Youth Soccer: Player Count & Pitch Area Effects
Youth Soccer: Player Count & Pitch Area Effects
net/publication/269169295
Influence of the Number of Players and the Relative Pitch Area per Player on
Heart Rate and Physical Demands in Youth Soccer
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David Casamichana
University of the Basque Country
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Brief running head: Influence of different large-sided games on young soccer players’
demands
Abstract
The aim of the present study was to analyze the influence of different large-sided games on
the physical and physiological variables in under-13s soccer players. The effects on heart rate
(HR) and physical demands of different number of players (7, 9, and 11) together with the
relative pitch area (100, 200, and 300 m2) during two 12 min repetitions were analyzed in this
study. The variables analyzed were: mean, maximum and different intensity zones of HR;
total distance (TD); work:rest ratio (W:R); player-load (PL); five absolute and three relative
speed categories. The results support the theory that a change in pitch dimensions affects
locomotor activity more than the number of players does, but also refutes the hypothesis that
the change in the number of players has a greater effect on HR. To be more specific, an
increase in the relative pitch area per player (300/200/100 m2) was associated with higher
%HR max (95-100/97-100/95-98 %), and affected the percentage of time spent in both absolute
(above 8 km·h-1) and relative speed (above 40% of V max) categories (p<0.05, effect size:
0.31-0.85). These results may help youth soccer coaches to plan the progressive introduction
of large-sided games so that task demands are adapted to the physiological and physical
development of participants.
Keywords: youth soccer, team sport, game format, physical and physiological performance
1
Influence of the number of players and the relative pitch area per player on heart rate
and physical demands in youth soccer
INTRODUCTION
characteristics of those involved, and consequently the rules are often modified to suit the
physical development of children and youngsters (1). These adaptations make it easier for
them to take part (2) by increasing their experience in the game. In this context, some studies
have examined how the structure of training can be adapted by changing the pitch size, the
number of players, the duration of the match, or the relative pitch area per player (3,4). This
is important as there is a need for scientific evidence regarding the effects that different
competitive formats have on young players, not least so that training can be adapted to the
needs of participants(5). It is not always easy to carry out research on matches played within
a competitive format as, due to them being official matches modification of variables is not
an option. Therefore, studies using large-sided games during the training process could be an
alternative (13). However there is little evidence relating to how large-sided formats affect the
demands on young players, as most research to date has been carried out on small-sided games.
The number of players is a variable that is often modified not only in competitive
settings but also during training drills, where it affects the task intensity (6), which increases
when player number per team is reduced. Various studies have explored the influence of this
variable while keeping other factors constant, such as relative pitch area per player (7).
Indeed, research of this kind has examined a range of scenarios from 1 vs. 1 (8) up to 8 vs. 8
(8,9), as well as various intermediate combinations (10,11,7), and it has generally been found
that a smaller number of players leads to an increase in heart rate (HR), blood lactate
concentration, and the rating of perceived exertion (RPE). It is suggested that these changes
are largely the result of the increased frequency of ball contacts (9,12,13). Conversely, a
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larger number of players appears to lead to greater demands in terms of high-intensity
running and sprints (11,7). Although HR and technical information exists on player demands
in 9-a-side game (13) there are no studies that compare 9-a-side to 11-a-side games with the
same players.
how changes to pitch size may affect the demands on players(14,15,16,17), as these changes
are possible in both absolute and relative terms (6). Although the results have not been
entirely consistent, the literature generally supports the idea that a larger playing area leads to
increased physiological and physical demands (14,18,16). A possible explanation for this is
related to the effective playing time, which is increased due to there being fewer interruptions
to play on a larger pitch (14). The pitch size also seems to influence the motor behavior of
players, with smaller playing areas being associated with a greater frequency of actions such
as control and dribble and control and shoot, and also a greater number of ball interceptions
and clearances (14). Pitch dimensions have also been shown to have an effect on the
interactive behavior of teams (19), but it is not known if pitch dimensions have the same
What is not clear, however, is whether changes to the number of players and the pitch
size have the same effect at competitive levels other than those studied to date, when they are
applied in large-sided games (when there are more than 9 players on the team). However, in
daily practice, the coach may set many training tasks that involve modifying both the number
of participating players and the dimensions of each participant’s space, without taking into
account the demands of such tasks on the players. Consequently, the aim of this study was to
players per side, and relative pitch areas per player of 100 m2, 200 m2, and 300 m2. The basis
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of our hypothesis is that changes in the number of players where the relative dimensions of
each participant remain constant will lead to a greater change in HR, whilst changing the
dimensions for each participant will have a major effect on the locomotor activity of each
player. The results of the study will contribute to a better understanding of how the demands
METHODS
The study was conducted over a five-week period (October-November) during the
competitive season. In the weeks prior to this the players were familiarized with both the type
of large-sided game and the material to be used. During the week immediately before the
study began, each participant performed the Yo-Yo Intermittent Recovery Test-level 1
(YYIRT1) (20) in order to determine the individual maximum HR (HR max). As in other
studies, (21) the maximal sprinting speed was also determined, which was assessed over 30
m, using photocells (Kit Racetime2 SF, Microgate, Italy). All procedures were carried out on
the same day on an outdoor artificial pitch with the players wearing football boots.
