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Influence of Knowledge of Task Endpoint on Pacing and Performance During Simulated Rugby League Match Play.

PURPOSE
To examine the influence of knowledge of exercise duration on pacing and performance during simulated rugby league match play.


METHODS
Thirteen male university rugby players completed 3 simulated rugby league matches (RLMSP-i) on separate days in a random order. In a control trial, participants were informed that they would be performing 2 × 23-min bouts (separated by 20 min) of the RLMSP-i (CON). In a second trial, participants were informed that they would be performing 1 × 23-min bout of the protocol but were then asked to perform another 23-min bout (DEC). In a third trial, participants were not informed of the exercise duration and performed 2 × 23-min bouts (UN).


RESULTS
Distance covered and high-intensity running were higher in CON (4813 ± 167 m, 26 ± 4.1 m/min) than DEC (4764 ± 112 m, 25.2 ± 2.8 m/min) and UN (4744 ± 131 m, 24.4 m/min). Compared with CON, high-intensity running and peak speed were typically higher for DEC in bout 1 and lower in bout 2 of the RLMSP-i, while UN was generally lower throughout. Similarly, DEC resulted in an increased heart rate, blood lactate, and rating of perceived exertion than CON in bout 1, whereas these variables were lower throughout the protocol in UN.


CONCLUSIONS
Pacing and performance during simulated rugby league match play depend on an accurate understanding of the exercise endpoint. Applied practitioners should consider informing players of their likely exercise duration to maximize running.