The Japan Journal of Coaching Studies
Online ISSN : 2434-0510
Print ISSN : 2185-1646
Methodologically Comparative Estimation for its Demands Between Game and Practice of College Basketball Club
Hirokazu MatsumotoKohji WakayoshiKeiichi Ono
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JOURNAL FREE ACCESS

1998 Volume 11 Issue 1 Pages 95-102

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Abstract

    Basketball, which consists of 13 rules, was invented by Dr. J. Naismith in 1891. A shot, pass and dribble are basic skills. Using those skills, two teams playing with each other compete to gain more points than their opponents. It is traditionally said that basketball is a rigorous game. It is because players are required to have many kinds of physical abilities. For example, aerobic power when they are playing, and arises anaerobic power to make quick turns and dashes when the opportunity, and also power for jumping, these are all important abilities. Therefore basketball demands more rigorous and complicated training than athletics and swimming, because basketball players have to perform according to their team mates and/or opponent team players.

    The authors intend to measure the demands on the players in a game and in practice sessions, and then compare the two. Because the authors' hypotheses is that there is a difference in the demands placed on players between a game and practice sessions. In this study, Vo2max of three college club players (a guard, a forward and a center player) is estimated at lab. work. And then their demands on their game and practice sessions with heart rate (HR) are measured. In the game, total moving distances and running velocities are also measured from a synchronized VTR.

    The following resulted;

1. Subjects Vo2max were 3.2-3.41・min-1 (47.9-54.1 ml・min-1 ・kg-1). It was shown they were normal but non-elite players of basketball.

2. Average HR in the game was 177.0±14.6 bpm.

3. In eighty percent of the game time, over 80 %HRmax was shown. It was a zone which needs an anaerobic energy production. This data confirmed that a basketball game is a rigorous game in general.

4. Average HR in the practice was 150.0±26.2bpm. This value was lower than HR of the game, with significance (p<0.05). This finding was important. It is because their practice session might include only lean effectiveness.

5. In the game, estimating total moving distance of the guard player was 6009 meter (m) with a two dimensional analysis (2 DA) and 6427 m with a three dimensional analysis (3 DA). AIso the center player moved 5328 m and 5809 m respectively.

6. The vertical moving distance from 3 DA, the guard player's total distance was 1608 m, and the center player's distance was 1638 m. It seemed that positional characteristics were shown

7. The average moving velocity of the guard player in the game, was 1.9 m・sec-1±1.3 m・sec-1. The fastest speed was 9.4 m・sec-1 in a fast break. Also the average moving velocity of the center player, was 1.7 m・sec-1 ±1.2 m.sec-1. The fastest speed was 7.8 m・sec-1 in a changing phase from an offense to a defense by the center player. Nevertheless for more than 90% of the game time, it appeared that both players moved at speed under 4 m・sec-1.

8. Regarding HR, it was shown that the level of demand on players in the practice sessions was lower than the game in this study. This must be correct for effective basketball coaching.

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© 1998 The Japan Society of Coaching Studies
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