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Cregan SC, Toth AJ, Campbell MJ. Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games. Front Psychol 2024; 15:1385242. [PMID: 38737959 PMCID: PMC11082399 DOI: 10.3389/fpsyg.2024.1385242] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/13/2024] [Accepted: 04/05/2024] [Indexed: 05/14/2024] Open
Abstract
Introduction In video gaming, tilt is thought to relate to poor emotional control and game performance. Despite widespread recognition of tilt in video gaming, there is a lack of research examining tilt empirically. Methods One thousand and seven gamers took part in our online study examining gamers experience of tilt, the factors which contribute to and protect against tilt, and the emotion regulation strategies gamers employ to deal with tilt. Results Gamers who reported playing for more competitive reasons, were at higher risk of experiencing tilt. Additional factors associated with an increased risk of experiencing tilt were increased anger and more hours spent playing. Protective factors against experiencing tilt were also identified, inclusive of a greater number of years gaming experience and engagement in adaptive emotion regulation strategies. Discussion This study provides an important starting point for creating a better understanding of tilt in gaming, equipping us with new knowledge to better support gamers to improve their emotion regulation during game play performance.
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Affiliation(s)
- Sarah C. Cregan
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero - Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
| | - Adam J. Toth
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero - Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Faculty of Education and Health Sciences, Health Research Institute, University of Limerick, Limerick, Ireland
- Centre for Sport Leadership, Maties Sport, Stellenbosch University, Stellenbosch, South Africa
| | - Mark J. Campbell
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero - Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Faculty of Education and Health Sciences, Health Research Institute, University of Limerick, Limerick, Ireland
- Centre for Sport Leadership, Maties Sport, Stellenbosch University, Stellenbosch, South Africa
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Arslan S, Atan RM, Sahin N, Ergul Y. Evaluation of night eating syndrome and food addiction in esports players. Eur J Nutr 2024:10.1007/s00394-024-03368-0. [PMID: 38520524 DOI: 10.1007/s00394-024-03368-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2023] [Accepted: 03/04/2024] [Indexed: 03/25/2024]
Abstract
PURPOSE Esports players' training takes long periods and they sit for a long time during competitions, which increases their risk of obesity and urges them to develop inappropriate eating behaviors. In this study, we aimed to investigate the night-eating syndrome and food addiction in esports players. METHODS This cross-sectional study was conducted with 248 esports players who were members of a university's esports community. The study data were collected using an online questionnaire consisting of the descriptive information form, Night Eating Questionnaire, and Yale Food Addiction Scale. RESULTS The mean age of the sports players participating in the study was 22.19 ± 5.97 years. Of them, 55.6% had a normal body weight, 13.4% were obese, 54.4% played esports for 3 years or more, 13.3% experienced night eating syndrome, and 21.4% experienced food addiction. While the weekly duration of playing esports and skipping meals were associated with night eating syndrome, the weekly duration of playing esports and smoking were associated with food addiction (p < 0.05). Additionally, although there was no statistically significant difference, the risk of food addiction was 2.12 times higher in those with poor perceived sleep quality. CONCLUSION We observed that night eating syndrome was very common in esports players and that these individuals were at risk in terms of food addiction. Since esports has a more sedentary structure than traditional sports, we suggest that esports players should be evaluated in terms of their unhealthy eating behaviors and risk of eating disorders.
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Affiliation(s)
- Sedat Arslan
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey.
| | - Ramazan Mert Atan
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
| | - Nursel Sahin
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
| | - Yasemin Ergul
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
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Campbell MJ, Cregan SC, Joyce JM, Kowal M, Toth AJ. Comparing the cognitive performance of action video game players and age-matched controls following a cognitively fatiguing task: A stage 2 registered report. Br J Psychol 2023. [PMID: 38140897 DOI: 10.1111/bjop.12692] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/19/2021] [Revised: 12/07/2023] [Accepted: 12/11/2023] [Indexed: 12/24/2023]
Abstract
Recent work demonstrates that those who regularly play action video games (AVGs) consistently outperform non-gamer (NG) controls on tests of various cognitive abilities. AVGs place high demands on several cognitive functions and are often engaged with for long periods of time (e.g., over 2 h), predisposing players to experiencing cognitive fatigue. The detrimental effects of cognitive fatigue have been widely studied in various contexts where accurate performance is crucial, including aviation, military, and sport. Even though AVG players may be prone to experiencing cognitive fatigue, this topic has received little research attention to date. In this study, we compared the effect of a cognitively fatiguing task on the subsequent cognitive performance of action video game players and NG control participants. Our results indicated AVGs showed superior spatial working memory and complex attention abilities while showing no difference from NGs on simple attention performance. Additionally, we found that our cognitive fatigue and control interventions did not differentially affect the cognitive performance of AVGs and NGs in this study. This pre-registered study provides evidence that AVGs show superior cognitive abilities in comparison to a non-gaming population, but do not appear more resilient to cognitive fatigue.
