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PHYSICAL DEMANDS IN COMPETITIVE ULTIMATE

FRISBEE
PETER KRUSTRUP1,2 AND MAGNI MOHR3,4
1
Department of Nutrition, Exercise and Sports, Section of Human Physiology, Copenhagen Center for Team Sport and Health,
University of Copenhagen, Copenhagen, Denmark; 2Sport and Health Sciences, College of Life and Environmental Sciences, St.
Luke’s Campus, University of Exeter, Exeter, United Kingdom; 3Center of Health and Human Performance, Department of
Food and Nutrition, and Sport Sciences, University of Gothenburg, Gothenburg, Sweden; and 4Faculty of Natural and Health
Sciences, University of the Faroe Islands, To´rshavn, Faroe Islands

ABSTRACT INTRODUCTION

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Krustrup, P and Mohr, M. Physical demands in competitive ltimate Frisbee is one of the fastest growing
ultimate Frisbee. J Strength Cond Res 29(12): 3386–3391, sports in the world, with millions of players
2015—The objective was to study game demands in compet- across North America, Europe, and Asia (34).
itive ultimate Frisbee by performing match analysis during The game is played on a soccer-sized pitch with
a game. Thirteen moderately trained (Yo-Yo intermittent recov-
7 players on each team. To date, no scientific research has
been conducted on the physical demands of ultimate Frisbee
ery test levels 1 and 2 [Yo-Yo IR1 and IR2] performance: 1790
during match play. In other team sports, such as football (4),
6 382 m and 657 6 225 m, respectively) competitive male
team handball (27), basketball (30), rugby (11), field hockey
ultimate Frisbee athletes played a game in which activity profile
(21), and Australian football (3), detailed information has
using Global Positioning System (GPS) technology and heart been obtained from match analysis demonstrating that these
rate (HR) were recorded. Game HRmean and HRpeak were 82 sports comprise intense intermittent activities.
6 2% and 99 6 1% of maximum heart rate, respectively. Total In team sports, numerous activity changes take place
game distance was 4.70 6 0.47 km, of which 0.63 6 0.14 km (4,27), including a high number of intense accelerations, de-
was high-intensity running and 0.21 6 0.11 km was sprinting. celerations, changes of direction, and jumps (11,21,29,33),
In the second half, 10% less (p # 0.05) ground was covered which are very energetically demanding. Thus, cardiovascu-
with high-intensity running compared with the first half (0.28 6 lar loading has been shown to be high in team sports
0.08 km vs. 0.31 6 0.07 km). Less (43–47%; p # 0.05) high- (4,7,15,25,27). Moreover, in comparable team sports, such
intensity running was performed in the third 9-minute period of as soccer, fatigue has been shown to develop temporarily
each half compared with the first two 9-minute periods of the both during (24) and in the final stages of a game because
both high-intensity running during the final 15-minute
same half. Players performed 17.4 6 5.7 sprints during the
period and postgame repeated sprint performance are com-
match. Yo-Yo IR2 performance correlated to the amount of
promised (20,24,25). In ultimate Frisbee, the pitch size is
high-intensity running in the last 9 minutes of both halves (r
similar to that of a soccer pitch, but the game is played by
= 0.69, p # 0.05), whereas Yo-Yo IR1 performance correlated
7 vs. 7 players, compared with 11 vs. 11 in soccer, suggesting
with total sprint distance (r = 0.74, p # 0.05). Ultimate Frisbee a high level of physical demands. Indeed, studies have dem-
is an intense intermittent team sport with high cardiovascular onstrated that large pitch size and small number of players
loading and clear indications of fatigue toward the end of each can increase the work rate (1). Ultimate Frisbee is suggested
half. Yo-Yo IR test performances correlate with physical match to involve a large amount of high-intensity running, which
performance. may induce fatigue during and after a game. Thus, the capac-
ity to perform high-intensity intermittent exercise may be
KEY WORDS GPS, heart rate, intermittent exercise, Yo-Yo IR highly important for game performance in ultimate Frisbee.
testing, high-intensity exercise The Yo-Yo intermittent recovery test levels 1 and 2 (Yo-Yo
IR1 and IR2) have been demonstrated to predict high-
intensity running in total toward the end and during the
most intense periods of a soccer game (5,6,25), as well as
Address correspondence to Magni Mohr, magnim@setur.fo. physical match performance in other team sports
29(12)/3386–3391 (9,12,14,26) and physiological characteristics of team sport
Journal of Strength and Conditioning Research athletes (13). Moreover, the Yo-Yo IR tests have been shown
Ó 2015 National Strength and Conditioning Association to be sensitive for detecting effects of training (5,6).
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However, the relationship between Yo-Yo IR scores and ulti- recorded during the Yo-Yo IR1 and IR2 tests to determine
mate Frisbee physical match performance is currently maximum heart rate (HRmax) (5). All testing took place on
unknown. the rubber crumb pitch. The players were familiarized with
Thus, the aims of the study were to assess activity profiles, all testing procedures before the study (5).
