Abstract
Context
In collision sports, particularly American football, athletes can accumulate thousands of subconcussive impacts, or head acceleration events (HAEs), across a single season; however, the short-term consequences of these impacts are not well understood.
Objective
To investigate the effects of the accumulation of impacts during practices on cognitive functions over a single football season.
Design
Prospective observational study.
Setting
Athletic training room and University laboratory.
Participants
Twenty-three NCAA Football Bowl Subdivision players.
Main outcome measures
Helmet accelerometers during practices and virtual reality testing (VR; balance, reaction time, spatial memory) before and after the season.
Results
Preseason had the majority of ≥80 G impacts while during the season had the majority of ≥25 G to <80 G impacts and positional differences showed that linemen had the majority of both types. Virtual reality analysis revealed that scores significantly decreased after the season for spatial navigation (p < 0.05) but not for balance or reaction time. Significant correlations (p < 0.05) were found between cognitive measures and player demographic variables.
Conclusions
Even in the absence of clinical symptoms and concussion diagnosis, repetitive impacts may cause cognitive alterations. Documenting the distribution of impact quantity and intensity as a function of time and position may be considered by coaches and clinicians to reduce the accumulation of impacts in athletes exposed in contact sports.
Introduction
Repetitive subconcussive impacts, or head acceleration events (HAEs), are impacts that involve the transfer of mechanical energy to the brain with sufficient force to injure axonal or neuronal integrity but do not result in clinical symptoms.1,2 These impacts are often unmanaged or undiagnosed, as they are less severe than a full-blown concussive injury, and result in no immediate neurological deficits, making them challenging to operationally define. 3 A recent review by Mainwaring and colleagues 4 found no consensus definition in use for these impacts. Despite this, there has been growing concern surrounding these impacts as they can accrue to large numbers over the course of a season or career5,6 and have a possible link to neurological impairments. 6 Post-mortem studies, done in both humans and animals, support the notion that repeated HAEs may have an accumulative effect 7 and affect cognitive processes. 8 The link between repetitive HAEs and cognitive function,9–12 white matter changes on diffusion tensor imaging (DTI13,14), alterations of cerebral blood flow, 15 functional brain alterations,9,12,15,16 and cerebral spinal fluid changes 17 have been previously demonstrated. However, the intensity and frequency of the impacts necessary to cause damage is still unknown.
Players of collision sports, such as football, are at a high risk for the accumulation of repetitive head impacts. Previous studies have shown that high school football players can average 600 impacts over a season and collegiate players average 1000 impacts. 1 However, these exposures can also vary based on player position and previous concussive history. Research has begun to link these exposure metrics to cognitive and neurobehavioral disturbances, including increased risk for Alzheimer’s disease, chronic traumatic encephalopathy (CTE), or amyotrophic lateral sclerosis (ALS). 6 However, there is still much debate regarding the progression of these disturbances and their link to repetitive impacts. 18
Accelerometers are now commonly used in research to track the number of HAEs in American football. College football players (compared to high school football and other college sports) experience the most impacts across a season, the highest average peak linear and rotational acceleration per impact, and the highest cumulative linear and rotational acceleration per impact. 19 The type of practice is also a contributing factor to the number of occurring impacts. Full-pad practices have been shown to have the highest number of impacts per session and these numbers increase in game settings.19–21
Position played is a major confounding factor and current literature suggests that offensive and defensive linemen sustain the greatest number of impacts, at a lower magnitude however, than other positions, as they are normally on the line of scrimmage and are involved in short distance, low magnitude impacts on almost all plays.20–22 Athletes in the skill or speed positions while in the open field experience fewer, but higher magnitude impacts. 21 These positions include quarterback, running back, fullback, tight end, corner back, safety, and linebacker; players that often build up momentum prior to tackling or being tackled. 23 Playing position also was a significant factor in the athletes’ symptom reporting of more non-clinical post-impact symptoms (headache, concentration difficulties, dizziness, etc.), with offensive linemen in particular reporting more-frequent symptoms after repetitive impacts, suggesting that these linemen experience more subconcussive injury. 24
Commonly, the processes affected after concussion are memory, attention, concentration, processing speed, and reaction time.25–27 Additionally, cognitive changes have also been associated with repetitive HAEs.11,28 Visual working memory impairments, with altered activation in the dorsolateral prefrontal cortex, 12 and abnormal regional cortical activation patterns 13 have been demonstrated in football players after a single season, even in the absence of clinical symptoms of concussion. However, many studies using traditional clinical concussion tools report no findings over the course of a single season29–31 or report improvements in score after the season.32–35
Therefore, this study aimed to examine the effect of multiple high intensity collisions, or HAEs, on brain functionality after participation in a single season of football using a novel virtual reality tool. Furthermore, by monitoring cognitive changes, we can examine how exposure to repetitive HAEs affects these processes in a way that is both time and cost effective and could help inform clinical protocols. We hypothesized that the number of HAEs accumulated throughout the season (as an additive effect) would influence functional properties critical in athletes (balance, reaction time, spatial memory). Additionally, the number of impacts would be a confounding factor along with player position, how long they have played football, and/or previous history of concussive injury.
