AUTHOR=Byrkjedal Per Thomas , Luteberget Live Steinnes , Bjørnsen Thomas , Ivarsson Andreas , Spencer Matt TITLE=Simulated Game-Based Ice Hockey Match Design (Scrimmage) Elicits Greater Intensity in External Load Parameters Compared With Official Matches JOURNAL=Frontiers in Sports and Active Living VOLUME=Volume 4 - 2022 YEAR=2022 URL=https://www.frontiersin.org/journals/sports-and-active-living/articles/10.3389/fspor.2022.822127 DOI=10.3389/fspor.2022.822127 ISSN=2624-9367 ABSTRACT=Objective: A limited number of studies have explored the external load experienced in indoor sports such as ice-hockey, and few the link between training and match performance. As a paucity exist within this topic, this study explored whether a simulated match design (i.e. scrimmage) could be representative of official match demands and elicit similar external loads as in official matches in a group of elite youth male ice hockey players. Methods: 26 players were monitored during eight official- and four simulation matches using a Local Positioning System. Total distance, Max Velocity, Slow- (0-10.9 km/h), Moderate- (11-16.9 km/h), High- (17.0-23.9 km/h) and Sprint (>24 km/h) speed skating distance, Distance per min, PlayerLoadTM, PlayerLoadTM per min, High intensity events (>2.5 m/s-2), Acceleration, Decelerations and Change of directions were extracted from the tracking devices. A two-level regression analyses was conducted to compare the difference between match types when controlling for time on ice, match-day, and position. Results: Between match-type results showed a credible difference in all variables except Max Velocity and Acceleration. Distance per min was 27.3% higher during simulation matches and was explained by a 21.3%, 24.1%, 14.8% higher distance in Sprint-, High and Moderate speed skating distance, while Slow speed skating distance was 49.2% lower and Total distance only trivially different from official to simulation matches. Total PlayerLoadTM was 11.2% lower, while PlayerLoadTM per min was 8.5% higher during simulation matches. High intensity events, Change of directions and Decelerations were 10.0%, 11.9% and 22.3% higher during simulation matches. Conclusion: The simulated match design is related to official match demands with comparable game-time, playing time, number of shifts and shift duration. However, simulation matches provoked a higher external load output compared to official matches, possibly explained by a more continuous movement design. A game-based simulation match design can therefore be utilized when match related actions at high intensity are warranted.