Abstract

This study sought to design five touch-specific modified games and evaluate the subjective task load responses and movement characteristics. Forty-two high-performance junior Touch players completed five modified games during a single training session. Each game was designed to increase the physical, technical, mental, frustration or temporal load. Subjective task loads were measured after each game using the NASA task load index (NASA-TLX) questionnaire. Movement characteristics were recorded using global positioning systems. Data were analysed using a one-way repeated measures analysis of variance, and the association between movement characteristics and subjective task loads were assessed using linear mixed modelling. Clear between-game differences were observed in physical, technical, mental, frustration, temporal and technical load, indicating that the load for which the game was designed to increase (e.g. physical load = physical game) was higher than all other games (ηp2 = 0.118–0.211, all P < 0.001). No differences were observed across games for effort, performance, mean or total load (ηp2 = 0.004–0.030, P = 0.178–0.947). Small to large differences in the movement characteristics were observed across the five games (ηp2 = 0.057–0.577, P < 0.001–0.017). The most prominent movement characteristic associated with the NASA-TLX responses was relative distance; it was positively associated with physical and temporal load ( r = 0.16–0.24, both P < 0.05) and negatively associated with technical, mental and effort load ( r = −0.29 to −0.06, P < 0.001–0.353). Overall, coaches and sport scientists can design games for Touch players that increase loads through the rules, intention of the game, and by altering relative distance.

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