fatigue patterns, and cardiovascular loading during an Heart rate was used to measure and evaluate the
ultimate Frisbee game, as well as to examine the relationship cardiovascular loading during the game. The participants
between training status and physical match performance. We wore HR monitors (Polar Electro, Kempele, Finland) during
hypothesized that (a) ultimate Frisbee match play is a highly the match. Five intensity zones were defined: ,75% (low),
intermittent sport with high cardiovascular loading and 75–80% (moderate), 80–85% (moderate-high), 85–90%
multiple repetitions of high-intensity running; (b) high- (high), and .90% (very high) of individual HRmax (4), as
intensity running is lowered toward the end of a game; determined from the Yo-Yo IR tests.
and (c) physical match performance is associated with the The players’ movements during the match were recorded
capacity to perform intense intermittent exercise as evalu- using portable GPS devices (SPI PRO X II; GPSports,
ated by the Yo-Yo intermittent recovery tests. Canberra, Australia; see Ref. 28). The devices receive signals
from at least 3 satellites, which allows the receiver to calcu-
METHODS late and record data on position and speed with a time res-
Experimental Approach to the Problem olution of 15 Hz. Five speed zones were established:
Activity pattern and heart rate (HR) were assessed during an stationary walking (0–3.9 km$h21), jogging (4.0–7.9
official ultimate Frisbee game. The training status of the km$h21), quick running (8.0–13.9 km$h21), high-intensity
players was determined using the Yo-Yo intermittent recov- running (14.0–22.0 km$h21), and sprinting ($22 km$h21).
ery test levels 1 and 2 (Yo-Yo IR1 and IR2, respectively) The speed zones and categories are comparable with those
performed in a recovered state on separate days. used in previous studies in other sports (8,28).
Subjects Statistical Analyses
Fifteen members of the University of Exeter Ultimate Frisbee Standard statistical methods were used to find the mean
Club volunteered to take part in the study (age: 20.5 6 0.8 values and SDs. Repeated-measures analyses of variance
[range, 19–22] years; height: 176.0 6 3.9 cm; body mass 70.4 6 were used to evaluate differences in total game distance trav-
5.6 kg). The sample size was chosen based on power calcu- eled, high-intensity running, and sprinting between the six 9-
lation from the primary end point (distance covered in dif- minute game periods, as well as selected 5-minute periods.
ferent speed thresholds and time spent in different HR Regression analyses were performed to study the relation-
zones) using similar parameters from comparable studies in ship between test scores in Yo-Yo IR1 and Yo-Yo IR2 and
other team and racquet sports (7,8,10,12,14,24,25,32). The match running performance. All statistical analyses were
study was conducted half-way through the season. Before conducted using SPSS (SPSS, Inc., Chicago, IL, USA). The
commencement of the study, the participants gave their statistical significance was set at p # 0.05.
written informed consent. The study conforms to the code
of ethics of the Declaration of Helsinki and was approved RESULTS
and performed in compliance with the human subject guide-
Match Running Performance
lines of the Ethics Committee at the University of Exeter.
The total match distance covered was 4.70 6 0.47 km
Because of injuries that occurred during the game, analysis
(range, 3.85–5.22), of which low-intensity running, high-
was conducted using data from 13 participants.
intensity running, and sprinting accounted for 3.49 6 0.35
Procedures km, 0.63 6 0.14 km, and 0.21 6 0.11 km, respectively. Dur-
The game was played at 1800 hours at 188 C. The rules of ing the 54-minute match, players were active for 26.4 6
the sport state that when the clock reaches full time, play 4.9 minutes, and the remaining 27.6 6 4.9 minutes was ac-
continues until one of the team’s scores. The first half there- counted for by breaks (no activity) between points (24.7 mi-
fore lasted 28 minutes and the second half 27 minutes and 13 nutes) and substitutions (2.9 6 4.9 minutes).
seconds. The two-halves were separated by an 8-minute In the second half, 15% less distance was covered by low-
half-time period. This is the standard length of a university- intensity running and 10% less distance by high-intensity
level game. The participants completed a 10-minute running compared with the first half (p # 0.05; Figure 1). No
warm-up consisting of jogging, high-intensity running, and difference was observed between the first and second halves
dynamic stretches. A week before the match, the partici- in terms of distance sprinted (Figure 1). The distance cov-
pants performed the Yo-Yo intermittent recovery tests, ered by high-intensity running was 43–47% less in the last
Yo-Yo IR1 (17) and Yo-Yo IR2 (19), according to standard 9 minutes of each half compared with the other two
procedures (6). Both tests are intermittent shuttle run (2 3 9-minute periods of the respective half (Figure 2). Similarly,
20 m) test, where the running intervals are interspersed by the distance covered by sprinting was 50–61% less in the last
a 10-second active recovery period (6). Heart rate was 9 minutes of each half compared with the other two

