Current knowledge of gaze behavior in football has primarily originated from eye-tracking research in laboratory settings. Using eye-tracking with elite players in a real-world 11 v 11 football game, this exploratory case study examined the visual fixations of midfield players in the Norwegian premier league. A total of 2,832 fixations by five players, aged 17-23 years (M = 19.84), were analyzed. Our results show that elite football midfielders increased their fixation duration when more information sources became available to them. Additionally, participants used shorter fixation durations than previously reported in laboratory studies. Furthermore, significant differences in gaze behavior between the attack and defense phases were found for both areas of interest and fixation location. Lastly, fixation locations were mainly on the ball, opponent, and teammate category and the player in possession of the ball. Combined, the results of this study enhance the knowledge of how elite footballers use their vision when playing under actual match-play conditions. They also suggest that laboratory designs may not be able to capture the dynamic environment that footballers experience in competition.
Visual perception in football (“soccer” in the U.S.) is increasingly becoming a key area of interest for researchers and practitioners. This exploratory case study investigated a sub-set of visual perception, namely visual exploratory scanning. The aim of this study was to examine the scanning of four elite football midfield players in an 11 vs. 11 real-game environment using mobile eye-tracking technology. More specifically, we measured the duration and information (number of teammates and opponents) of the players’ scanning behavior. The results showed that the players’ scanning duration was influenced by the ball context and the action undertaken with the ball at the moment of scan initiation. Furthermore, fixations were found in only 2.3% of the scans. Additionally, the results revealed that the stop point is the most information-rich part of a scan and that the players had more opponents than teammates inside their video frame during scans. Practical applications and further research recommendations are presented.
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