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Table 1 Summary of findings of factors that affect match running performance

From: Evaluating match running performance in elite Australian football: a narrative review

Factor

Author(s)

Measure(s) of running performance

Comparison/measurement tool

Summary of findings

Playing Position

Hiscock et al. [4]

Total distance

V1 distance

Velocity load

Key and nomadic position

Nomadics greater activity profile than key position (p < 0.05)

 

Coutts et al. [2]

Total distance

High-speed (> 4 m s−1)

Very-high speed (> 5.5 m s−1)

Sprint speed (> 6.7 m s−1)

Tall backs/forwards, mobile backs/forwards, ruck, midfield

Generally, midfielders and mobile position players outperformed ruck and tall position players

 

Ryan et al. [7]

Total distance

High-speed (> 5.6 m s−1)

Small backs/forwards, midfield, ruck, tall forwards/backs

Minor influence on rel. distance

Rel. high-speed distance ↑ small forwards/backs, ↓ ruck

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Nomadic, key defender, key forward, ruck

Nomadic > key defender (ES: moderate-large)

Nomadic > key forward (ES: moderate)

Nomadic > ruck (ES: small-large)

Training Load

Johnston et al. [12]

Total distance

Low speed (0–4.9 m s−1)

High-speed (≥ 5 m s−1)

PlayerLoad™

High load (HTL) (365 ± 38 km)

Moderate load (MTL) (307 ± 63 km)

Low load (LTL) (224 ± 55 km)

Rel. distance: HTL > MTL (p = 0.029, ES = 0.78 ± 0.50)

Rel. distance: HTL > LTL (p = 0.053, ES = 0.99 ± 0.51)

Rel. distance: MTL = LTL (p = 0.998, ES = 0.34 ± 0.49)

Rel. high-speed: HTL > MTL (p = 0.122, ES = 0.93 ± 0.50)

Rel. high-speed: HTL > LTL (p = 0.064, ES = 1.03 ± 0.52)

Rel. high-speed: MTL = LTL (p = 0.593, ES = 0.25 ± 0.49)

Rel. PlayerLoad™: HTL < MTL (p = 0.04, ES = − 0.89 ± 0.46)

Rel. PlayerLoad™: HTL < LTL (p = 0.01, ES = − 0.96 ± 0.47)

 

Ryan et al. [13]

Total distance

High-speed (> 5.6 m s−1)

Effect of Acute (7-day) and Chronic (3-week) running load

↑ 7-day total distance = ↓ rel. total distance (ES = 0.13 (0.02–0.24)

↓ 3-week average total distance = ↓ rel. high-speed distance (ES = 0.14 (0.03–0.25)

No effect of pre-season training completion

Playing Experience

Hiscock et al. [4]

Total distance

V1 distance

Velocity load

Three experience groups (1–3, 4–6, ≥ 7 years)

 ≥ 7 years’ experience = ↓ movement profiles (p < 0.05) than 1–3- and 4–6-year players

Rel. distance and V1 distance: 4–6 years < 1–3-year players (p < 0.05)

 

Black et al. [14]

Low-speed (0–2.78 m s−1)

Moderate-speed (2.79–4.14 m s−1)

High-speed (≥ 4.15 m s−1)

Mean, peak and subsequent 3-min time period per quarter

Experience classification: Experienced ≥ 5 years

Less experienced ≤ 4 years

No differences in any metric for peak periods

Rel. high speed: experienced ↑ than less experienced in subsequent periods of quarter 2 (ES = 0.42 ± 0.3), and quarter 3 (ES = 0.38 ± 0.33)

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Experience classification: 1–2, 3–6 and 7 + years

1–2 versus 3–6 years = ↑ rel. total distance (2.8% (1.5–4.0)) and PlayerLoad (4.5% (2.2–6.8))

3–6 versus 7 + years = ↑ rel. distance (2.2% (1.2–3.2))

Fatigue

Ryan et al. [13]

Total distance

High-speed (> 5.6 m s−1)

Questionnaire responses (muscle soreness, sleep, fatigue, stress, and mood)