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Affiliation(s)
- Mark J Campbell
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - Sarah C Cregan
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - John M Joyce
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - Adam J Toth
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
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Zhang W, Wang X, Li X, Yan H, Song Y, Li X, Zhang W, Ma G. Effects of acute moderate-intensity aerobic exercise on cognitive function in E-athletes: A randomized controlled trial. Medicine (Baltimore) 2023; 102:e35108. [PMID: 37800783 PMCID: PMC10553036 DOI: 10.1097/md.0000000000035108] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/01/2023] [Accepted: 08/16/2023] [Indexed: 10/07/2023] Open
Abstract
BACKGROUND E-sports require athletes to have high-speed reflexes and excellent memory skills. Whereas a single session of aerobic exercise has been shown to improve cognitive function, this paper aims is to investigate the effects of acute moderate-intensity aerobic exercise on the cognitive function of e-sports players and its time-course characteristics. METHODS Thirty-four E-athletes were divided into 2 groups according to a random number table method, and 2 trials in a quiet physical fitness gym. The duration of each trial was approximately 1 hour. In the first trial: exercise group (64-76% of maximum heart rate for 30 minutes power cycling) and control group, cognitive function was tested, and results were automatically recorded before, immediately after, and 30 minutes after exercise using the human benchmark website (https://humanbenchmark.com). The second trial crossed and swapped the interventions of the 2 groups, and the other test protocols were the same as the first. RESULTS In both trials, the exercise intervention group showed significant improvements in speed accuracy (P < .001, Cohen's d = 1.406, 95% CI: 0.717-2.072; P = .005, Cohen's d = 0.782, 95% CI: 0.227-1.319), visual memory (P < .001, Cohen's d = 1.416, 95% CI: 0.725-2.086; P = .015, Cohen's d = 0.662, 95% CI: 0.127-1.181), and reaction time (P < .001, Cohen's d = 1.265, 95% CI: 0.610-1.898; P<.001, Cohen's d = 0.979, 95% CI: 0.386-1.551) immediately after exercise compared to baseline. The exercise intervention group also showed significant improvement in speed accuracy 30 minutes after exercise compared to baseline (P = .002 Cohen's d = 0.869, 95% CI: 0.298-1.421; P = .009, Cohen's d = 0.722, 95% CI: 0.177-1.249). In the first trial, the exercise intervention group showed significant improvements in visual memory and reaction time immediately after exercise compared to the control group (P = .013, Cohen's d = 0.904, 95% CI: 0.190-1.605; P = .027, Cohen's d = 0.796, 95% CI: 0.090-1.490). The exercise intervention group also showed significant improvement in reaction time 30 minutes after exercise compared to baseline (P = .009, Cohen's d = 0.719, 95% CI: 0.174-1.246). There was no effect of exercise on sequence memory or the chimp test in both trials (P > .05). Sequence effect analysis showed no influence on the order of the exercise intervention in both trials (P = .912; P = .111; P = .226). CONCLUSION Acute moderate-intensity aerobic exercise significantly enhanced the speed accuracy, visual reaction time, and instantaneous memory of eSports players, and the effect could be extended up to 30 minutes after exercise.
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Affiliation(s)
- Weichao Zhang
- Faculty of Postgraduate Education, Shandong Sport University, Jinan City, China
| | - Xiaoqiang Wang
- College of Sports and Health, Shandong Sport University, Jinan City, China
| | - Xun Li
- College of Sports and Health, Shandong Sport University, Jinan City, China
| | - Hongqiao Yan
- Department of E-sports, Shandong Sport University, Jinan City, China
| | - Yuanyuan Song
- Faculty of Postgraduate Education, Shandong Sport University, Jinan City, China
| | - Xinying Li
- Faculty of Postgraduate Education, Shandong Sport University, Jinan City, China
| | - Wenhua Zhang
- Faculty of Postgraduate Education, Shandong Sport University, Jinan City, China
| | - Guoao Ma
- Faculty of Postgraduate Education, Shandong Sport University, Jinan City, China
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Bubna K, Trotter MG, Polman R, Poulus DR. Terminology matters: defining the esports athlete. Front Sports Act Living 2023; 5:1232028. [PMID: 37691641 PMCID: PMC10485553 DOI: 10.3389/fspor.2023.1232028] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2023] [Accepted: 08/11/2023] [Indexed: 09/12/2023] Open
Affiliation(s)
- Kabir Bubna
- The International Federation of Esports Coaches (IFoEC),London, United Kingdom
| | | | - Remco Polman
- Institute of Health and Wellbeing, Federation University Australia, Berwick, VIC, Australia
| | - Dylan R. Poulus
- Physical Activity, Sport and Exercise Research Theme, Faculty of Health, Southern Cross University, Gold Coast, QLD, Australia
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Monteiro Pereira A, Bolling C, Birch P, Figueiredo P, Verhagen E, Brito J. Perspectives of eFootball Players and Staff Members Regarding the Effects of Esports on Health: A Qualitative Study. SPORTS MEDICINE - OPEN 2023; 9:62. [PMID: 37493766 PMCID: PMC10371963 DOI: 10.1186/s40798-023-00617-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Received: 04/06/2023] [Accepted: 07/18/2023] [Indexed: 07/27/2023]
Abstract
BACKGROUND Recently, esports have been argued to impact esports players' health, particularly for those competing at higher levels. Esports are a relatively new phenomenon, and an inside perspective regarding esports players' needs and experiences is essential to promote adequate health support for this population. Thus, in this qualitative study, we explored the perspectives of elite esports players and staff members regarding the effects of esports participation on health. Ten semi-structured interviews were performed with members of the Portuguese FIFA (i.e. FIFA EA Sports®) eFootball National team (i.e. five elite electronic football players, one world-class electronic football player, two national team coaches, and two members of the esports department). Data analysis was undertaken following the principles of thematic analysis. RESULTS We identified four major superordinate themes: health definition (1), factors of esports that impact mental (2) and mental health (3), and strategies to improve esports players' health (4). Esports-related factors such as gaming, competition, and performance were said to impact mental health, while equipment, facilities, and esports-related sitting time affect physical health. To minimise those risks, four main strategies were suggested: optimising and scheduling esports training, improving lifestyle habits with an emphasis on physical health, enhancing facilities and equipment, and improving health support, particularly with a mental health professional. CONCLUSION Esports players and staff members are concerned and aware of esports' mental and physical demands. Understanding what esports players need and perceive about their health, complemented with the view of staff members, and their proposed strategies for health promotion might help define and prioritise healthcare needs, which could help players and the broad esports community.
