Random thoughts on the latest research on hamstrings injuries and programming
Marko Matu?inskij
Performance Specialist, Lecturer, Product Strategist, Creator of Ultrax HUB
"If You Want to Prevent Hamstring Injuries in Soccer, Run Fast: A Narrative Review about Practical Considerations of Sprint Training"
Pedro Go?mez-Piqueras and Pedro E. Alcaraz (2024)
This paper effectively summarizes key aspects of sprinting in football, offering valuable insights into periodization strategies, monitoring sprinting, and defining appropriate dosage. One of the highlights is the mention of MD-2 as the "most tactical" and "speed" day of the week. However, as the authors point out, the accumulated load from MD-4 and MD-3 can negatively impact a player's performance and potentially increase the risk of injury on MD-2.
When defining a player's reaction to this load and its impact, we need to consider the player's "battery"—their physical state on that day. It's crucial to understand both the game demands and position-specific demands for that player, as the study emphasizes. Knowing the acute and chronic loads the player is exposed to is paramount. Between these two categories, training sessions and drills selected by coaches play a key role in developing or addressing game situations.
In Croatia, it's common to place significant focus on tactical actions on MD-2, but we must also consider how to best use the first day of the week and other training days to provoke adaptations and simulate game demands. While the total number of sprints and distances covered in specific speed zones are valuable, I have always been more interested in the distribution of these actions and the specific situations in which they occur. It's important to examine the frequency of these actions and how often they happen during games. Furthermore, I want to understand what kind of actions precede these high-intensity efforts and the movements players make before transitioning into them.
Lets use one game scenario
Overview of Key Metrics:
Selected Player Data:
Below are the metrics collected for individual players based on the selected variables in the dashboard.
As you can see, when we compare the frequency of actions and the total volume in individual variables, player 1 and player 2 are very similar in most aspects. Both players have comparable values in terms of total distance, sprint distance, and high-speed running distance. However, there is a noticeable difference in the number of high-intensity accelerations and decelerations, where player 1 has significantly more of these actions compared to player 2. This suggests that while their overall physical output during the match is similar, player 1 was involved in more intense stop-start actions, which could indicate a difference in their roles or positioning on the field.
Let's take it a step further and analyze what happens with these two players in the raw data. It is already visually apparent that these activities are distributed differently throughout the match. However, to avoid complexity with graphs, I will attempt to present this in a table format with values in the next display.
To analyze the frequency of actions, duration, and distance covered, along with the profiles of Player 1 and Player 2, let's break it down into several key components (have in mind, i just took first 15 minutes of the match and just for efforts above 19.8km/h):
1. Frequency of Actions
For Player 1:
For Player 2:
2. Duration of Actions
Both players have high-intensity actions that mostly last for 1 second (with some very brief bursts measured as 0.5 seconds).
For Player 1:
For Player 2:
3. Distance Covered
The distance covered in each high-speed action is crucial for understanding the intensity of the efforts.
For Player 1:
For Player 2:
This suggests that Player 1 covers slightly more distance per effort on average, especially in the higher velocity zones.
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4. Profile Before Reaching Max Velocity (T-1s, T-2s, T-3s)
The columns T-1s, T-2s, and T-3s represent the velocity in the 1, 2, and 3 seconds leading up to the max velocity. This helps show how quickly players accelerate before hitting their peak speed.
For Player 1:
For Player 2:
This suggests both players have similar acceleration profiles, but Player 1 may engage in sharper increases in speed before hitting their max velocity in certain efforts.
5. Recovery Durations Between Actions
Recovery durations (the time between high-speed efforts) are critical to understanding how players are distributed across phases of activity.
For Player 1:
For Player 2:
6. Defining the Profile or Coefficient of Activity
We can define a sprint-to-recovery coefficient to represent the ratio of sprint efforts to recovery time. This will give us an idea of how often a player engages in high-intensity actions relative to their recovery.
For Player 1:
For Player 2:
Conclusion:
To summarize, Player 1 seems to play a role that requires intense, sustained high-speed efforts with occasional long recovery periods, while Player 2 demonstrates a more consistent sprint profile, engaging in shorter sprints with more balanced recovery times. The sprint-to-recovery coefficient for both players is similar, but the nature of their high-speed actions suggests different tactical responsibilities on the field.
Why This Analysis is Important:
The detailed analysis of frequency of actions, duration, distance covered, and pre-velocity profiles offers insights that go far beyond simply summing up the total workload. Understanding when and how these high-speed efforts occur provides a clearer picture of the players' physical demands during the game. Here's why this is crucial:
Training Suggestions for the Microcycle:
To effectively train these two players and tailor their preparation for upcoming games, we need to consider their unique profiles and adjust the microcycle accordingly.
For Player 1 (Longer Sprints with More Recovery):
Focus: Player 1 excels in longer, high-speed efforts with more recovery between actions. The training should aim to maintain or enhance this explosive capability while managing the player's recovery.
For Player 2 (Frequent, Shorter Sprints with Less Recovery):
Focus: Player 2 needs training that supports frequent bursts of effort with shorter recovery periods. The training should focus on high-intensity interval training and endurance-based drills to simulate frequent actions in a game.
Summing total loads does not give us the full picture of a player's demands and physical state. By analyzing the context—frequency of actions, recovery durations, and effort profiles—we gain a more accurate understanding of a player's workload and needs. Player 1 and Player 2 have different tactical roles and physical profiles, and their training should reflect that. A tailored approach in the microcycle ensures that both players are prepared for the specific challenges they will face during competition, whether it's frequent, short sprints or explosive, long-distance bursts.
The dendrogram shown in the graph is a hierarchical clustering visualization, which organizes the 10 players (not real data) based on their activity profiles and metrics.
1. Dendrogram Structure:
2. Hierarchical Grouping:
3. Cluster Analysis:
4. Practical Use:
Head of The Coach Vocational Study
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