Methods
Participant demographic information.
Procedures
BodiTrak System: Impacts to the head for all participants were monitored using helmet sensors from the Head Health Network BodiTrak system. These sensors, created by Vista Medical, were adapted to be individually placed inside each individual participants’ helmet using a 3M VHB adhesive and are comprised of elastic fabric with pressure monitors and impact sensors. With sensor installation, the sensors are placed directly on the inner surface of the helmet between the shell and the padding and the helmet is not altered in any way. All sensors were placed by a certified athletic trainer (author M.S.) who was trained on proper installation techniques and the sensors were monitored throughout the season for integrity and functionality. The sensors provide estimates on linear acceleration (in units of G) and location of impact and were in place throughout the season. Impacts were only recorded during practices (not games) for a total of
Virtual Reality System: A 3D TV system (HeadRehab.com) with a head mounted accelerometer was used. The accelerometer is attached to an adjustable headband which each participant wore over their left ear. Data were collected before season (baseline) and after the season. Three different modules were used: balance, reaction time, and spatial memory (see36–38 for reliability and validity of all modules for use in detecting sport-related concussion. Briefly: spatial memory (sensitivity 95.8%/specificity 91.4%); reaction time (sensitivity 95.2%/specificity 89.1%); balance (sensitivity 85.7%/specificity 87.8%)). In the balance task, participants are instructed to hold tandem Romberg position for all trials. In the first trial, the virtual room (Figure 1) is completely still (for a baseline measure) and in the subsequent 6 trials, the virtual room moves in various directions. The system measures the position and orientation in yaw, pitch, and roll directions. In the reaction time module, participants are instructed to stand feet shoulder width apart, hands on their hips. The virtual room moves, and they are instructed to move their body in the same direction as the virtual room. The system measures both reaction time (in ms) and errors of anticipation (wrong direction of response). In the spatial memory module, participants are shown a 3 D randomized representation of a virtual corridor. They are shown a pathway with multiple turns to a door and then the return trip. Afterwards, they are instructed to repeat the exact pathway using a joystick. The system measures how many errors it takes to get to the door and the total time to complete the task. Raw data were analyzed using SideLine v10.1 test reporting module which uses mathematical algorithms to produce a score on a scale of 0 (fail) to 10 (perfect) and this score was used for analysis.

Representation of the virtual room.
Results
Accelerometer data for all participants (n = 23) including position information.
Players who missed part of the season due to a non-neurological injury are indicated by an asterisk (*). Players whose season ended early due to non-neurological injury are indicated by a double asterisk (**).
aIncidence rate calculated as: (number of impacts)/(population size*time of study). For example, for participant 1: 17/(23*53).
By practice type, full pads had the highest raw cumulative number of ≥80 G (78) impacts followed by scrimmages (30), upper pads only (19) and then helmets only (2). For the ≥25 G to <80 G impacts by practice type, full pads have the highest raw cumulative number (1934) followed by upper pads only (1225), scrimmages (300), and then helmets only (98). However, practice type rate showed that the scrimmage practices had the highest average number of impacts per practice followed by full pads, uppers, and lastly, helmets.
Additionally, when data was examined based on previous concussion history (yes or no) there were significant differences found. Players with a previous history of concussion (n = 9) had a significant decrease (Z = −2.016, p = 0.04) in the spatial memory module from before the season (M = 9.03, SD = 1.12) to after the season (M = 6.44, SD = 3.19). No other significant differences were found for either group in the other VR modules.
Point-biserial correlations.
cx = concussion; Total 80 G = impacts ≥80 G; Total 25 G = impacts ≥25 G to <80 G; Before = before season; rxn time = reaction time; Post = after season.
**Correlation is significant after correction for multiple comparisons.
Discussion
To our knowledge, this study is the first to explore neurocognitive changes, via VR measures, after a single season of football. By implementing testing throughout the season, we were able to begin to track players’ neurocognitive abilities and how it relates to the accumulation of impacts. This study revealed several findings of interest that will be discussed in the following text.
In terms of raw accelerometer data, first, preseason practices contained the vast majority of the high impacts (≥80 G). Second, practice type influenced the cumulative number of impacts received. Full pads had the highest raw number of impacts both at ≥80 G and at ≥25 G to <80 G, which has been previously demonstrated. 15 Third, speed players (tight end, linebacker, defensive back, running back) experienced more cumulative impacts at ≥80 G and non-speed players (linemen) had more cumulative impacts at ≥25 G to <80 G, which has been previously demonstrated.21,22 An athletic trainer, physician, or sport coach using this technology can monitor impacts in real time, referring back to specific time points, drills, or injury instances. They can assess whether or not a certain drill is causing too many head impacts, or if an instructed movement technique is exposing the head to increased risk of trauma. Furthermore, coaches may be able to draw conclusions about how to structure practices, whether to include certain drills, or whether certain players need revisions to their techniques.