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Affiliation(s)
- Ana Monteiro Pereira
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.
- Research Center in Sports Sciences, Health, Sciences and Human Development, CIDESD, ISMAI, University of Maia, Maia, Portugal.
| | - Caroline Bolling
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - Phil Birch
- Institute of Sport, Nursing and Allied Health, University of Chichester, Chichester, PO19 6PE, UK
| | - Pedro Figueiredo
- Physical Education Department, College of Education, United Arab Emirates University, Al Ain, Abu Dhabi, UAE
- Research Center in Sports Sciences, Health, Sciences and Human Development, CIDESD, Vila Real, Portugal
| | - Evert Verhagen
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - João Brito
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
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7
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Lamers James RG, O'Connor AR. Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab. PLoS One 2023; 18:e0288937. [PMID: 37490480 PMCID: PMC10368276 DOI: 10.1371/journal.pone.0288937] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/10/2023] [Accepted: 07/06/2023] [Indexed: 07/27/2023] Open
Abstract
Research examining the impact of Focus of Attention (FoA) has consistently demonstrated a benefit of adopting an external FoA over an internal FoA across a variety of sports and other domains. However, FoA research has yet to be applied within the rapidly growing world of competitive gaming. This study investigated whether an external FoA provided benefits over an internal FoA for aiming performance in First-Person Shooter (FPS) videogames, using the aim-training game Aim Lab. The study explored whether the level of participants' previous experience of FPS games impacted any effect, as few studies have investigated this directly. Participants with high (N = 20) and low (N = 17) FPS experience who had a minimum of 200 hours FPS experience were selected for the study. The participants were instructed before each set of ten trials to either attend to their wrist/arm movements (internal FoA) or to the target (external FoA). There was no significant main effect of FoA on performance and no significant interaction between FoA and experience. In contrast to findings in other studies, an external FoA provided no performance benefits over an internal FoA in the FPS game Aim Lab. We discuss methodological issues related to the measures used and suggest avenues for future research with a view to improving understanding of putative underlying mechanisms for FoA effects.
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Affiliation(s)
- Ruben G Lamers James
- School of Psychology and Neuroscience, The University of St Andrews, Fife, Scotland
| | - Akira R O'Connor
- School of Psychology and Neuroscience, The University of St Andrews, Fife, Scotland
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8
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Leonard M, Maury J, Dickerson B, Gonzalez DE, Kendra J, Jenkins V, Nottingham K, Yoo C, Xing D, Ko J, Pradelles R, Faries M, Kephart W, Sowinski R, Rasmussen CJ, Kreider RB. Effects of Dietary Supplementation of a Microalgae Extract Containing Fucoxanthin Combined with Guarana on Cognitive Function and Gaming Performance. Nutrients 2023; 15:nu15081918. [PMID: 37111136 PMCID: PMC10142384 DOI: 10.3390/nu15081918] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2023] [Revised: 04/10/2023] [Accepted: 04/13/2023] [Indexed: 04/29/2023] Open
Abstract
BACKGROUND Esports competitive gaming requires selective visual attention, memory, quick judgment, and an ability to sustain psychomotor performance over time. Fucoxanthin is a carotenoid, found in specific microalgae varieties such as Phaeodactylum tricornutum (PT), that has been purported to possess nootropic and neuroprotective effects through its anti-inflammatory and antioxidant properties. This study evaluated whether acute and 30-day supplementation of an extract of PT from microalgae combined with guarana (a natural source of caffeine) affects cognitive function in gamers. MATERIALS AND METHODS In a double-blind, placebo-controlled manner, 61 experienced gamers (21.7 ± 4.1 years, 73 ± 13 kg) were randomly assigned to ingest a placebo (PL), a low-dose (LD) supplement containing 440 mg of PT extract including 1% fucoxanthin +500 mg of guarana containing 40-44 mg caffeine (MicroPhyt™, Microphyt, Baillargues, FR), or a high-dose (HD) supplement containing 880 mg of PT extract +500 mg of guarana for 30 days. At baseline, cognitive function tests were administered before supplementation, 15 min post-supplementation, and after 60 min of competitive gameplay with participants' most played video game. Participants continued supplementation for 30 days and then repeated pre-supplementation and post-gaming cognitive function tests. General linear model univariate analyses with repeated measures and changes from baseline with 95% confidence intervals were used to analyze data. RESULTS There was some evidence that acute and 30-day ingestion of the PT extract from microalgae with guarana improved reaction times, reasoning, learning, executive control, attention shifting (cognitive flexibility), and impulsiveness. While some effects were seen after acute ingestion, the greatest impact appeared after 30 days of supplementation, with some benefits seen in the LD and HD groups. Moreover, there was evidence that both doses of the PT extract from microalgae with guarana may support mood state after acute and 30-day supplementation. Registered clinical trial #NCT04851899.
