Biomechanics/Neuromuscular
Nicholas M. Kuhlman, MS
PhD Student
University of Connecticut
Orange, Massachusetts, United States
Andrea Hudy
Director of Sports Performance for Women's Basketball
University of Connecticut
Storrs, Connecticut, United States
Jui Shah
Women's Basketball Fellow
University of Connecticut
Storrs, Connecticut, United States
Paige Leonard
Women's Basketball Fellow
University of Connecticut
Storrs, Connecticut, United States
Jennifer B. Fields, PhD, CSCS, CISSN (she/her/hers)
Assistant Professor
University of Connecticut
Storrs, Connecticut, United States
Background: Monitoring athlete workloads in-season enables the quantification of training and competition demands, which may be used to inform decisions relative to balancing physical stress and recovery. However, limited research exists exploring workloads across a collegiate women’s basketball season.
Purpose: To study workload metrics of a women’s collegiate basketball team during practices, pregame sessions, shootarounds, and games, over a competitive season.
Methods: National Collegiate Athletic Association Division I women’s basketball athletes (n=14) participated. Athletes were equipped with wearable 10 Hz tri-axial accelerometers for all practices, pregrame sessions, shootarounds, and games. Workload metrics included: PlayerLoad (PL, AU), player load per minute (PL/min, AU/min), explosive efforts (EE, #), total jumps (TJ, #), high accelerations ( >3.5 m/s2, #), and high decelerations (< -3.5 m/s2, #). Accumulated game day (GameDayAcc) workloads were calculated by summing pregame session, shootaround, and game metrics. High-minute players were classified as those who played ≥15 minutes per game (n=8); others were classified as low-minute players (n=6). Separate multivariate analysis of variance (MANOVA) assessed differences in session workloads (practice, pregame session, shootaround, GameDayAcc) in high and low minute players (p< 0.05). η2 effect sizes were determined and classified as: η2=0.01, small effect; η2=0.06, medium effect; and η2=0.14, large effect.
Results: GameDayAcc workloads were significantly higher for high-minute players (PL: 958 ± 296 (95% CI: 910-1008); EE: 58 ± 24 (95% CI: 54-62); TJ: 126 ± 44 (95% CI: 119-134); high decelerations:12 ± 6 (95% CI: 11-13) than low-minute players (PL: 717 ± 215 AU (95% CI: 642-792 AU); EE: 49 ± 30 (95% CI: 52-56); TJ: 88 ± 41 (95% CI: 78-97); high decelerations: 8 ± 6 (95% CI: 7-10) (p< 0.01, η2=0.03-0.15). Table 1 includes workload metrics of high- and low-minute players for all session types. High-minute players had a greater PL and PL/min, but fewer jumps in games when compared to practices. No differences existed between games and practices for EE, high accelerations, or high decelerations (p >0.05). For low-minute players, all workload metrics were higher in practices than games (p< 0.01).Despite high-minute players encountering higher workloads during games compared to low-minute players (p< 0.001, η2=0.25-0.60), they were also exposed to higher workloads during practices compared to low-minute players (PL:< 0.001; PL/min: p< 0.001; EE: p< 0.001; high accelerations: p=0.007), high decelerations: p=0.030).
Conclusions: High-minute players had higher GameDayAcc, game, shoot-around, pregame session, and practice loads compared to low-minute players. PRACTICAL APPLICATIONS: High-minute players should receive adequate recovery, while low-minute players receive additional exposures to game-load stresses to ensure they are maintaining appropriate fitness levels for game scenarios.