Nine training sessions were held (two per week, except for week 5) on an outdoor
artificial grass pitch and at similar times of day. Each session began with a 15-min standard
warm-up, followed by one of the large-sided games played over two 12-min halves, with a 5-
min passive rest period at half-time. The order in which the nine possible large-sided games
(3 levels for the number of players x 3 levels for the relative pitch area per player) were
4
During all the training sessions, coaches were present in order to offer encouragement
to the players (18). In addition, eight footballs were distributed around the edge of the pitch in
order to maximize the effective playing time (14). All the matches were played at the same
time of day in order to avoid the effects of circadian rhythms on the results (22). All
participants were advised to follow a normal diet and to eat at more or less the same time of
day (14:30 hours), with special emphasis being placed on a high intake of water and
carbohydrates.
Participants
Twenty four players from the youth academy of an elite team from the Spanish first
division (average age 13.3 ± 0.5 years; height 152.9 ± 5.7 cm; weight 42.2 ± 5.2 kg)
participated in the study. At the time of the study the players were playing at under-13 level,
which implies a normal size pitch (60m x 100m) and the usual rules of 11-a-side soccer. On
average the participants had been playing federation school soccer for three years, and their
standard training involved four sessions per week (each lasting around 90 minutes), in
addition to a competitive match. All the players and their parents or legal guardians were
notified of the research design and its requirements, as well as the potential benefits and risks,
and each participant gave written informed consent prior to the start. The Ethics Committee
of the University of the Basque Country (CEISH) also gave its institutional approval of the
study.
In order to avoid potential imbalances between the two teams, players were classified
according to the coach’s subjective appraisal of their ability, and were then assigned to a
given team as appropriate. The 7-a-side matches used a 1-3-2-1 formation. The extra two
players in the 9-a-side matches took up a midfield and forward role respectively (i.e. the
formation was 1-3-3-2), while the 11-a-side matches used a 1-4-3-3 formation. In terms of
5
data recording, in order to maintain de player between-variability, the same five individual
Independent variables: relative pitch area per player and number of players per team
The independent variables were as follows: 1) the relative pitch area (RPA) per
player: 100 m2, 200 m2, or 300 m2 (RPA100, RPA200, and RPA300, respectively); and 2) the
number of players (NP) per team: 7, 9, or 11 (NP7, NP9, and NP11, respectively). Although
the overall pitch size was varied, the length:width ratio was held constant. The standard rules
The physiological profile was assessed on the basis of HR (23), which was recorded
every 5 seconds using a telemetric device (Polar Team Sport System, Polar Electro Oy,
Finland). As previously mentioned, the HR max of each player was determined by means of the
YYIRT1 (24,25) enabling four intensity zones to be established (7,10): <75%HR max, 75-
84%HR max, 84-90%HR max , and >90%HR max. For the purposes of analysis the variables used
were: percentage of time spent in each intensity zone during each large-sided game, and the
relative values in relation to the mean and maximum HR obtained in the YYIRT1 (i.e.
