvallen dreigt sociaal isolement en eenzaamheid, met alle persoonlijke en maatschappelijke gevolgen van dien. Digitale innovaties op het gebied van immersieve Augmented Reality (AR) kunnen een oplossing zijn om volwassenen die mentaal, fysiek of financieel niet in staat zijn om sportevenementen zoals ererdivisievoetbal bij te wonen, toch een stadion- en wedstrijdbeleving te bieden. Hiermee kunnen ze toch aansluiting blijven vinden bij hun sociale netwerken. In het beoogde project wordt AR content doorontwikkeld, en geprojecteerd over de glazen van een AR bril, met als doel de stadionbeleving van thuiswedstrijden van BVO PSV zoveel mogelijk op te roepen. AR-layers bestaan onder meer uit een persoonlijke welkomstboodschap van spelers van het eerste elftal van PSV, virtuele looproutes die toegang geven tot het stadion, en gedrag en geluid van virtuele mede-toeschouwers of spelers en artiesten. De mate waarin AR de beleving verrijkt wordt vervolgens getoetst in een experiment, waarbij de beleving van een voetbalwedstrijd met en zonder AR verrijking wordt gemeten in een stadion-setting en in een thuissetting. De beleving wordt gemeten met fysiologische signalen zoals hartslagvariabiliteit en huidgeleiding, die een objectieve maat vormen van emotionele engagement tijdens het stadion- en wedstrijdbezoek. Daarnaast wordt ook een subjectieve belevingsmaat ontwikkeld en gebenchmarkt (de belevingsimpact-score). Zo kan worden vastgesteld of de beleving van een wedstrijd in een thuissetting die verrijkt is met AR dichter in de buurt komt van een daadwerkelijke stadionbeleving.