TY - JOUR AU - Feria-Madueño, Adrian AU - Monterrubio-Fernández, Germán AU - Mateo Cortes, Jesus AU - Carnero-Diaz, Angel PY - 2024 DA - 2024/5/27 TI - The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial JO - JMIR Serious Games SP - e52275 VL - 12 KW - reaction time KW - serious games KW - executive function KW - decision making KW - game KW - games KW - gaming KW - sport KW - sports KW - soccer KW - football KW - athlete KW - athletes KW - athletic KW - training KW - performance KW - physiological KW - muscle KW - muscular KW - sweat KW - sweating KW - attention training KW - attentional KW - ball KW - exercise KW - physical activity KW - exergame KW - exergames KW - interview KW - interviews AB - Background: Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects. Objective: The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players. Methods: Twelve young male soccer players (age: mean 8.5, SD 1 years) were divided into 2 groups: a control group (CG; n=10) and an experimental group (EG; n=10). During the 6-week training program, the EG received attention training through a video game twice a week for 15 minutes per session. Pre- and postintervention measurements included a specific decision-making soccer test and interviews with coaching staff. Additionally, success in the video game, muscular activity, and sweat levels were monitored. Results: The EG demonstrated a significant improvement in video game success following the intervention program, as indicated by the achieved level (P<.001). However, no significant differences were found between groups regarding electromyographic (EMG) activity (P=.21) and sweating (P=.20). Prior to implementing the attention training program, both groups exhibited similar data for variables related to decision-making and execution mechanisms (≤10%). Only 2 decision-making variables exceeded 10% but remained below 15% (Shot_D=13.35%; Marking_with_Ball_D=−12.64%). Furthermore, changes in attacking action variables were more pronounced in execution-related variables, except for dribbling and fixing. Conversely, in defensive action variables, changes were greater in decision-related variables, except for marking with the ball and marking without the ball. Conclusions: Our findings reveal that incorporating a specific attentional video game into a soccer training program enhances decision-making compared to a program without the video game. Therefore, it is advisable for practitioners to consider using this tool due to its high efficiency in terms of economic and temporal costs, particularly in improving a key psychological variable. Trial Registration: ISRCTN Registry ISRCTN12742775; https://www.isrctn.com/ISRCTN12742775 SN - 2291-9279 UR - https://games.jmir.org/2024/1/e52275 UR - https://doi.org/10.2196/52275 DO - 10.2196/52275 ID - info:doi/10.2196/52275 ER -