Physical performance: global indicators, and absolute and relative speed ranges
subsequently downloaded to a PC and analyzed using the software package Logan Plus
v.4.5.1 (Catapult Innovations, 2010). This technology has previously been shown to be a
6
reliable and valid way of monitoring high-intensity running (26) over a distance of 30 m
(standard error, SE = 0.2 m; coefficient of variation, CV = 0.7%; bias = 6.5%; and standard
The global performance indicators were as follows: total distance covered (TD); the
work:rest ratio (W:R), defined as the distance covered by the player at a speed ≥4 km·h–1
(period of activity or work) divided by the distance covered at a speed <4 km·h–1 (period of
recovery or rest); and player load (PL), which was determined via accelerometry (27,28,29),
produced in three planes of body movement. Player load is an indicator that seems to be
highly correlated with the Edwards method and session-RPE (29), and the high reliability of
its results, both within and between devices, suggests that accelerometers are able to detect
Five speed categories were established (all in km·h–1): 0-3, 3-8, 8-13, 13-16, and >16
(31,32). Then the distance covered at speeds relative to the maximum individual speed (V max)
achieved during the speed test was estimated, (as proposed by Buchheit et al. 2012). On the
basis of this, three categories were established (all in km·h–1): >40%, 40-60%, and >60% of
the V max. The distance covered in metres in each one of these speed categories, both absolute
Statistical analysis
The data is presented as means and standard deviations (means ±SD). The variables
did not fulfil the assumption of normality. In the event that a significant difference was
observed, a two-way comparison was performed using the Mann-Whitney U test, with post
hoc Bonferroni correction. Effect sizes were also calculated (33), and defined as follows:
null, <0.3; mild, 0.3-0.5; moderate, 0.5-0.7; strong, 0.7-0.9; and very strong, 0.9-1.0. All the
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statistical analyses were performed using SPSS 19.0 for Windows (SPSS Inc., Illinois USA),
RESULTS
Global indicators
Table 2 shows the results for the global indicators. When the relative pitch area (RPA)
per player was 100 m2 none of the three indicators changed significantly according to the
number of players per team (NP7, NP9, and NP11). However, comparison of RPA200 with
RPA100 revealed that values of TD and W:R were both significantly higher when the RPA
was 200 m2, regardless of the number of players involved (i.e. the effect was observed for 7,
9, and 11 players). Comparison of RPA300 with RPA100 showed the same effect, that is,
values of both TD and W:R were significantly higher when the RPA was 300 m2, regardless
of the number of players involved. It should be noted, however, that in the latter comparison,
player load was also significantly higher for RPA300 when 9 and 11 players were involved.
Finally, comparison of RPA300 and RPA200 revealed that values of TD and W:R were both
significantly higher when the RPA was 300 m2 but only for NP7 and NP9.
Table 3 presents the results in relation to %HR. In the comparison of RPA200 and
RPA100 the %HR mean was significantly higher for NP7 when the RPA was 200 m2, while
both %HR mean and %HR max were significantly higher with an RPA of 200 m2 and 11 players
a side (NP11). This pattern of results was repeated when comparing RPA300 with RPA100,
with higher values corresponding to the RPA of 300 m2. The only significant difference
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related to the number of players concerned the variable %HR max , which was higher for both
Figure 1 shows the percentage time that players spent in different HR intensity zones.
When there were seven players per side (NP7) the percentage time spent at <75%HR max was
significantly greater for an RPA of 100 m2 than for both RPA200 (ES=0.62) and RPA300
(ES=0.74), while with 11 players a side (NP11) the percentage time spent at <75%HR max was
significantly greater for RPA100 than for RPA300 (ES=0.57). When the RPA was 300 m2,
players spent a significantly greater proportion of time at 84-90%HR max when there were 7
and 11 players per side (NP7 > NP9, ES=0.48; NP11 > NP9, ES=0.41).
Table 4 shows the distance covered (m) by players in the five different speed ranges.
Significant differences were observed for all the absolute speed ranges except for 3.0-8.0
km·h-1, and these differences were especially noticeable when considering the RPA. The
differences were greater from RPA100 to RPA200 and RPA300, while between RPA200 and
RPA300 these differences were not important. In relation to a speed <3.0 km·h-1, the distance
covered with an RPA of 100 m2 was greater than that for RPA200 and RPA300 regardless of
the number of players. The results for the speed ranges 8.0-13.0 and >16.0 km·h-1 were the
same for NP7 and NP9, namely, the distance covered increased significantly in line with the
RPA (such that RPA300>RPA200>RPA100). In both speed ranges (8.0-13.0 and >16 km·h-1)
a similar pattern was observed for NP11, the difference being that the distance covered did
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not differ significantly between RPA200 and RPA300, although both these RPA yielded a
distance value that was significantly greater than that for RPA100. As regards speeds
between 13.0-16.0 km·h-1, the distance covered was greater for RPA200 and RPA300
compared with RPA100 when there were 7 and 11 players per side (NP7 and NP11), while in
the case of NP9 the distance covered increased progressively in line with the RPA (i.e.
