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The Influence of Various Recovery Modalities on Performance Tasks in Basketball Players
International Journal of Applied Exercise Physiology Pub Date : 2017-04-19 , DOI: 10.22631/ijaep.v6i1.123
Jourdan R Myles , C. Matt Lee , Marialice Kern

This study aimed to investigate the effectiveness of three recovery strategies during high-intensity intermittent exercise. Nine male basketball players (age, 23.11 ± 2.8 years; height, 1.83 ± 0.1 m; body mass, 81.87 ± 11.2 kg) completed a series of 3 randomized trials. Each trial consisted of a basketball exercise simulation test (BEST), a series of performance tests, one of three recovery modalities, and a subsequent series of performance tests. The performance tests included the agility t-test, a maximal vertical jump test, and a line drill test. Furthermore, participants were also asked to rate their perception of fatigue using a 0-10 scale prior to each series of tests. The three recovery conditions lasted 8 minutes each and were active recovery (AR; cycling at 12.8 kg·m/min per kg bodyweight), sitting in a chair (SIT), or standing with minimal movement (STAND). Prior to participation, players’ recovery preferences and habits were recorded to examine possible psychological effects. Results indicated that perceived fatigue was greater following AR compared to SIT and STAND. The agility score was worse following the AR condition, whereas it was unchanged following SIT and STAND. Line drill performance was also worse following the AR condition when compared to SIT and STAND. Psychological variables were not correlated to any performance measures. These findings suggest that active recovery, at the intensity used in this investigation, may limit restoration of performance during intermittent activities such as basketball.

中文翻译:

各种恢复方式对篮球运动员绩效任务的影响

这项研究的目的是调查高强度间歇运动中三种恢复策略的有效性。九名男性篮球运动员(年龄23.11±2.8岁;身高1.83±0.1 m;体重81.87±11.2 kg)完成了3项随机试验。每个试验包括一个篮球运动模拟测试(BEST),一系列性能测试,三种恢复方式中的一种以及一系列后续性能测试。性能测试包括敏捷性t检验,最大垂直跳动测试和线钻测试。此外,还要求参与者在每个系列的测试之前使用0-10量表对他们的疲劳感进行评分。这三个恢复条件分别持续8分钟,分别是主动恢复(AR;以每公斤体重12.8 kg·m / min的速度骑行),坐在椅子上(SIT),或以最小的移动站立(站立)。在参加比赛之前,要记录玩家的恢复偏好和习惯,以检查可能的心理影响。结果表明,与SIT和STAND相比,AR后感觉到的疲劳更大。在AR条件下,敏捷度评分较差,而在SIT和STAND后,敏捷度评分未变。与SIT和STAND相比,AR条件下的线钻性能也更差。心理变量与任何绩效指标均不相关。这些发现表明,在这项研究中使用的强度下的主动恢复可能会限制间歇性活动(例如篮球)中的表现恢复。记录球员的恢复偏好和习惯,以检查可能的心理影响。结果表明,与SIT和STAND相比,AR后感觉到的疲劳更大。在AR条件下,敏捷度评分较差,而在SIT和STAND后,敏捷度评分未变。与SIT和STAND相比,AR条件下的线钻性能也更差。心理变量与任何绩效指标均不相关。这些发现表明,在这项研究中使用的强度下的主动恢复可能会限制间歇性活动(例如篮球)中的表现恢复。记录球员的恢复偏好和习惯,以检查可能的心理影响。结果表明,与SIT和STAND相比,AR后感觉到的疲劳更大。在AR条件下,敏捷度评分较差,而在SIT和STAND后,敏捷度评分未变。与SIT和STAND相比,AR条件下的线钻性能也更差。心理变量与任何绩效指标均不相关。这些发现表明,在这项研究中使用的强度下的主动恢复可能会限制间歇性活动(例如篮球)中的表现恢复。与SIT和STAND相比,AR条件下的线钻性能也更差。心理变量与任何绩效指标均不相关。这些发现表明,在这项研究中使用的强度下的主动恢复可能会限制间歇性活动(例如篮球)中的表现恢复。与SIT和STAND相比,AR条件下的线钻性能也更差。心理变量与任何绩效指标均不相关。这些发现表明,在这项研究中使用的强度下的主动恢复可能会限制间歇性活动(例如篮球)中的表现恢复。
更新日期:2017-04-19
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