Virtual reality data revealed a significant decrease in spatial memory scores from before the season to after the season (p < 0.05) as well as no significant change in balance and reaction time scores. Furthermore, when players were separated into groups based on previous concussion diagnosis (yes or no), only players with previous history of concussion had significant decreases in spatial memory scores after the season (p < 0.05). Cognitive impairments have been previously demonstrated, mostly in MRI studies, showing visual working memory impairments being associated with altered activation in the dorsolateral prefrontal cortex (DLPFC) 12 and decreases in cortical thickness. 39 This study shows impairments in memory without the use of advanced MRI suggesting potential utility as a measure of memory when MRI may not be feasible. It also highlights the importance of spatial memory as a beneficial and low cost (both in a sense of time and money compared to other common research modalities) test for detecting neurocognitive changes as a function of cumulative impacts that players experience over a single football season in the absence of diagnosed concussion.
The correlation analyses also revealed findings of interest. Non-speed versus speed position category was significantly negatively correlated with before-season spatial memory VR score, with non-speed players having higher before the season spatial memory score. These correlations suggest that in the future, spatial memory assessment could be a critical clinical tool in determining which players may be at risk for cognitive deficits throughout the season and that monitoring players’ neurocognitive function during the entire season, even in the absence of any clinical symptoms, may be an important injury prevention approach.
The information from this study could potentially help identify players at risk for high number of repetitive head impacts and cognitive deficits, as previous literature has shown links between concussion history and cognitive functioning. 40 Retired professional football players, diagnosed with three or more concussions, were found to report more cognitive symptoms, specifically memory impairment and cognitive impairment, than retired players with no history of concussion. 41 Our finding of a cognitive decline from before the season to after the season are in line with previous reports that a history of concussions in college football players may result in lower cognitive functions including memory changes. 42 However, simply examining players before and after the season for deficits could potentially be misleading. These pre to postseason changes seem to provide support for the notion that clinical symptoms are not a necessary observation for the presence of deficits in brain functioning. However, it is still unclear if these changes could be a compensatory adaptation to cumulative impacts or a more lasting alteration of brain functional integrity.
This study is not without limitations. The present study was based on a fairly small cohort of football players so future work should try to replicate these findings in larger sample sizes, as well as examine a greater variety of players (including females). Additional during-season cognitive testing would also prove beneficial as testing on a variety of cognitive and functional tasks could also further increase understanding of changes within a season. Furthermore, only practice accelerometer data, and not game data, was used collected which could confound the results. Future studies should examine these sessions as well as there is potential for higher overall number of impacts, especially the impacts at higher intensities. Lastly, there is concern over the use of accelerometers in contact sports due to the accuracy of the systems used. Forces measured by the helmet systems may not accurately represent the forces experienced by the brain itself. The system used in this study likely has inconsistencies in forces measured and margins of error like many other systems used in research. Additionally, incorporating new technologies along with virtual reality could lead to the development of more beneficial assessment tools than currently used in clinical practice.
Conclusion and clinical implications
Presently, the medical community does not have proven quantitative measures to diagnose concussions, nor any proven measures to predict an individual’s susceptibility to concussive and subconcussive injury. The quantitative data regarding impacts obtained in practices via helmet sensors throughout the football season allowed us to assign an objective value to individual events that had previously only been assessed subjectively. This information, combined with the results from the virtual reality testing, may allow coaches and policymakers to more confidently embrace the idea that minimizing the number and intensity of head impacts will benefit the participant and prevent decreased cognitive testing scores after participating in one football season.
No exact diagnostic testing for concussion exists as of yet and the accelerometer technology should not be used as a diagnostic measure. However, medical professionals may be able to use technologies such as virtual reality and helmet sensors to assist in making decisions about the health and well-being of patients. Until the medical community has found definitive diagnostic measures for concussive and/or subconcussive injuries, these technologies could be used as another tool to assist in making more informed decisions about patient safety.
Footnotes
Acknowledgements
We would like to thank Katie Finelli for her assistance with data collection and the Penn State Football players for their time.
Data availability statement
Data is available upon reasonable request to the authors.
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article:: Final preparation of this manuscript was partially supported by a NCAA grant “Effects of Cumulative Head Acceleration Events (HAE) Over A Singe Athletic Season on Brain Functional and Structural Integrity” (author SMS). The remaining authors received no financial support for the research, authorship, and/or publication of this article.
Supplemental Material
Supplementary material for this article is available online.