RPA300 > RPA200 > RPA100). The only significant difference associated with the number
of players concerned the distance covered at speeds >16.0 km·h-1 when the RPA was 200 m2:
the distance covered when there were 11 players per side (NP11) was significantly greater
Figure 2 shows the distances covered in the three relative speed ranges (<40%V max ,
40-60%V max , and >60%V max) for each of the nine large-sided games. The results showed that
most of the differences occurred when dimensions were modified, and not when the number
of players per team was altered. For relative speeds of <40%V max, significant differences
were only observed when there were nine players per side (NP9), with a greater distance
being covered when the RPA was 100 m2 compared with both RPA200 (ES=0.52) and
RPA300 (ES=0.84). The results were somewhat more varied for relative speeds of 40-
60%V max and >60%V max . When there were seven players per side (NP7), the distance
covered with an RPA of 200 m2 was greater than that for RPA100 (ES=0.38), while the
distance corresponding to RPA300 was greater than that for both RPA200 (ES=0.50) and
RPA100 (ES=0.68). When there were nine players per side (NP9) the distance covered with
an RPA of 300 m2 was greater than that corresponding to both RPA200 (ES=0.50) and
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RPA100 (ES=0.77), although there was no significant difference between the latter two
formats. Finally, with 11 players per side (NP11) the results followed the same pattern as for
NP7 in that the distance covered with an RPA of 200 m2 was greater than that for RPA100
(ES=0.55), while the distance corresponding to RPA300 was greater than that for both
RPA200 (ES=0.35) and RPA100 (ES=0.75). The only significant difference associated with
the number of players concerned the distance covered at >60%V max : with an RPA of 100 m2
the distance covered in this relative speed zone was significantly greater when there were 11
players as compared with 7 (NP11>NP7, ES=0.27), while with an RPA of 200 m2 the
distance covered was significantly greater with 11 players per side than with either of the
DISCUSSION
The aim of the present study was to analyze the influence of different large-sided
games on the physical and physiological variables in under-13s soccer players. The effects on
heart rate (HR) and the physical demands of altering the number of players (7, 9, and 11) and
the relative pitch area (100, 200, and 300 m2) were measured during two 12 min repetitions.
The combination of these two variables enabled us to analyze the demands on players in nine
different large-sided games (3 levels for the number of players x 3 RPA), something which
has not previously been reported in relation to under-13s soccer. The main finding was that
HR and physical performance were influenced more by the RPA variable. To be precise, as
was hypothesised, the demands on players increased more as a result of an increase in the
RPA per player than as a result of a decrease in the number of players per team. Our research
threw up another interesting result which might warrant special attention, and this is that for
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higher numbers of players (more than 7 per team), the RPA appears to have more influence
Importantly, many of the references used in this discussion used small-sided games
(<7 players per team) in their studies, which should lead us to be cautious when comparing
those results to the current study. However, results from the studies of small-sided games can
help us to understand better how variable or rule changes affect the demands on players and
whether a similar trend occurs when large-sided games are studied. Altering the number of
players had no effect on the %HR mean. In fact, the only difference observed in this regard
concerned sessions involving an RPA of 300 m2, where players spent a greater percentage of
time at 84-90%HR max when there were 7 or 11 players per side (NP7 and NP11) compared
with 9 a side (NP9). In contrast to the results obtained here, other authors (34,10,11,7) have
found that reducing the number of players increased the physiological demands on players. A
possible explanation for this discrepancy could be that the large-sided games used in the
present study never involved fewer than seven players, which would likely imply fewer ball
contacts (13) and, therefore, limit the effect on physiological response. Probably, for 7-a-side
games, increasing the number of players would not be significant enough as to affect the
training load. In terms of physical performance the number of players per team only had a
notable effect in relation to high intensity running, specifically at >16 km·h-1 and >60%V max .
The absence of further effects in this regard could be due to the fact that increasing the
number of players while maintaining the same relative pitch area per player inevitably
The relative pitch area (in m2) per player did have an effect on the physiological and
physical response of these under-13 players. An increase in the relative pitch area per player
was associated with an increase in the relative mean and maximum values of HR, as well as
in the total distance covered (TD), the distance covered in both absolute (>8 km·h-1) and
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relative speed categories (above 40% of V max ), and in the player load (PL). Although some
studies do not support the idea that an increase in relative space leads to an increase in the
physiological and physical demands on players (15,17), others have found that the demands
on players increase in line with pitch size (14,16,18). Overall, our results suggest that the
physiological and physical demands on players were more similar for the two larger relative
areas, that is, RPA300 and RPA200, compared with the smaller relative area of 100 m2 per
player.