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Game Demands in Ultimate Frisbee

TABLE 1. Mean, range, and percentage time


spent within each heart rate zone during the
match.*

% Time (min) Range % of match


HRmax (6SD) (min) time

,75 6.4 (65.0) 0.6–14.3 11.9


75–80 9.8 (61.7) 7.2–12.1 15.4
80–85 9.5 (62.6) 5.6–14.3 14.9
85–90 10.4 (61.6) 8.4–14.0 16.3
.90 26.6 (63.8) 17.8–33.5 41.6

*HRmax = maximum heart rate.

Figure 1. Distance covered by low-intensity running, high-intensity


running, and sprinting during the first half (black) and second half (white)
(mean 6 sx). *Significant difference (p # 0.05) between the first and
Cardiovasular Loading
second half. Average and peak HR reached during the game were 160 6
6 b$min21 and 192 6 6 b$min21, respectively, correspond-
ing to 82 6 2% and 99 6 1% of HRmax, respectively. Of the
54 minutes of game time, 26.6 6 5.0 minutes was spent
9-minute periods (0.02 6 0.02 km vs. 0.04 6 0.04 km to
0.05 6 0.03 km and 0.02 6 0.02 km vs. 0.04 6 0.03 km to
0.04 6 0.03 km). The peak distance covered by high-
intensity running in a 5-minute period was 93 6 16 m (65–
113). There was no difference between the next 5-minute
period and the average of the remaining 5-minute intervals
(51 6 19 m vs. 52 6 13 m). Players performed 17.4 6 5.7
sprints during the match, with an average recovery time of
226 6 113 seconds between sprints. The peak sprinting
distance was 32.2 6 8.2 m (21.1–44.7), corresponding to
5.5 6 1.2 seconds (4.3–7.3). Peak sprinting speed was 28.1 6
2.2 km$h21 (23.1–30.5 km$h21). Average sprint distance was
12.0 6 3.1 m (9.2–15.2), corresponding to an average duration
of 2.1 6 0.5 seconds, respectively.

Figure 3. Relationship between the amount of high-intensity running in


the final 9 minutes of both halves (x-axis) and Yo-Yo intermittent recovery
Figure 2. Distance covered in 9-minute periods by high-intensity level 2 test performance (Yo-Yo IR2, y-axis) (p # 0.05) (A). Relationship
running (mean 6 sx). *Significant difference (p # 0.05) from the two first between the distance sprinted in a full match (x-axis) and Yo-Yo
9-minute period of that half. intermittent recovery test performance (Yo-Yo IR1, y-axis) (p # 0.05) (B).

