3.1 Norma AWS A5.21
3.1.4 GUÍA PARA LAS ESPECIFICACIONES PARA
2.2.1.1 Acute fatigue decreases running performance in games
The fatigue experienced during competitive play is typically measured as a drop in running performance and may be an indicator of players experiencing temporary fatigue (Bangsbo, 1994, Bangsbo et al., 2007, Bangsbo et al., 2006, Bradley et al., 2009, Mohr et al., 2003, Rampinini et al., 2009, Mohr et al., 2005). In soccer, fatigue during games leads to decrements in performance throughout a game (Bangsbo, 1994, Bangsbo et al., 2007, Bangsbo et al., 2006, Bradley et al., 2009, Mohr et al., 2003, Rampinini et al., 2009, Mohr et al., 2005). Decrements in distance covered, running intensity and technical performance have been reported (Bangsbo et al., 2007, Bangsbo et al., 2006, Bradley et al., 2009, Mohr et al., 2003, Rampinini et al., 2009). Elite players cover greater distances in the first half of games in both running (2172 m vs. 2052 m) and jogging (879m vs. 827 m) when compared to the second half, while walking distances in the second half increase when compared to the first (1929 vs. 1889) (Bradley et al., 2009). When combined, the overall drop in running and increase in player walking is indicative of player fatigue.
The total amount of high intensity running also declines towards the end of a soccer game and after periods of increased high-intensity movement (Bradley et al., 2009, Mohr et al., 2003). During the last 15 min of a game, high intensity running can drop by 14-45% when compared to the first 60 min (Mohr et al., 2003). Similarly, when compared to the first 15 min of each half, high intensity running can drop in by 17% in the last 15 min of the first half and by 21% in the final 15 min of the second half (Bradley et al., 2009). Following the most intense 5 min period of a game, distance covered in the ensuing 5 min can drop by over 50% and this can become a
12% reduction when compared to distance covered during all 5 min intervals in a game (Bradley et al., 2009, Mohr et al., 2003).
Technical performance is also affected by match fatigue. In the second half of games, short passing attempts (-10%), short pass success (-9.9%) and the number of involvements with the ball (-8.3%) all decline (Rampinini et al., 2009). A 5.2-5.7% decline in the high intensity running distance whilst in possession of the ball is also evident in the second half (Bradley et al., 2009, Rampinini et al., 2009).
A game of AF places great demands on the running endurance, speed-endurance, repeat-sprint ability, maximal running velocity and acceleration of players and over the course of a game players will experience some fatigue (Wisbey et al., 2010, Aughey, 2010, Coutts et al., 2010). Players can cover between 12,700-13000 m during matches and up to 18,000 m during finals matches (Aughey, 2011b, Aughey, 2010, Coutts et al., 2010) and when compared to the first quarter, total and high-intensity running distances covered in the second, third and fourth quarter of games decreased (Coutts et al., 2010). High-intensity running and maximal accelerations also decreased within each quarter and this is indicative of significant player fatigue (Aughey, 2010) (Figure 2.3).
Figure 2.3: Distance per rotation expressed in metres per minute of AF game time for (A) high intensity running and (B) accelerations. * Denotes a small reduction from Q1R1. † Denotes a moderate reduction from Q1R1 (Aughey, 2010).
Although it is clear that match running performance can decline across many team sports, care must be taken when assessing such declines. Changes in running performance may be independent of fatigue as match running may be influenced by a number of factors including; team or opposition tactics (i.e. playing with an extra defender to slow down attacks on goal or block space, or playing with one less attacker in order to create more space to run into), weather conditions (i.e. wet or muddy conditions), ground size (i.e. smaller ground size may lead to less overall running due to less open space) or in reaction to a direct opponent (i.e. marking an opponent may lead to the opponent running less as they are effectively taken out of the match).
2.2.1.2 Effect of acute match related fatigue on post-match physical performance In soccer, the ability to perform repeated sprints declines substantially post game. Repeat-sprint time increased considerably (3-8%) (Andersson et al., 2008, Ascensao et al., 2008) and remained elevated by 5-12% over 72 h after a soccer match (Ascensao et al., 2011, Ascensao et al., 2008, Ispirlidis et al., 2008, Fatouros et al., 2010). The ability to produce maximal strength and force from the quadriceps and hamstrings as well as vertical jump height also decline post- match (Andersson et al., 2008, Ascensao et al., 2011, Ascensao et al., 2008, Ispirlidis et al., 2008). After a soccer match, hamstring and quadriceps peak torque (at 90 deg.sec-1) were both reduced post-game (Ascensao et al., 2008). Hamstring strength decreased 15% over the first 24 h and remained 10% lower than baseline at 48 and 72 h. Quadriceps strength followed a similar pattern 48 (10%) and 72 h (5%) post-match. These strength reductions corresponded with a 7% decline in 20 m sprint time post-match which after 72 h remained reduced by 5%. In another soccer study, post-match declines in 20 m sprint performance (3.4%) and countermovement jump (4.7%) corresponded with reductions in peak torque for both knee extension (7.8%) and knee flexion (8.7%) (Andersson et al., 2008).
In AF, players experience reductions in physical performance as a result of participating in a match (Cormack et al., 2008a, Cormack et al., 2008b, Dawson et al., 2005). When compared to
pre-match measures, vertical jump height was 9.6% lower 15 h post-match (Dawson et al., 2005) while the ratio of flight time:contraction time decreased 7.5% immediately post-match and was 7.8% lower after 24 h (Cormack et al., 2008a). Peak power and total work as measured on a cycle ergometer also declined post-match (Dawson et al., 2005) and although sprint cycling is not directly related to the game of AF, the ability to produce and maintain power can affect sprinting performance during games. During a 6 s sprint test, peak power declined 9.7% 15 h post-match and remained 1.6% lower after 48 h (Dawson et al., 2005). Total work also declined 10.7% after 15 h and 1.3% after 48 h (Dawson et al., 2005). In an AF match, declines in jumping ability and peak power output will be detrimental to performance in athletes who are repeatedly involved in marking and ruck contests (repeated jumping) as well as negatively impact change of direction, kicking and sprinting.