There were certain limitations to our study which should be highlighted, for example
the use of HR as the only physiologic parameter. Undoubtedly, the inclusion of blood lactate
(7) or another overall training load like the subjective ratings of perceived exertion (35), leads to
a more comprehensive understanding of how the athlete is responding to the different large-
sided game formats and assists in improving the quality of competition formats. There is also
a need for further studies that not only examine the physiological and physical demands on
players, but also analyze the possible effects of tactical variables. This would help to increase
our understanding of how teams are “obliged” to adapt their interactive behaviour in response
to task constraints (36) that could be interpreted differently according to the skill level of the
players involved (37). It should also be noted that the present study did not examine the
possibility of a fatigue effect among players across the different training sessions, because the
duration of the bouts or halves could affect the demands on the players (38). This aspect
should be taken into account to help in the design of large-sided games that are more closely
Finally, this study has added usable information about the influence of different large-
sided games on HR and physical performance in under-13 soccer players. One thing which
relationship between the number of players per pitch area and soccer performance due to be
13
an open modality with severe intervention factors. However, our results did show a link
between physical and physiological demands and the two variables in interaction (dimension
and number of players per team). The results of the study will contribute to understanding
how the demands on players are influenced by different large-sided games at junior level.
That is to say, whether changes in the number of players whilst maintaining the relative
dimensions of each participant constant, will result in higher changes in HR, or whether
changing the dimensions of each participant will have a major effect on time motion.
PRACTICAL APPLICATIONS
The results of this study suggest that in large-sided games involving a high number of
players (7, 9, and 11), the relative pitch area per player has a greater influence on the physical
response of participants than the actual number of players which specifically affects
physiological response. Thus, if the relative area available to each individual remains
constant, players of this age could be introduced to the greater difficulties associated with
activity. Given that the formats involving a relative pitch area per player of 200 m2 and 300
m2 produced a similar response from these under-13 players in terms of HR and patterns of
movement, with the demands in both cases being greater than those associated with the 100
m2 format, youth coaches should consider progressively introducing a larger relative playing
area so as to reflect more closely the demands of more senior-level soccer, at the same time
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Acknowledgements
We gratefully acknowledge the support of the University of the Basque Country (UPV/EHU)
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formación” during the period 2012-14 [Code 13523], and the support of the Spanish
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Figures and tables legends
Figure 1. Percentage time spent in each HR intensity zone for each of the nine large-side
games: 100, 200, and 300 refer to the relative pitch area (in m2) per player, while 7, 9, and 11
correspond to the number of players per team. aSignificantly greater with respect to
200; bSignificantly greater with respect to 300; cSignificantly greater with respect to 9.
Figure 2. Distance covered (m) in the three relative speed ranges for the different large-side
games: 100, 200, and 300 refer to the relative pitch area per player (m2), while 7, 9, and 11
correspond to the number of players per team. aSignificantly greater with respect to
100; bSignificantly greater with respect to 200; cSignificantly greater with respect to
300; dSignificantly greater with respect to 7; eSignificantly greater with respect to 9.
Table 1. Protocol followed for the nine different training matches played over a five-week
period.
Table 2. Mean, standard deviation (±SD), and effect size (ES) for the variables TD (total
distance covered)., PL (player load), and work:rest ratio (W:R) in relation to each of the nine
large-side games.
Note: RPA100, RPA200, and RPA300 represent, respectively, the relative pitch areas of 100
m2, 200 m2, and 300 m2 per player, while NP7, NP9, and NP11 correspond to the number of
players per team (7, 9, and 11, respectively). aSignificantly greater than respect to
RPA200, bSignificantly greater than respect to RPA100, ES is the effect size and AU is
arbitrary unit.
Table 3. Mean, standard deviation (±SD) in %, and effect size (ES) for the mean and
maximum HR with respect to the individual maximum (%HR mean and %HR max, respectively)
for each of the nine large-side games.
Note: RPA100, RPA200, and RPA300 represent, respectively, the relative pitch areas of 100
m2, 200 m2, and 300 m2 per player, while NP7, NP9, and NP11 correspond to the number of
players per team (7, 9, and 11, respectively). aSignificantly greater than respect to
NP9; bSignificantly greater than respect to RPA100.
