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VR training kicks off: could headset workouts improve football performance?

NCT ID NCT07572344

What the study statuses mean

This study's is highlighted.

Recruitment status, easiest to join first

Recruiting now
This trial is taking on new participants right now.
Not yet recruiting
Registered, but not yet taking participants.
By invitation only
Not open to general applications. Only people the study team invites can take part.
Paused
Paused for now. It may or may not start again.
Ongoing
Running, but no longer taking on new participants.
Completed This study
The trial has finished. Results may not be published yet.
Stopped early
Stopped early, before it reached the end. That can be for many reasons, including safety.
Cancelled
Cancelled before anyone took part.

Expanded access (not trials)

Expanded access
Not a trial. This treatment can be requested outside a study, case by case, for people who qualify.
Expanded access (paused)
Not a trial. The treatment can normally be requested outside a study, but is unavailable right now.
Expanded access (ended)
Not a trial. The treatment could once be requested outside a study, but no longer can.
Approved
The treatment has been approved, so it is available normally rather than through this programme.

When the status isn't known

Details not published
The full record has not been published yet, so there is little to show here.
Status unknown
This status has not been confirmed recently, so it may be out of date.

First seen Jun 26, 2026 · Last updated Jun 27, 2026 · Updated 1 time

Summary

This study looked at whether virtual reality (VR) training can improve physical and brain performance in young professional football players. Thirty-nine male players aged 18-19 were split into VR training, traditional training, or a control group. The VR group used immersive apps to work on balance, strength, and coordination. Researchers measured sprint speed, balance, muscle strength, and brain activity before and after the training period.

What this could mean

Our plain-language read of the trial. This is informational only, not medical advice or a prediction.

Active substance
Virtual reality training (immersive exercise using VR apps like Head Football, Rezzil Player, FitXR)
What this could lead to
If it works, VR training could become a new tool to boost athletic performance and brain function in professional sports.
What could go wrong
This is a small, early study with only 39 participants, so results may not apply to all athletes. The effects might be small or not last long.

This is an AI summary of the original study and may miss details. Read our disclaimer.

Study facts

What this study's own registry entry says, in plain language.

Phase

Not a phased trial

Phase numbers describe drug development. The registry uses this when they do not apply, as it does for trials of devices, procedures or behaviour changes, and for observational studies.

Participants

39 people

The number who actually took part.

Started

Sep 2025

Finished

Feb 2026

Lead sponsor

Other sponsor

The registry's catch-all category, for sponsors it does not file as a company, a government agency, or a research network.

Who can take part

This study's own entry requirements. Only the study team can say for certain whether you qualify.

Ages

18 to 19 years

Sex

Male participants only

Healthy volunteers

Not accepted

This study is not open to healthy volunteers. The entry requirements below say who it is open to.

Show the full entry requirements

Copied word for word from the study's registry entry, so the wording is the study team's rather than ours.

Inclusion Criteria: * \- Male professional football players participating in licensed competitions within a professional club youth academy * Age between 18 and 19 years * 5-8 years of active football playing experience * No chronic pain or musculoskeletal injury affecting performance * Willingness to participate and signed informed consent form * Ability to attend both virtual reality and training sessions regularly * Training frequency of approximately 3 sessions per week * Use of supplements only for general health purposes without performance enhancement effects Exclusion Criteria: * \- Any injury that may impair performance or interaction with virtual reality training * Neurological or psychological disorders affecting VR interaction * Previous experience with VR-based training programs * History of epilepsy or seizure disorders * History of frequent headaches or migraines * Balance disorders or vestibular dysfunction * Visual impairments such as depth perception problems or color blindness * Non-compliance with study protocol or missing informed consent

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As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Locations

  • RTEU

    Rize, Center, Turkey (Türkiye)

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