What are pre-sports games?

pre-sport games

We explain what pre-sports games are, their classification, characteristics, and various examples.

Pre-sports or pre-sports are intermediate physical activities between playing games and practicing sports since they present dynamics similar to sports but much simpler and less competitive. These types of games strengthen the skills and abilities necessary in the practice of the sport, which is why they are called pre-sports (that is, “before the sport”).

Pre-sport games are standard in physical education during the childhood stages. They are a way to strengthen basic motor skills and develop physical and social skills in preparation for what full sports practices will do later.

However, the pre-sports games are no less important: they complement the sports activity and can also be done as a warm-up or practice.

On the other hand, pre-sports can be classified into:

General pre-sports games when serve to exercise and develop physical abilities in general without focusing on any specific type of talent.
Specific pre-sport games, when serving to exercise and develop a series of particular talents, are necessary to practice a specific sport.

Characteristics of pre-sports games

Pre-sport games are characterized by the following:

They are much simpler and faster than sports but contain similar physical dynamics.
They encourage the acquisition of skills, the game’s rules, and sportsmanship. That is why they are usually used for sports initiation purposes.
They allow warm-up and muscular preparation for those who already practice sports.
They can be more or less straightforward and have competitive or collaborative dynamics.

Examples of pre-sport games
and pre-sports games examples
Games like jumping rope allow you to develop physical and social skills.

Some examples of pre-sport games are as follows:

The doggy. It is a pre-sport in which a group of players does a round, and one stands in the middle (the “doggy” position). Players must pass a ball to each other in a specific way (with their feet, for example, or with their hands, depending on which talent they are looking to develop) while the puppy tries to intercept it. If he does, the last one to touch it and the puppy will exchange positions.
Pass 10. The players must go around and pass the ball to each other ten times in a row (that is, ten consecutive passes), in the style of soccer or basketball. Whoever fails the pass or interrupts the sequence will be disqualified, and the round will be reduced.
Kickball. The dynamics of baseball are reproduced, but with a large ball that is “batted” with the foot.
Blind net. A pregame designed explicitly for volleyball, in which the net is placed a little higher than usual, and a canvas, sheet, or some cloth is placed on top of it to block the vision of both teams. Thus, one team takes a server, and the other must intercept it and return the ball. If you do, the places are swapped. If not, it repeats until it happens.
Relays. Players form two teams and line up, facing a wall. The first player in each line has a ball and must go and return to the wall controlling the ball (as in soccer or basketball) and leave it at the feet of the partner. The latter must do the same, while the former goes to the end of the row—the first team to complete two laps of the queue wins.
Master the ball. Soccer-specific pregame, in which each player must have a ball and keep it in the air, using both feet and head, for as long as possible. Whoever makes the most touches without the ball touching the ground wins.
Jump rope. As its name indicates, the game consists of jumping rope, but instead of being alone, the string will be held by two partners, and in the middle, there will be one (or two, or three, or those who can) who will jump successively. When a player steps on the rope, he must change with one of those holding it.
“Burnt” ball. Two teams are formed, face to face, and six balls are distributed to them. Each team must throw the ball to the other, trying to make it hit an opponent without hitting the ground first. If successful, the hit (or “burned”) must change teams. If he fails, the ball will pass into the hands of the opponent. The team that keeps all the players wins.

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