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Affiliation(s)
- Megan Leonard
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Jonathan Maury
- Microphyt, Research & Development Department, 34670 Baillargues, France
| | - Broderick Dickerson
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Drew E Gonzalez
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Jacob Kendra
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Victoria Jenkins
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Kay Nottingham
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Choongsung Yoo
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Dante Xing
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Joungbo Ko
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Rémi Pradelles
- Microphyt, Research & Development Department, 34670 Baillargues, France
| | - Mark Faries
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
- Texas A&M AgriLife Extension, Texas A&M University, College Station, TX 77843, USA
| | - Wesley Kephart
- Department of Kinesiology, University of Wisconsin, Whitewater, WI 53190, USA
| | - Ryan Sowinski
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Christopher J Rasmussen
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Richard B Kreider
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
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The eSports Medicine: Pre-Participation Screening and Injuries Management-An Update. Sports (Basel) 2023; 11:sports11020034. [PMID: 36828319 PMCID: PMC9966106 DOI: 10.3390/sports11020034] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2022] [Revised: 01/30/2023] [Accepted: 01/30/2023] [Indexed: 02/04/2023] Open
Abstract
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide diffusion of games and online technologies. Even if there is still a debate about the definition and characterization of eSports, eAthletes train heavily, compete in tournaments, must abide by competition, association, and governing body rules, just like all other athletes. Furthermore, as in any other competitive discipline, there can be injuries. Aberrant sitting posture, repetitive movements, screen vision, prolonged playing hours, and a sedentary lifestyle can lead to several medical hazards in musculoskeletal, ophthalmology, neurological, and metabolic systems. Moreover, several cardiovascular changes occur in eAthletes. This paper aims to explore the different injuries that can occur in a professional eAthlete, suggesting how every high-level gamer could benefit from a pre-participation evaluation and a correct injury prevention strategy.
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Pluss MA, Novak AR, Bennett KJ, McBride I, Panchuk D, Coutts AJ, Fransen J. Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107421] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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Donovan I, Saul MA, DeSimone K, Listman JB, Mackey WE, Heeger DJ. Assessment of human expertise and movement kinematics in first-person shooter games. Front Hum Neurosci 2022; 16:979293. [PMID: 36523441 PMCID: PMC9744923 DOI: 10.3389/fnhum.2022.979293] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2022] [Accepted: 11/08/2022] [Indexed: 08/12/2023] Open
Abstract
In contrast to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a player's skill and ability. We assessed the performance of professional-level players in Aim LabTM, a first-person shooter training and assessment game, with two target-shooting tasks. These tasks differed primarily in target size: the task with large targets provided an incentive to be fast but imprecise and the task with large targets provided an incentive to be precise but slow. Each player's motor acuity was measured by characterizing the speed-accuracy trade-off in shot behavior: shot time (elapsed time for a player to shoot at a target) and shot spatial error (distance from center of a target). We also characterized the fine-grained kinematics of players' mouse movements. Our findings demonstrate that: 1) movement kinematics depended on task demands; 2) individual differences in motor acuity were significantly correlated with kinematics; and 3) performance, combined across the two target sizes, was poorly characterized by Fitts Law. Our approach to measuring motor acuity has widespread applications not only in esports assessment and training, but also in basic (motor psychophysics) and clinical (gamified rehabilitation) research.
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Affiliation(s)
- Ian Donovan
- Statespace Labs, Inc., New York, NY, United States
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12
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Valls-Serrano C, De Francisco C, Vélez-Coto M, Caracuel A. Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends. Front Hum Neurosci 2022; 16:933331. [PMID: 35937676 PMCID: PMC9351611 DOI: 10.3389/fnhum.2022.933331] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/30/2022] [Accepted: 06/24/2022] [Indexed: 11/16/2022] Open
Abstract
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.