No effect on match running performance

 

Bellinger et al. [21]

Total distance

High-speed (> 6.7 m s−1)

PlayerLoad™

Subjective wellness (mood, energy, stress, leg heaviness, muscle soreness, sleep quality, hours slept)

No significant effect

 

Mooney et al. [18]

High-speed (> 4.2 m s−1)

Accelerometer load

Flight time: contact time (FT:CT) from jump testing

High-speed running performance was maintained regardless of fatigue state

 

Cormack et al. [19]

High-speed (> 4.2 m s−1)

Accelerometer load

Flight time: contact time (FT:CT) from jump testing

Fatigue ↓ vertical component of the accelerometer load and lead to ↑ running at low speed

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Interchange stints during a quarter, first versus subsequent

Subsequent stint = ↓ rel. distance ( − 5.4% ( − 5.6 to  − 5.2)), high-speed distance (20.5% ( − 21.3 to  − 19.8)), and PlayerLoad™ ( − 6.6% ( − 6.8 to  − 6.4)

 

Dillon et al. [20]

Total distance

High-speed (> 5.6 m s−1)

Accumulated distance on subsequent rotation bout

Accumulated distance ↓ rel. total (ES = 0.17) and rel. high-speed (ES = 0.13) distances

Accumulated high speed distance ↑ rel. high-speed (ES = 0.12)

 

Black et al. [14]

Low-speed (0–2.78 m s−1)

Moderate-speed (2.79–4.14 m s−1)

High-speed (≥ 4.15 m s−1)

Peak and subsequent 3-min time period per quarter

All measures reduced in the subsequent period following short bout of high intensity activity

Schedule

Hiscock et al. [4]

Total distance

V1 distance

Velocity load

Home versus away

Days between games

Day versus night

Rel. V1 distance: ↑ in away games (p < 0.05)

Rel. distance ↓ with 6- and 8-day turnaround versus 12 days

Rel. velocity load: ↓ with 7-day turnaround versus 8 days

No effect/ differences of day versus night

 

Kempton et al. [23]

Total distance

High-speed (> 4 m s−1)

Very-high speed (> 5.5 m s−1)

Sprint-speed (> 6.4 m s−1)

Comparison between start, middle and end of season

Small ↑ in running performance seen at the end of the season

 

Ryan et al. [7]

Total distance

High-speed (> 5.6 m s−1)

Home versus away

Start versus end of season

Days between games (short = 6 days, long =  ≥ 7 days)

Rel. distance and high-speed distance ↓ in away matches

Rel. distance ↓ at start of season

No effect of days between games

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Travel for current match

Travel for previous match

Number of days between games

No substantial effects

Opponent

Ryan et al. [7]

Total distance

High-speed (> 5.6 m s−1)

Effect of strong opposition (rank 1–6)

Rel. distance ↑ against strong opposition

Interchange-rotations

Dillon et al. [20]

Total distance

High-speed (> 5.6 m s−1)

Number of rotations in quarter

Previous rotation duration

Rotation duration

↑ Number of rotations = ↓ in rel. total (ES = 0.24) and high-speed (ES = 0.18) distances

↑ previous duration = ↓ in rel. total (ES = 0.09) and high-speed (ES = 0.05) distances

↑ duration of rotation = ↓ in rel. total (ES = 0.33) and high-speed (ES = 0.10) distances

 

Ryan et al. [7]

Total distance

High-speed (> 5.6 m s−1)

Number of rotations

↑ In number of rotations = ↓ in rel. total and high-speed distance

 

Montgomery and Wisbey [29]

Total distance

Number of rotations

Duration of rotation

↓ In number of rotations per game = ↓ in rel. distance

↑ In on-field rotation time = ↓ in rel. distance

 

Mooney et al. [28]

Total distance

Low-speed (< 4.2 m s−1)

High-speed (> 4.2 m s−1)

% High-speed

Accelerometer load

Number of rotations

↑ Rotations = ↑ in rel. total, high and % high-speed distances, and accelerometer load but not low speed distances