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above 90% HRmax and 6.6 6 3.8 minutes below 75% In this study, the ultimate Frisbee athletes had an average
HRmax (Table 1). HR of 82% of maximum and spent more than 40% of the
playing time with an HR higher than 90% of maximum. In
Correlations
addition, the players reached a peak HR during the game of
A strong correlation was observed between the Yo-Yo IR2
99% of the maximum measured during the 2 Yo-Yo IR tests.
performance of 657 6 225 m (360–1080) and the amount of
Thus, the cardiovascular loading of an ultimate Frisbee game
high-intensity running in the last 9 minutes of both halves
is very high and at a similar or even higher level to that
(r = 0.69, p # 0.05; Figure 3A). The correlation between
found in other team sports, such as football (4,18,25), futsal
Yo-Yo IR2 performances and high-intensity running in the
(7), beach football (15), and team handball (27), as well as
initial two 9-minute periods was weak and nonsignificant
racquet sports (10). An interesting finding in this study was
(r = 0.31). No correlation was observed between Yo-Yo
that the range of cardiovascular loading was surprisingly
IR2 performance and peak high-intensity running in a 5-
small. For example, the range of average and peak HR load-
minute period (r = 0.04). There was a strong correlation
ing was only 79–85% and 98–100%, respectively, which
between the Yo-Yo IR1 performance of 1790 6 382 m
seems smaller than in other team sports, such as football
(1200–2520) and the total distance sprinted (r = 0.74, p #
(18,25). The large field relative to the number of players
0.05; Figure 3B). The correlation between Yo-Yo IR1 perfor-
may partly force all players to maintain continuously high
mance and total distance, low-intensity distance, and high-
exercise intensity, but the nature of the game may also play
intensity distance covered was moderate but nonsignificant
a role. For example, there are few stoppages related to free
(r = 0.40, 0.41, and 0.43, respectively). No significant corre-
kicks/throw-ins and penalties as in football, team handball,
lation was observed between HR and match activity profile
and basketball, and the success rate for passes is markedly
parameters (r = 0.07–0.12).
higher (88%). In addition, 11 of the 13 players either scored
goals or provided assists. A game of ultimate Frisbee there-
DISCUSSION fore has a high level of involvement of all players in the team,
This study is the first to examine the activity profile and which apparently reduces the interplayer variability in aero-
cardiovascular loading during a competitive game of ulti- bic loading.
mate Frisbee. The study verifies the hypotheses that (a) Fatigue patterns in team sport have received special
ultimate Frisbee is a high-intensity intermittent sport with attention in recent years. In this study, 15 and 10% less
large amounts of high-intensity running and sprinting and distance was covered in the second half by low- and high-
a high cardiovascular loading with HRs .90 of HRmax for intensity running, respectively. This is in line with findings
more than half of the game; (b) work rate was compromised for other team sports, such as football (24,25), Australian
during the last part of each half, indicating fatigue develop- football (2,3), and team handball (22). In this study, the
ment; and (c) physical fitness, determined by an intermittent two-halves were separated into one-third periods lasting
running test, was associated with the ability to perform approximately 9 minutes. This demonstrated that high-
intense work during a game. intensity running and sprinting were lowered by 43–47%
This study showed that total distance covered, high- and 50–61%, respectively, in the last 9-minute period of each
intensity running distance, and sprint distance were approx- half compared with the previous 2 periods. Thus, the low-
imately 4.7, 0.6, and 0.2 km, respectively, during a full ultimate ered amount of high-intensity running and sprinting could
Frisbee game, which is less than reported during high-level indicate fatigue development at the end of each half, which
football games using GPS technology (25,28). However, the has been shown in, for example, elite football (18,33). Also,
duration of a football game is almost twice that of an ultimate the fact that there is no difference in sprinting distance
Frisbee game, which gives only slightly less distance covered between halves but a significant decrement during the final
per time unit. Indeed, the players covered 95 m$min21 during third of each half suggests that the 8-minute half-time period
the ultimate Frisbee game (excluding time spent as substi- was sufficient to recover for the first part of the second half.
tutes), compared with 105–110 m$min21 during a football No difference was found in high-intensity running
match (24,25). Similar differences exist between ultimate between the 5-minute period after the peak 5-minute period
Frisbee and competitive hockey (21). However, the distance and the 5-minute average high-intensity running, indicating
covered in total by high-intensity running and sprinting is no temporary fatigue in contrast to other team sports, such
greater during an ultimate Frisbee game than, for example, as football (24,25). However, the vast majority of the players
during a team handball game (22,27), despite quite similar had their most intense 5-minute period (with most high-
playing time and ;20 m$min21 more than data reported intensity running) during the first two-thirds of each half
from rugby match play (29). As in other team sports, multiple and their least intense 5-minute period (with least high-
and very short sprints and high-intensity runs were performed intensity running) of the game during the final third of each
(2.1 for 2.4 seconds on average), interspersed with periods of half (data not shown), which also is supported by findings in
little or no activity. Thus, ultimate Frisbee has a basic move- elite football players (24). Thus, it seems that ultimate Fris-
ment profile similar to that of other team sports. bee players are unable to maintain the high work rate, and

VOLUME 29 | NUMBER 12 | DECEMBER 2015 | 3389

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Game Demands in Ultimate Frisbee

especially the most intense game sequences, during the final Thus, the game can also be used as an off-season training
periods of each half. The observation that the players seem method in team sports and as a recreational fitness activity for
to be able to recover during the half-time rest indicates that the general population. Fatigue occurs toward the end of each
the physiological mechanisms provoking fatigue during the half, and intense intermittent exercise performance correlates
last part of at least the first half are related to systems with with match performance. High-intensity intermittent training
a fast recovery. Disturbances in the muscle resting mem- regimes, such as aerobic high-intensity training and speed
brane potential induced by changes in muscle ion fluxes endurance training, should therefore be given high priority in
may therefore be proposed as a potential cause of fatigue, the physical preparation of ultimate Frisbee athletes.
as suggested for other intense intermittent activities
(17,19,20,23). ACKNOWLEDGMENTS
It was demonstrated that Yo-Yo IR2 test performance The authors thank the participants and their club for their
correlated with high-intensity running during the final third participation, committed effort, and professional attitude.
of each half. Thus, the ability to perform intense intermittent The technical assistance of Joe Moriarty, Daniel Speller, and
exercise during the last stage of each half is highly related to Sarah Jackman is also greatly appreciated. Moreover, the
training status. In previous work on elite footballers, we have grammatical advice from Henrik Holm Andersen, Copen-
shown that Yo-Yo IR performance correlated with high- hagen Translation, is acknowledged. No external funding
intensity running distance during the last part of a game in was received for the study.
women (18) and men (25). The Yo-Yo IR2 test has a markedly
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