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Affiliation(s)
| | | | - María Vélez-Coto
- Mind, Brain and Behavior Research Center, University of Granada, Granada, Spain
- Department of Methodology of Behavioral Sciences, University of Granada, Granada, Spain
| | - Alfonso Caracuel
- Mind, Brain and Behavior Research Center, University of Granada, Granada, Spain
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Effects of Inositol-Enhanced Bonded Arginine Silicate Ingestion on Cognitive and Executive Function in Gamers. Nutrients 2021; 13:nu13113758. [PMID: 34836014 PMCID: PMC8618773 DOI: 10.3390/nu13113758] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/06/2021] [Revised: 10/18/2021] [Accepted: 10/22/2021] [Indexed: 12/15/2022] Open
Abstract
Inositol stabilized arginine silicate (ASI) ingestion has been reported to increase nitric oxide levels while inositol (I) has been reported to enhance neurotransmission. The current study examined whether acute ASI + I (Inositol-enhanced bonded arginine silicate) ingestion affects cognitive function in e-sport gamers. In a double blind, randomized, placebo controlled, and crossover trial, 26 healthy male (n = 18) and female (n = 8) experienced gamers (23 ± 5 years, 171 ± 11 cm, 71.1 ± 14 kg, 20.7 ± 3.5 kg/m2) were randomly assigned to consume 1600 mg of ASI + I (nooLVL®, Nutrition 21) or 1600 mg of a maltodextrin placebo (PLA). Prior to testing, participants recorded their diet, refrained from consuming atypical amounts of stimulants and foods high in arginine and nitrates, and fasted for 8 h. During testing sessions, participants completed stimulant sensitivity questionnaires and performed cognitive function tests (i.e., Berg-Wisconsin Card Sorting task test, Go/No-Go test, Sternberg Task Test, Psychomotor Vigilance Task Test, Cambridge Brain Sciences Reasoning and Concentration test) and a light reaction test. Participants then ingested treatments in a randomized manner. Fifteen minutes following ingestion, participants repeated tests (Pre-Game). Participants then played their favorite video game for 1-h and repeated the battery of tests (Post-Game). Participants observed a 7–14-day washout period and then replicated the study with the alternative treatment. Data were analyzed by General Linear Model (GLM) univariate analyses with repeated measures using weight as a covariate, paired t-tests (not adjusted to weight), and mean changes from baseline with 95% Confidence Intervals (CI). Pairwise comparison revealed that there was a significant improvement in Sternberg Mean Present Reaction Time (ASI + I vs. PLA; p < 0.05). In Post-Game assessments, 4-letter Absent Reaction Time (p < 0.05), 6-letter Present Reaction Time (p < 0.01), 6-letter Absent Reaction Time (p < 0.01), Mean Present Reaction Time (p < 0.02), and Mean Absent Reaction Time (p < 0.03) were improved with ASI + I vs. PLA. There was a non-significant trend in Pre-Game Sternberg 4-letter Present Reaction time in ASI + I vs. PLA (p < 0.07). ASI + I ingestion better maintained changes in Go/No-Go Mean Accuracy and Reaction Time, Psychomotor Vigilance Task Reaction Time, and Cambridge Post-Game Visio-spatial Processing and Planning. Results provide evidence that ASI + I ingestion prior to playing video games may enhance some measures of short-term and working memory, reaction time, reasoning, and concentration in experienced gamers.
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14
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Smithies TD, Campbell MJ, Ramsbottom N, Toth AJ. A Random Forest approach to identify metrics that best predict match outcome and player ranking in the esport Rocket League. Sci Rep 2021; 11:19285. [PMID: 34588549 PMCID: PMC8481284 DOI: 10.1038/s41598-021-98879-9] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2021] [Accepted: 09/13/2021] [Indexed: 11/15/2022] Open
Abstract
Notational analysis is a popular tool for understanding what constitutes optimal performance in traditional sports. However, this approach has been seldom used in esports. The popular esport "Rocket League" is an ideal candidate for notational analysis due to the availability of an online repository containing data from millions of matches. The purpose of this study was to use Random Forest models to identify in-match metrics that predicted match outcome (performance indicators or "PIs") and/or in-game player rank (rank indicators or "RIs"). We evaluated match data from 21,588 Rocket League matches involving players from four different ranks. Upon identifying goal difference (GD) as a suitable outcome measure for Rocket League match performance, Random Forest models were used alongside accompanying variable importance methods to identify metrics that were PIs or RIs. We found shots taken, shots conceded, saves made, and time spent goalside of the ball to be the most important PIs, and time spent at supersonic speed, time spent on the ground, shots conceded and time spent goalside of the ball to be the most important RIs. This work is the first to use Random Forest learning algorithms to highlight the most critical PIs and RIs in a prominent esport.
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Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland.
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland.
| | - Mark J Campbell
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
| | - Niall Ramsbottom
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
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15
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Cretenoud AF, Barakat A, Milliet A, Choung OH, Bertamini M, Constantin C, Herzog MH. How do visual skills relate to action video game performance? J Vis 2021; 21:10. [PMID: 34269794 PMCID: PMC8297421 DOI: 10.1167/jov.21.7.10] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
It has been claimed that video gamers possess increased perceptual and cognitive skills compared to non-video gamers. Here, we examined to which extent gaming performance in CS:GO (Counter-Strike: Global Offensive) correlates with visual performance. We tested 94 players ranging from beginners to experts with a battery of visual paradigms, such as visual acuity and contrast detection. In addition, we assessed performance in specific gaming skills, such as shooting and tracking, and administered personality traits. All measures together explained about 70% of the variance of the players’ rank. In particular, regression models showed that a few visual abilities, such as visual acuity in the periphery and the susceptibility to the Honeycomb illusion, were strongly associated with the players’ rank. Although the causality of the effect remains unknown, our results show that high-rank players perform better in certain visual skills compared to low-rank players.
