Purpose 3 × 3 is a variation of classic basketball (BB) that imposes new demands on both athletes and coaches. The objective of this study was to comprehensively describe similarities and differences in load structures between 3 × 3 and BB. Method Between January 2020 and July 2021, internal and external load parameters of 90 elite BB and 3 × 3 athletes were monitored during 84 games using a local positioning system (10 Hz) and inertial movement sensors (100 Hz). Results Male BB games last about 90 min; female games are shorter (82 min). Game duration in 3 × 3 is about 16 min. Compared with BB, 3 × 3 athletes perform more medium- and high-intensity accelerations and decelerations, explosive efforts, jumps, and changes of direction (CODs) per min. Average heart rates do not differ between the two disciplines, yet 3 × 3 games are rated as more exhausting than BB games. During a 3 × 3 tournament, no decrease in load characteristics is found in the final games. However, ratings of perceived exertion increase consecutively. Average possession duration in 3 × 3 is 5.4 s in which 1.4 passes are played. Most 2-point shots and turnovers occur in the last minutes (11 min – end) of the game. Conclusion The findings of this study will help 3 × 3 coaches and athletes to design more effective training programmes and improve athletic performance. They indicate a need to focus on high accelerations, transitions, COD skills, and shooting under pressure in 3 × 3.
Research has improved the understanding of sports related concussion (SRC), and several classification systems and guidelines are available in the literature. The exact timing and clearing of athletes for return-to-play (RTP) is still based primarily on subjective reports of concussion symptoms, however symptoms link poorly to objective recovery. Current literature suggest that symptoms alone cannot accurately identify either all concussed athletes or their recovery. The difficult task of interpreting which symptoms are directly related to concussion, and which are related to other conditions, speaks for an increased focus on the RTP process itself. This study examines the literature on neurocognitive assessments and their importance as indicators of accurate timing of when athletes can return to either ball training with duels or the playing field. Entries in three electronic databases (PubMed, Web of Science, and SURF) were searched from January 2000 to June 2022. Search terms were concussion, mild traumatic brain injury (mTBI), sport, athlete, expert, elite, professional, diagnostic, testing, return to play, management, neurocognitive, and cognitive. Inclusion criteria comprised performance-based participation in a team sport and being in the age range of possible peak performance (18–40 years). In addition, only studies with pre-post designs were considered. The PEDro scale was used to assess methodological quality. The methodological quality of the fifteen included studies ranged from 5 (one study) to 6 (fourteen studies) from a maximum of 10. Despite being symptom-free, athletes in all fifteen studies showed lower performance compared to controls on tests of visual and verbal memory (approx. 3–5% deficit) and on processing speed (approx. 6% deficit) after mTBI. All studies report specific neurocognitive deficits after mTBI, although the athletes were declared clinically symptom-free. Therefore, the systematic consideration of neurocognitive parameters in RTP decision making is recommended, especially in light of subsequent muscular injuries of the lower musculoskeletal system, recurrence of mTBI, and residual neurodegenerative disorders.
Purpose: The aim of this study was to investigate the dynamics of external training load (eTL), internal training load (iTL), and well-being status, during a regular season week with one game, and to examine the differential workloads of players depending on their distance from game day during a competitive season. Method: Subjects were 10 full-time professional basketball players (24.6 ± 4.9 years old; 204.2 ± 16.8 cm; 97.9 ± 10.4 kg). Workload was recorded and classified as total duration training and duration of full game during a competitive season. A wearable tracking system collected eTL via Player Load (PL) and Player Load per minute (PL/min). Training sessions were classified based on days before a match (four days before the match day = MD-4, MD-3, MD-2, and MD-1), and MD. Session rate of perceived exertion (sRPE) and rate of perceived exertion (RPE) were used for iTL. In addition, the Hooper index (HI) was used for well-being. Results: A significant difference was found between MD-1 and MD workload, MD workload being the highest of all variables: RPE (p < .001), PL/min (p <.001), PL (p <.001), and sRPE (p <.001). Regarding Hooper’s categories, significant differences between training days and match were only found in soreness (p <.001). Conclusion: The results show that MD provides a unique stimulus in terms of volume and intensity. Consequently, coaches must incorporate specific training exercises to adapt players to the demands of competition. Finally, special attention should be paid to MD-2 and MD-1 in terms of potential accumulated fatigue and thus to ensure appropriate recovery time for athletes to adapt before the match.
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