Analysis finds MURDtask surpasses FOOTmatch in distance covered, suggesting effective training game strategies for players.
Objective: This study aimed to compare the external load demands of large-sided games, with and without regulatory interruptions, to the average (FOOTmatch) and most demanding scenarios (MDSmatch) observed in official football matches, taking into account players’ pitch positions. Methods: Large-sided training games were implemented with regulatory interruptions (FOOTtask) and without interruptions (MURDtask), during which a coach continuously introduced new balls to maximise effective playing time. GPS data were collected from eight official matches and six training sessions, involving a total of 30 young male football players. Results: MURDtask surpassed FOOTmatch, FOOTtask, and even MDSmatch in distance covered (Effect Size = 0.6–2.5), and equaled MDSmatch in the number of decelerations > 3 m·s−2. Both FOOTtask and MURDtask exceeded the average match demands in most locomotor external load variables, except for sprinting efforts > 28 km·h−1. However, none of the training games reached the peak values of MDSmatch in high-speed running or high-intensity accelerations and decelerations (>4 m·s−2). Positional analysis revealed significantly higher values in MDSmatch for most variables, except for decelerations <−3 m·s−2. Conclusions: MURDtask is a useful strategy to overload players, but additional tasks are required to replicate high-speed and high-intensity accelerations and decelerations typical of MDSmatch.
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Casamichana et al. (2025) studied this question.
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