Table 4. Mean, standard deviation (±SD), in meters, and effect size (ES) for the distance
covered in different absolute speed ranges in relation to the nine large-side games.
Note: RPA100, RPA200, and RPA300 represent, respectively, the relative pitch areas of 100
m2, 200 m2, and 300 m2 per player, while NP7, NP9, and NP11 correspond to the number of
players per team (7, 9, and 11, respectively), aSignificantly greater than respect to
RPA100; bSignificantly greater than respect to RPA200; cSignificantly greater than respect to
RPA300; dSignificantly less with respect to NP11.
20
Table 1. Protocol followed for the nine different training matches played over a five-week period.
Pitch length x
Bouts x duration Players/team Area/player
Week Session/Day width
(n x min) (n) (m2)
(m)
1st/Tuesday 2 x 12 11 300 100 x 60
1st
2nd/Thursday 2 x 12 9 300 90 x 54
3rd/Tuesday 2 x 12 9 200 73 x 44
2nd
4th/Thursday 2 x 12 9 100 52 x 31
5th/Tuesday 2 x 12 7 100 45 x 27
3rd
6th/Thursday 2 x 12 7 200 63 x 38
7th/Tuesday 2 x 12 11 200 82 x 49
4th
8th/Thursday 2 x 12 11 100 58 x 35
5th 9th/Tuesday 2 x 12 7 300 78 x 46
Table 2. Mean (±SD), and effect size (ES), for the variables TD (total distance covered), PL (player load)
and work:rest ratio (W:R) in relation to each of the nine large-sided games.
Area Number of players per team
per Global
NP7 NP9 NP11
player indicators
(unit) Mean ±SD ES Mean ±SD ES Mean ±SD ES
TD (m) 1816 ±155 - 1845 ±141 - 1766 ±181 -
RPA100
0.51 0.76
PL (AU) 299.9 ±41.3 - 270.9 ±25.8b 0.57 306.1 ±39.3b 0.66
ba a= ba a=
W:R (AU) 0.6 ±0.1 0.83 0.5 ±0.1 0.71 0.6 ±0.1 b 0.83
b= b=
0.71 0.81
Note: RPA100, RPA200, and RPA300 represent, respectively, the relative pitch areas of 100 m2, 200 m2,
and 300 m2 per player, while NP7, NP9, and NP11 correspond to the number of players per team (7, 9,
and 11, respectively). a Significantly greater than respect to RPA200, b Significantly greater than respect
to RPA100, ES is the effect size and AU is arbitrary unit.
Table 3. Mean (±SD), and effect size (ES) for the mean and maximum heart rate with respect to the
individual maximum (%HR mean and %HR max , respectively), for each of the nine large-sided games.
Area per Number of players per team
player Variables NP7 NP9 NP11
(%) Mean ±SD ES Mean ±SD ES Mean ±SD ES
%HR mean 82 ±3 - 83 ±6 - 81 ±4 -
RPA100
%HR max 98 ±5 - 95 ±6 - 95 ±5 -
b b
%HR mean 87 ±5 0.52 85 ±4 - 89 ±2 0.78
RPA200
%HR max 97 ±4 - 98 ±7 - 100b ±3 0.52
b b
%HR mean 88 ±6 0.53 85 ±3 - 88 ±4 0.65
a ab a
RPA300 %HR max 98 ±5 0.31 95 ±4 - 100 ±6 0.41
b
0.44
Note: RPA100, RPA200, and RPA300 represent, respectively, the relative pitch areas of 100 m2, 200 m2,
and 300 m2 per player, while NP7, NP9, and NP11 correspond to the number of players per team (7, 9,
and 11, respectively). a Significantly greater than respect to NP9; b Significantly greater than respect to
RPA100.
Table 4. Mean (±SD), and effect size (ES) for the distance covered in different absolute speed ranges in
relation to the nine large-side games.
a a
8-13 762 ±124 0.50 700 ±71 - 747 ±172 0.54
a a a
13-16 211 ±64 0.55 236 ±83 0.57 265 ±61 0.73
>16 115 ±46ad a=
0.65 107 ±57d -0.59 179 ±42a 0.81
d=
-0.59
<3 97 ±9 - 101 ±14 - 111 ±24 -
3-8 817 ±72 - 821 ±32 - 820 ±78 -
938 ±136ab a=
848 ±80ab a=
880 ±82a
RPA300