The Effect of Virtual Reality-Based Multimodal Training Programs on the Balance and Agility of Young Football Athletes
DOI:
https://doi.org/10.17309/tmfv.2026.3.18Keywords:
virtual reality, multimodal training, balance, agility, soccerAbstract
Background. Young soccer athletes often demonstrate insufficient development of balance and agility, which may limit their overall performance. The integration of structured training programs with virtual reality (VR) technology offers a promising approach to enhancing these physical components.
Objectives. The study aimed to examine the effect of a VR-based multimodal training program integrating the FIFA 11+ protocol on balance and agility in young soccer players.
Materials and Methods. A randomized controlled trial with a pretest–posttest design was conducted involving 20 male soccer players aged 11–13 years. Participants were randomly assigned to an experimental group (VR-based training, n = 10) and a control group (conventional training, n = 10). The intervention lasted 8 weeks (3 sessions per week). Balance was assessed using the Stork Static Balance Test, and agility using the T-Test. Data were analyzed using mixed ANOVA with repeated measures, including evaluation of the Time × Group interaction, and effect sizes (Cohen’s d).
Results. A significant Time × Group interaction was observed for balance (F = 124.35, p < 0.001) and agility (F = 26.21, p < 0.001). The experimental group demonstrated greater improvements in balance (Δ = 4.87 s; d = 1.07) and agility (Δ = 0.83 s; d = 2.70) compared to the control group (Δ = 1.37 s; d = 0.54 and Δ = 0.31 s; d = 1.05, respectively).
Conclusions. The findings indicate that VR-based multimodal training significantly improves balance and agility in young soccer players and can be considered an effective and innovative approach in youth soccer training programs.Downloads
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