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Affiliation(s)
- Aline F Cretenoud
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,
| | - Arthur Barakat
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,Laboratory of Behavioral Genetics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,Logitech Europe S.A., Innovation Park EPFL, Lausanne, Switzerland.,
| | - Alain Milliet
- Logitech Europe S.A., Innovation Park EPFL, Lausanne, Switzerland.,
| | - Oh-Hyeon Choung
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,
| | - Marco Bertamini
- Department of Psychological Sciences, University of Liverpool, Liverpool, UK.,Department of General Psychology, University of Padova, Padova, Italy.,
| | | | - Michael H Herzog
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,
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16
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Smithies TD, Toth AJ, Dunican IC, Caldwell JA, Kowal M, Campbell MJ. The effect of sleep restriction on cognitive performance in elite cognitive performers: a systematic review. Sleep 2021; 44:zsab008. [PMID: 33438751 PMCID: PMC8271199 DOI: 10.1093/sleep/zsab008] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Revised: 12/09/2020] [Indexed: 01/08/2023] Open
Abstract
STUDY OBJECTIVES To synthesize original articles exploring the effects of sleep restriction on cognitive performance specifically for Elite Cognitive Performers, i.e. those who engage in cognitively demanding tasks with critical or safety-critical outcomes in their occupation or area of expertise. METHODS Backward snowballing techniques, gray literature searches, and traditional database searches (Embase, MEDLINE, Web of Science, Google Scholar, PSYCinfo, and SportDiscus) were used to obtain relevant articles. A quality assessment was performed, and the risk of training effects was considered. Results were narratively synthesized. Fourteen articles fit the criteria. Cognitive outcomes were divided into three categories defined by whether cognitive demands were "low-salience," "high-salience stable," or "high-salience flexible." RESULTS Low-salience tests (i.e. psychomotor vigilance tasks & serial reaction tests), mainly requiring vigilance and rudimentary attentional capacities, were sensitive to sleep restriction, however, this did not necessarily translate to significant performance deficits on low-salience occupation-specific task performance. High-salience cognitive outcomes were typically unaffected unless when cognitive flexibility was required. CONCLUSIONS Sleep restriction is of particular concern to occupations whereby individuals perform (1) simple, low-salience tasks or (2) high-salience tasks with demands on the flexible allocation of attention and working memory, with critical or safety-critical outcomes.
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Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
| | - Ian C Dunican
- Melius Consulting, Mount Hawthorn, Western Australia, Australia
- Centre for Sleep Science, School of Human Sciences, University of Western Australia, Crawley, Western Australia, Australia
| | | | - Magdalena Kowal
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
| | - Mark J Campbell
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
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17
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Toth AJ, Frank C, Putrino D, Campbell MJ. Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives. Front Psychol 2021; 12:686152. [PMID: 33967930 PMCID: PMC8100197 DOI: 10.3389/fpsyg.2021.686152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2021] [Accepted: 03/30/2021] [Indexed: 11/13/2022] Open
Affiliation(s)
- Adam J. Toth
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero, The Irish Software Research Centre, Limerick, Ireland
| | - Cornelia Frank
- Institute for Sport and Movement Sciences, University of Osnabrück, Osnabrück, Germany
| | - David Putrino
- Icahn School of Medicine, Mount Sinai Hospital, New York, NY, United States
| | - Mark J. Campbell
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero, The Irish Software Research Centre, Limerick, Ireland
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18
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Machado S, Travassos B, Teixeira DS, Rodrigues F, Cid L, Monteiro D. Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18073678. [PMID: 33916018 PMCID: PMC8037790 DOI: 10.3390/ijerph18073678] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/31/2021] [Revised: 03/27/2021] [Accepted: 03/29/2021] [Indexed: 11/16/2022]
Abstract
Competitive sports involve physical and cognitive skills. In traditional sports, there is a greater dependence on the development and performance of both motor and cognitive skills, unlike electronic sports (eSports), which depend much more on neurocognitive skills for success. However, little is known about neurocognitive functions and effective strategies designed to develop and optimize neurocognitive performance in eSports athletes. One such strategy is transcranial direct current stimulation (tDCS), characterized as a weak electric current applied on the scalp to induce prolonged changes in cortical excitability. Therefore, our objective is to propose anodal (a)-tDCS as a performance-enhancing tool for neurocognitive functions in eSports. In this manuscript, we discussed the neurocognitive processes that underlie exceptionally skilled performances in eSports and how tDCS could be used for acute modulation of these processes in eSports. Based on the results from tDCS studies in healthy people, professional athletes, and video game players, it seems that tDCS is applied over the left dorsolateral prefrontal cortex (DLPFC) as a potential performance-enhancing tool for neurocognition in eSports.
