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. 2025 Oct 21;10(4):410.
doi: 10.3390/jfmk10040410.

Can We Replicate the Most Demanding Periods of Official Football Matches in Large-Sided Training Games?

Affiliations

Can We Replicate the Most Demanding Periods of Official Football Matches in Large-Sided Training Games?

David Casamichana et al. J Funct Morphol Kinesiol. .

Abstract

Objective: This study aimed to compare the external load demands of large-sided games, with and without regulatory interruptions, to the average (FOOTmatch) and most demanding scenarios (MDSmatch) observed in official football matches, taking into account players' pitch positions. Methods: Large-sided training games were implemented with regulatory interruptions (FOOTtask) and without interruptions (MURDtask), during which a coach continuously introduced new balls to maximise effective playing time. GPS data were collected from eight official matches and six training sessions, involving a total of 30 young male football players. Results: MURDtask surpassed FOOTmatch, FOOTtask, and even MDSmatch in distance covered (Effect Size = 0.6-2.5), and equaled MDSmatch in the number of decelerations > 3 m·s-2. Both FOOTtask and MURDtask exceeded the average match demands in most locomotor external load variables, except for sprinting efforts > 28 km·h-1. However, none of the training games reached the peak values of MDSmatch in high-speed running or high-intensity accelerations and decelerations (>4 m·s-2). Positional analysis revealed significantly higher values in MDSmatch for most variables, except for decelerations <-3 m·s-2. Conclusions: MURDtask is a useful strategy to overload players, but additional tasks are required to replicate high-speed and high-intensity accelerations and decelerations typical of MDSmatch.

Keywords: GPS; effective playing time; monitoring; official match; soccer; worst-case scenario.

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Conflict of interest statement

The authors declare no conflicts of interest.

Figures

Figure 1
Figure 1
Mean values and standard deviation of total distance (m·min−1) in relation to players’ demarcations and activity types. Note: AM is attacking midfielder; CD is central defender; CM is central midfielder; FB is full-back; FW is forward; WN is winger; FOOTtask is the large-sided training game with regulatory interruptions; MURDtask is the large-sided training game without regulatory interruptions; FOOTmatch is official match average; and MDSmatch is match most demanding scenarios.
Figure 2
Figure 2
Effect sizes of total distance (TD) in comparison among players’ demarcations and the type of activity. In the upper panel, there is a comparison between intra-tasks and inter-demarcations, and in the bottom panel, there is a comparison between inter-tasks and intra-demarcations. Only significant differences are shown (p < 0.05). Note: AM is an attacking midfielder; CD is a central defender; CM is a central midfielder; FB is a full-back; FW is a forward; WN is a winger; FOOTtask is the large-sided training game with regulatory interruptions; MURDtask is the large-sided training game without regulatory interruptions; FOOTmatch is the official match average; and MDSmatch is the match’s most demanding scenario. In the upper panel, WCSmatch is represented by a black triangle (▲), MURDtask is represented by a white square (□), FOOTtask is represented by a black circle (●), and FOOTmatch is represented by a white circle (○). In the lower panel, WN is represented by a white rhombus (◇), FW is a black triangle (▲), FB is a white triangle (△), AM is a black square (■), AM is a white square (□), and CD is a black circle (●).

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