Sensorimotor Training for Injury Prevention in Collegiate Soccer Players II
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Enrollment
- 130
- Locations
- 1
- Primary Endpoint
- Injury incidence rate
Study Overview
Brief Summary
The purpose of this project is to evaluate the effectiveness of an injury prevention intervention delivered primarily using headset virtual reality for collegiate soccer players. The hypothesis is that measures of sensorimotor control will improve, injury incidence rate will decrease and on-field soccer performance will improve.
Study Design
- Study Type
- Interventional
- Allocation
- Non Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Prevention
- Masking
- None
Eligibility Criteria
- Ages
- 18 Years to — (Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- No
Inclusion Criteria
- •Male and female athletes
- •18 years of age or older
- •on the soccer roster who are eligible to play in the fall 2019 season at the participating institutions.
Exclusion Criteria
- •Current diagnosis of concussion (i.e. a non-medically cleared concussion)
- •Current lower-extremity musculoskeletal injury,
- •Seizure disorder with photo sensitivity
- •Other medical diagnosis that will prevent participation in the intervention.
Arms & Interventions
Virtual Reality Training (Experimental)
Participants will receive multi-modal sensorimotor training interventions, including activities training the vestibular system, oculomotor control and visual perception, neuromotor control and strengthening of the cervical spine, postural control/ balance exercises, and exercises integrating the use of multiple types of sensory information for controlled motor output, including speed and accuracy. Novel headset virtual reality (VR) games/activities; compliant balance surfaces; resistance bands/weight; and biofeedback devices will be utilized to deliver the training intervention. The exercises delivered at each intervention will be delivered in a group format, using a circuit of exercises that each athlete will complete in a session. Subsequent sessions will build upon previous sessions to work the sensorimotor control system in progressively more challenging and sport-specific scenarios. This present study will complete 12 sessions over 6 weeks.
Intervention: Virtual Reality Sensorimotor Training (Other)
No Virtual Reality Training (Control)
True control.
Outcomes
Primary Outcomes
Injury incidence rate
Time Frame: approximately 16 weeks
Traumatic injuries (concussion and leg injuries) across the 2019 soccer season/ number of countable athletic exposures
Near-Point Convergence
Time Frame: Pre to post-intervention (approximately 6 weeks)
Distance of point of near-binocular convergence (as measured in centimeters)
Standing Balance
Time Frame: Pre to post-intervention (approximately 6 weeks)
Standing balance (as measured on the Sway balance app 0 - 100 scale)
Reaction Time
Time Frame: Pre to post-intervention (approximately 6 weeks)
Reaction time (as measured on the Sway balance app) including impulse control; inspection time; and simple reaction time
Oculomotor Control
Time Frame: Pre to post-intervention (approximately 6 weeks)
Accuracy and latency of saccadic eye movements and smooth pursuit eye movements in response to an object presented to the participant on a computer screen (as measured by the Tobii eye tracker)
Game Performance
Time Frame: approximately 16 weeks
Game performance will be analyzed through video recording of the 2019 season's games and analysis of performance metrics (performed by InStat). Key performance indices (with higher scores reflecting better performance during game play) will be used as the metric of game performance.
Deep Neck Flexor Endurance Test
Time Frame: Pre to post-intervention (approximately 6 weeks)
Cranial Cervical flexion endurance (measured in seconds)
Isometric Neck Strength
Time Frame: Pre to post-intervention (approximately 6 weeks)
Measured by a dynamometer in flexion, extension, rotation and side-bending, recorded as force produced in each direction
Cranial Cervical Flexion Test
Time Frame: Pre to post-intervention (approximately 6 weeks)
Cranial-cervical flexion neuromotor control (as measured by performance on the Cranial Cervical Flexion Test, mmHg level of control with a 3 second hold on a biofeedback pressure cuff)
Secondary Outcomes
- Score on Joint Position Error VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Smooth Pursuit VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Postural Control (Balance) VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Saccades VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Near Point Convergence VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Cervical Posture VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Visual Figure VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Peripheral Vision VR Game(Pre to post-intervention (approximately 6 weeks))
- Score on Cervical Neuromotor Control VR Game(Pre to post-intervention (approximately 6 weeks))
Investigators
Jennifer C. Reneker
Associate Professor
University of Mississippi Medical Center