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Stint duration

Recovery duration

↑ Stint duration (+ 14 min) = ↓ in rel. total ( − 6.4% ( − 6.6 to  − 6.2)), high-speed distances ( − 12.4% ( − 13.4 to  − 11.4%)), and PlayerLoad™ ( − 7.7% ( − 7.8 to  − 7.6))

↑ recovery time (+ 4 min) = ↑ rel. total (1.0% (0.7 – 1.2)), high-speed distances (6.7% (5.6–7.9)), and PlayerLoad™ (1.2 (0.9–1.5))

Stoppages

Dillon et al. [20]

Total distance

High-speed (> 5.6 m s−1)

Number of stoppages

↑ Stoppages = ↓ in rel. total (ES = 0.17) and high-speed (ES = 0.05) distances

 

Ryan et al. [7]

Total distance

High-speed (> 5.6 m s−1)

Number of stoppages

↑ Stoppages = ↓ in rel. total distances, but no effect on high-speed distances

Match Outcome

Hiscock et al. [4]

Total Distance

V1 distance

Velocity Load

Quarters won versus quarters lost

Score margin

Movement profiles slight ↑ when quarter lost (non-significant)

Rel. distance: inverse relationship with margin (r =  − 0.25, p < 0.05)

 

Ryan et al. [7]

Total distance

High-speed (> 5.6 m s−1)

Winning versus losing games

Matches won = ↑ rel. total distance but ↓ high-speed distance

 

Sullivan et al. [30]

Total distance

High-speed (> 4 m s−1)

BodyLoad™

Peak Speed

Accelerations (0–4 m s−1)

Quarters won versus quarters lost

Margin of quarters won and lost (small < 9 points, moderate 8–10 points, large > 19 points)

Quarters lost = ↑ rel. high speed (p =  < 0.001), sprints (p = 0.006), and peak speed (p = 0.008)

Large margin = ↓ rel. distance (p < 0.001), high-speed (p < 0.005), and BodyLoad (p = 0.031)

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Match outcome and score margin

No substantial effect

Final’s series

Aughey [33]

Total distance

High-speed (4.17–10 m s−1)

Accelerations (2.78–10 m s−2)

Regular season versus finals series games

Final’s series = ↑ rel. total (11%, ES = 0.78 ± 0.30), high-speed (9%, ES = 0.29 ± 0.25), and accelerations (97%, ES = 1.30 ± 0.20)

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Regular season versus finals series games

Final’s series = ↓ rel. total ( − 1.7% ( − 3.3 to 0)), high-speed distances ( − 9.9% ( − 14.8 to  − 4.8), and PlayerLoad™ ( − 2.5% ( − 4.6 to  − 0.4))

Environment

Hiscock et al. [4]

Total distance

V1 distance

Velocity Load

Wet versus dry

Rel. velocity load: ↑ in wet games

 

Aughey et al. [39]

Total distance

High-speed (4.17–10 m s−1)

Sprints (> 6.94 m s−1)

Accelerations (> 2.78 m s−2)

Hot versus cold matches

Hot matches = ↓ rel. total distance but preserved rel. high-speed, sprints and accelerations

 

Esmaeili et al. [6]

Total distance

High-speed (> 5 m s−1)

PlayerLoad™

Light rain (≤ 1 mm) versus dry

Moderate rain (> 1 mm) versus dry

Apparent temperature (+ 12 °C)

Ground hardness (+ 17 gravities)

Ground size (+ 6,600 m2)

No substantial effect of light rain

Moderate rain = ↓ rel. total ( − 2.2% ( − 5.6 to 1.3)) and high-speed distances ( − 9.2% ( − 19 to 1.9))

↑ Temperature = ↓ rel. total ( − 2.0% ( − 2.6 to  − 1.3)) and high-speed distances ( − 6.1% ( − 8.3 to  − 3.9))

No substantial effect of ground hardness

No substantial effect of ground size

  1. Key; VI distance: distance above an individual’s aerobic threshold; Rel, relative. Speeds have all been converted from km·h−1 to m·s−1 where necessary