Variable long-term developmental trajectories Variable long-term developmental trajectories of short sprint speed and jumping height in English Premier League academy soccer players: an applied case study 3 Variable long-term developmental trajectories
Maturation-related changes in body dimensions and performance can lead to physical mismatches and drop out from youth sport. Here, we propose a new method termed ‘discreet performance banding’ (DPB). We aimed to determine if dividing youths by actual physical performance of a discreet skill or ability (‘change or direction’ [COD] ability) could discriminate between the most and least skilled players better than a marker of implied performance, such as an assessment of biological maturation. 182 male academy Spanish soccer players (age: 13-18 years height: 143 to 188 cm; mass: 32.3 to 81.4 kg) were divided into maturation groups (Tanner stages 2 through 5) and COD groups (‘fast’, ‘intermediate’ and ‘slow’). Players’ skills (passing, shooting, ball control) were evaluated on a six-point scale with a value of ‘1’ considered ‘very bad’ and a value of ‘6’ as ‘very good’. When divided by maturity status, analyses revealed no significant differences between groups in soccer skill. However, when divided into COD groups, the analyses revealed significant differences between the fast and intermediate players ([p < 0.001] favouring the fast group) and between the intermediate and slow players ([p < 0.026] favouring the slow group). There was no significant difference in skill between the fast and slow groups, though the fast group demonstrated a higher skill level as indicated by a small effect size. Fast players were more skilful than both the intermediate and slower players, indicating that COD status can be a differentiating factor between players of different skill levels. DPB could be used to equalise competition in youth sport and to enhance the overall level of enjoyment that youths derive from engagement in sport.
Drop out and attrition rates in youth sport are well-documented in the literature. Research has found that children overwhelmingly state that enjoyment, fun, and positive experiences are the primary reasons to participate in sport. Competitive Engineering (CE) is a structurally-based competitive climate process designed to create a more positive experience in youth sport. CE encompasses changes to league structures, equipment, pitch-size, and game rules. For example, rule changes that stipulate greater involvement (e.g., playing time) or action (e.g., increasing scoring opportunities) are designed to improve engagement. Despite this, few studies have examined whether CE-based rule changes influence factors known to influence drop out from sport. The aim of this study was to assess the impact of a rule change in youth rugby whereby any player selected as part of a match day squad must play at least half a game or equivalent (i.e., the ‘Half-Game Rule’). To achieve this, we studied the influence of the rule change on player reported outcomes throughout the 2017/2018 playing season. Players who “always or almost always” experienced playing at least half a game more often than other players; reported higher enjoyment, than those who played less regularly ( F = 35.6, P < .001). Importantly, players who reported higher levels of enjoyment also reported greater intentions to continue playing rugby ( F = 6.4, P < .002). Findings support the use of CE to facilitate player enjoyment in team sports and could lead to reduced attrition in youth sport more generally.
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