The aim of the present study was to investigate if the presence of anterior cruciate ligament (ACL) injury risk factors depicted in the laboratory would reflect at-risk patterns in football-specific field data. Twenty-four female footballers (14.9 ± 0.9 year) performed unanticipated cutting maneuvers in a laboratory setting and on the football pitch during football-specific exercises (F-EX) and games (F-GAME). Knee joint moments were collected in the laboratory and grouped using hierarchical agglomerative clustering. The clusters were used to investigate the kinematics collected on field through wearable sensors. Three clusters emerged: Cluster 1 presented the lowest knee moments; Cluster 2 presented high knee extension but low knee abduction and rotation moments; Cluster 3 presented the highest knee abduction, extension, and external rotation moments. In F-EX, greater knee abduction angles were found in Cluster 2 and 3 compared to Cluster 1 (p = 0.007). Cluster 2 showed the lowest knee and hip flexion angles (p < 0.013). Cluster 3 showed the greatest hip external rotation angles (p = 0.006). In F-GAME, Cluster 3 presented the greatest knee external rotation and lowest knee flexion angles (p = 0.003). Clinically relevant differences towards ACL injury identified in the laboratory reflected at-risk patterns only in part when cutting on the field: in the field, low-risk players exhibited similar kinematic patterns as the high-risk players. Therefore, in-lab injury risk screening may lack ecological validity.
MULTIFILE
This article dilates on the culturally insignificance of football in Europe in spite of the receptiveness of Europeans to American popular culture in general. It is argued that this anomaly can be explained by a sociohistorical perspective on the differential popularization of sports and the changing social structure in which sports are being diffused. In doing so, it is shown that football only entered the European sport space after 1980 and that the attempts by the National Football League to launch football as a spectator sport will fail without a basic foundation at grassroots level.
Modifiable (biomechanical and neuromuscular) anterior cruciate ligament (ACL) injury risk factors have been identified in laboratory settings. These risk factors were subsequently used in ACL injury prevention measures. Due to the lack of ecological validity, the use of on-field data in the ACL injury risk screening is increasingly advocated. Though, the kinematic differences between laboratory and on-field settings have never been investigated. The aim of the present study was to investigate the lower-limb kinematics of female footballers during agility movements performed both in laboratory and football field environments. Twenty-eight healthy young female talented football (soccer) players (14.9 ± 0.9 years) participated. Lower-limb joint kinematics was collected through wearable inertial sensors (Xsens Link) in three conditions: (1) laboratory setting during unanticipated sidestep cutting at 40-50°; on the football pitch (2) football-specific exercises (F-EX) and (3) football games (F-GAME). A hierarchical two-level random effect model in Statistical Parametric Mapping was used to compare joint kinematics among the conditions. Waveform consistency was investigated through Pearson's correlation coefficient and standardized z-score vector. In-lab kinematics differed from the on-field ones, while the latter were similar in overall shape and peaks. Lower sagittal plane range of motion, greater ankle eversion, and pelvic rotation were found for on-field kinematics (p < 0.044). The largest differences were found during landing and weight acceptance. The biomechanical differences between lab and field settings suggest the application of context-related adaptations in female footballers and have implications in ACL injury prevention strategies. Highlights: Talented youth female football players showed kinematical differences between the lab condition and the on-field ones, thus adopting a context-related motor strategy. Lower sagittal plane range of motion, greater ankle eversion, and pelvic rotation were found on the field. Such differences pertain to the ACL injury mechanism and prevention strategies. Preventative training should support the adoption of non-linear motor learning to stimulate greater self-organization and adaptability. It is recommended to test football players in an ecological environment to improve subsequent primary ACL injury prevention programmes.
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.