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Affiliation(s)
- Sergio Machado
- Laboratory of Physical Activity Neuroscience, Physical Activity Sciences Postgraduate Program, Salgado de Oliveira University, Niterói 24456-570, Brazil;
- Department of Sports Science, University of Beira Interior, 6201-001 Covilhã, Portugal;
- Laboratory of Physical Activity Neuroscience, Neurodiversity Institute, Queimados 26325-020, Brazil
| | - Bruno Travassos
- Department of Sports Science, University of Beira Interior, 6201-001 Covilhã, Portugal;
- Research Center in Sport, Health and Human Development (CIDESD), 5000-558 Vila Real, Portugal;
- Portugal Football School, Portuguese Football Federation, 1495-433 Cruz Quebrada, Portugal
| | - Diogo S. Teixeira
- Faculty of Physical Education and Sport, Lusófona University, 1749-024 Lisbon, Portugal;
- Research Center in Sport, Physical Education, and Exercise and Health (CIDEFES), (CIDEFES), 1749-024 Lisbon, Portugal
| | - Filipe Rodrigues
- Sport Science School of Rio Maior, ESDRM-IPSantarém, 2040-413 Rio Maio, Portugal;
- Life Quality Research Center (CIEQV), 2040-413 Rio Maior, Portugal
| | - Luis Cid
- Research Center in Sport, Health and Human Development (CIDESD), 5000-558 Vila Real, Portugal;
- Sport Science School of Rio Maior, ESDRM-IPSantarém, 2040-413 Rio Maio, Portugal;
| | - Diogo Monteiro
- Research Center in Sport, Health and Human Development (CIDESD), 5000-558 Vila Real, Portugal;
- ESECS, Polytechnic of Leiria, 2411-901 Leiria, Portugal
- Correspondence:
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19
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The Emergence of eSports Nutrition: A Review. CENTRAL EUROPEAN JOURNAL OF SPORT SCIENCES AND MEDICINE 2021. [DOI: 10.18276/cej.2021.1-08] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022] Open
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20
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Quarta E, Cohen EJ, Bravi R, Minciacchi D. Future Portrait of the Athletic Brain: Mechanistic Understanding of Human Sport Performance Via Animal Neurophysiology of Motor Behavior. Front Syst Neurosci 2020; 14:596200. [PMID: 33281568 PMCID: PMC7705174 DOI: 10.3389/fnsys.2020.596200] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2020] [Accepted: 10/19/2020] [Indexed: 11/24/2022] Open
Abstract
Sport performances are often showcases of skilled motor control. Efforts to understand the neural processes subserving such movements may teach us about general principles of behavior, similarly to how studies on neurological patients have guided early work in cognitive neuroscience. While investigations on non-human animal models offer valuable information on the neural dynamics of skilled motor control that is still difficult to obtain from humans, sport sciences have paid relatively little attention to these mechanisms. Similarly, knowledge emerging from the study of sport performance could inspire innovative experiments in animal neurophysiology, but the latter has been only partially applied. Here, we advocate that fostering interactions between these two seemingly distant fields, i.e., animal neurophysiology and sport sciences, may lead to mutual benefits. For instance, recording and manipulating the activity from neurons of behaving animals offer a unique viewpoint on the computations for motor control, with potentially untapped relevance for motor skills development in athletes. To stimulate such transdisciplinary dialog, in the present article, we also discuss steps for the reverse translation of sport sciences findings to animal models and the evaluation of comparability between animal models of a given sport and athletes. In the final section of the article, we envision that some approaches developed for animal neurophysiology could translate to sport sciences anytime soon (e.g., advanced tracking methods) or in the future (e.g., novel brain stimulation techniques) and could be used to monitor and manipulate motor skills, with implications for human performance extending well beyond sport.
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Affiliation(s)
| | | | | | - Diego Minciacchi
- Physiological Sciences Section, Department of Experimental and Clinical Medicine, University of Florence, Florence, Italy
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21
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Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sci 2020; 10:brainsci10110859. [PMID: 33203067 PMCID: PMC7696945 DOI: 10.3390/brainsci10110859] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Accepted: 11/10/2020] [Indexed: 12/14/2022] Open
Abstract
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.
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22
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Fiore R, Zampaglione D, Murazzi E, Bucchieri F, Cappello F, Fucarino A. The eSports conundrum: is the sports sciences community ready to face them? A perspective. J Sports Med Phys Fitness 2020; 60:1591-1602. [PMID: 32614154 DOI: 10.23736/s0022-4707.20.10892-2] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
The reality of eSports is something much more complex than individual users playing video games. There are several characteristics that eSports have in common with traditional sports: from the spirit of competition to the structural composition of the teams, including the increase in performance with training and practice, up to the injuries and physical and psychological stress of the athlete. The number of scientific papers interested in this reality is still relatively low, although in recent years there has been a significant increase in this regard. Probably the lack of knowledge of the world of eSports by inexperts can represent an initial obstacle in the approach to this environment. Therefore, an all-round analysis of the eSports industry is fundamental: including the figures that characterize them, the different eSports disciplines, the possible physical and mental consequences for athletes. Emphasizing the similarities between electronic and non-electronic sports is essential in order to make people, and the scientific community in particular, understand how they should be considered equal to the "traditional" vision of sports especially in the need for professional medical support. The number of professional and amateur eSports players increase every day as well as the birth of professional organizations and national teams while medical monitoring seems to have fallen behind. In the near future, we hope that the scientific community and in particular the medical disciplines will be able to closely support the world of eSports to guarantee the correct assistance to all professional and non-professional athletes. An increase in the number of scientific work and specific studies will certainly bring benefits in countering physical attrition, reducing the risk of injury, in psychological support to athletes and in the fight against doping reality.
