# Can We Replicate the Most Demanding Periods of Official Football Matches in Large-Sided Training Games?

**Authors:** David Casamichana, Iñaki Ulloa, Oier Agirrezabalaga, Ibon Etxeazarra, José Manuel González de Suso, Alfonso Azurza, Bixen Calzon, Jon Mikel Arrieta, Iñigo Sasiain, Jon Ollora, Eider Barba, Beñat Erkizia, Aitor Lazkano, Filipe Manuel Clemente, Julen Castellano

PMC · DOI: 10.3390/jfmk10040410 · Journal of Functional Morphology and Kinesiology · 2025-10-21

## TL;DR

This study compares training games to real football matches to see if they can replicate the most intense periods of play.

## Contribution

The study introduces a modified training protocol (MURDtask) that better replicates match intensity than traditional methods.

## Key findings

- MURDtask training exceeded match average in distance covered and decelerations >3 m·s−2.
- Neither training condition fully replicated peak match demands for high-speed running and high-intensity accelerations.
- Positional analysis showed MDSmatch had higher values for most variables except decelerations <−3 m·s−2.

## Abstract

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.

## Full-text entities

- **Diseases:** injury (MESH:D014947), fatigue (MESH:D005221), CD (MESH:D020210)
- **Chemicals:** Water (MESH:D014867), lactate (MESH:D019344)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

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## References

34 references — full list in the complete paper: https://tomesphere.com/paper/PMC12550972/full.md

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Source: https://tomesphere.com/paper/PMC12550972