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Affiliation(s)
- Roberto Fiore
- Medical Residency Program in Sport and Exercise Medicine, University of Palermo, Palermo, Italy
| | - Domenico Zampaglione
- Medical Residency Program in Sport and Exercise Medicine, University of Palermo, Palermo, Italy
| | - Eleonora Murazzi
- Medical Residency Program in Sport and Exercise Medicine, University of Palermo, Palermo, Italy
| | - Fabio Bucchieri
- Department of Biomedicine, Neuroscience and Advanced Diagnostic (Bi.N.D.), University of Palermo, Palermo, Italy
| | - Francesco Cappello
- Medical Residency Program in Sport and Exercise Medicine, University of Palermo, Palermo, Italy - .,Department of Biomedicine, Neuroscience and Advanced Diagnostic (Bi.N.D.), University of Palermo, Palermo, Italy
| | - Alberto Fucarino
- Department of Biomedicine, Neuroscience and Advanced Diagnostic (Bi.N.D.), University of Palermo, Palermo, Italy
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23
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Smithies TD, Toth AJ, Conroy E, Ramsbottom N, Kowal M, Campbell MJ. Life After Esports: A Grand Field Challenge. Front Psychol 2020; 11:883. [PMID: 32431652 PMCID: PMC7214923 DOI: 10.3389/fpsyg.2020.00883] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/12/2020] [Accepted: 04/09/2020] [Indexed: 12/02/2022] Open
Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Eoin Conroy
- Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Niall Ramsbottom
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Mark J Campbell
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
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24
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Poulus D, Coulter TJ, Trotter MG, Polman R. Stress and Coping in Esports and the Influence of Mental Toughness. Front Psychol 2020; 11:628. [PMID: 32390900 PMCID: PMC7191198 DOI: 10.3389/fpsyg.2020.00628] [Citation(s) in RCA: 34] [Impact Index Per Article: 8.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2019] [Accepted: 03/16/2020] [Indexed: 11/25/2022] Open
Abstract
This study explored stress and coping in electronic sports (esports) athletes and the influence of mental toughness (MT), as defined by two prominent conceptualizations: the 4/6Cs and Mental Toughness Index (MTI) frameworks. Participants were 316 esports athletes, ranked in the top 40% of one of five major esports: Defense of the Ancients 2, League of Legends (LoL), Counter Strike: Global Offensive, Overwatch and Rainbow Six: Siege. Participants completed the MTI, Mental Toughness Questionnaire 6 (MTQ6), Stress Appraisal Measure, and Brief COPE inventory. Results showed that MT (via both MT frameworks) was associated with perceived control, and MTQ6 subscales were associated with stress intensity. Mental toughness (both frameworks) was associated with the selection of more problem-focused and emotion-focused coping strategies and less avoidance coping strategies. The results indicate there is some overlap between the MT and stress-coping process in high-performing traditional sports and competitive esports athletes. These results suggest that esports athletes could benefit from sports psychology interventions designed for traditional sports athletes. Finally, the MTQ6 and MTI had low shared variance (20%), suggesting that the two questionnaires appear to measure different aspects of MT.
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Affiliation(s)
- Dylan Poulus
- School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Tristan J Coulter
- School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Michael G Trotter
- School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Remco Polman
- School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
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25
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Martin-Niedecken AL, Schättin A. Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Front Psychol 2020; 11:138. [PMID: 32140125 PMCID: PMC7042401 DOI: 10.3389/fpsyg.2020.00138] [Citation(s) in RCA: 25] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2019] [Accepted: 01/20/2020] [Indexed: 12/13/2022] Open
Abstract
The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch as eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific health management, including prevention of health issues and training of these functions. To contribute to this topic, we present in this mini review possible avenues for holistic training approaches for cognitively, physically and mentally fitter and more powerful eSports athletes based on interdisciplinary findings. We discuss exergames as a motivating and promising complementary training approach for eSports athletes, which simultaneously combines physical and cognitive stimulation and challenges in an attractive gaming environment. Furthermore, we propose exergames as innovative full-body eSports-tournament revolution. To conclude, exergames bring new approaches to (physical) eSports, which in turn raise new topics in the growing eSports research and development community.
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Affiliation(s)
| | - Alexandra Schättin
- Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland
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26
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Toth AJ, Kowal M, Campbell MJ. The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Front Psychol 2019; 10:2852. [PMID: 31920879 PMCID: PMC6932966 DOI: 10.3389/fpsyg.2019.02852] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/12/2019] [Accepted: 12/02/2019] [Indexed: 01/10/2023] Open
Abstract
This study set out for the first time to identify whether gamers of low, intermediate, and elite skill level in a prominent esports game, Counter-Strike: Global Offensive, demonstrated increasingly superior performance on a test of a specific cognitive skill (cognitive inhibition). Here we tested low, intermediate, and high ranked gamers and compared their performance on a color-word Stroop Task and also compared the performance of players in each gaming rank group to non-gamers. Contrary to our hypothesis, the Stroop Task did not differentiate significantly gamers of varying expertise. Although, we found that when considering both accuracy and response times, elite gamers performed significantly better than both intermediate and low ranked gamers on the simple choice reaction time condition and both elite and novice gamers performed significantly better than intermediate ranked gamers on the incongruent condition (a measure of cognitive inhibitory ability).
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Affiliation(s)
- Adam J Toth
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Mark J Campbell
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland.,Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
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