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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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Goulart JB, Aitken LS, Siddiqui S, Cuevas M, Cardenas J, Beathard KM, Riechman SE. Nutrition, lifestyle, and cognitive performance in esport athletes. Front Nutr 2023; 10:1120303. [PMID: 37275641 PMCID: PMC10233150 DOI: 10.3389/fnut.2023.1120303] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/09/2022] [Accepted: 04/26/2023] [Indexed: 06/07/2023] Open
Abstract
Introduction Electronic sports, termed esports, is a growing athletic activity in which high levels of attention and cognitive performance are required. With its increasing popularity and competitiveness, interest in strategies to improve performance have emerged. Improving esports athlete performance, namely cognitive endurance, and resilience, may lie in nutritional or lifestyle factors. The Nutrition, Vision, and Cognition in Sport Studies (IONSport) investigated nutritional and behavioral factors that can influence cognition via 3-dimensional multiple objects tracking test (3DMOT) via Neurotracker X (NTx) software. The purpose of this study was to characterize the lifestyle of high level esports athletes with detailed nutrition, sleep, and physical activity assessments, and their association to gaming related cognitive performance. Methods 103 male and 16 elite female esports athletes aged 16 to 35 years old completed surveys, food records, and cognitive testing sessions over 10 days. Participants were instructed to maintain their normal dietary and lifestyle habits. Results There were positive significant associations between average NTx scores and the following nutrients: magnesium, phosphorous, potassium, sodium, zinc, selenium, thiamin, niacin, vitamins B6 and B12, folate, cholesterol, saturated, polyunsaturated, and monounsaturated fats, omega-6 and omega-3 fatty acids, and choline. Majority of participants did not meet recommended dietary allowances (RDAs) for these micronutrients nor the recommended intakes for dairy, fruit, and vegetables. There was a significant (p = 0.003) positive (r = 0.272) association between total vegetable intake and average NTx score. There was a significant negative association (p = 0.015) with our final sustain session, which measured cognitive resilience, and the Stanford Sleepiness Scale score. Repeated measures analysis was done with these groups over the 18 core NTx sessions. There were significant (p = 0.018) differences between the two groups with those who consumed the recommended amount of protein or more performing significantly better on NTx over the 18 sessions than those that did not consume enough protein. Those who consumed the recommended intakes for riboflavin, phosphorous, vitamin B12, and selenium performed significantly better over the 18 core NTx sessions than those that did not meet the recommended amounts. Discussion The need for a nutrition intervention that is rich in protein, vitamins, and minerals is warranted in this population.
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Affiliation(s)
- Jenna B. Goulart
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
- Department of Nutrition, Texas A&M University, College Station, TX, United States
| | - Logan S. Aitken
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
| | - Saman Siddiqui
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
| | - Marisa Cuevas
- Department of Nutrition, Texas A&M University, College Station, TX, United States
| | - Jacqueline Cardenas
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
| | - Karen M. Beathard
- Department of Nutrition, Texas A&M University, College Station, TX, United States
| | - Steven E. Riechman
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
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Kulecka M, Fraczek B, Balabas A, Czarnowski P, Zeber-Lubecka N, Zapala B, Baginska K, Glowienka M, Szot M, Skorko M, Kluska A, Piatkowska M, Mikula M, Ostrowski J. Characteristics of the gut microbiome in esports players compared with those in physical education students and professional athletes. Front Nutr 2023; 9:1092846. [PMID: 36726816 PMCID: PMC9884692 DOI: 10.3389/fnut.2022.1092846] [Citation(s) in RCA: 7] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2022] [Accepted: 12/30/2022] [Indexed: 01/18/2023] Open
Abstract
Introduction Esports is a category of competitive video games that, in many aspects, may be similar to traditional sports; however, the gut microbiota composition of players has not been yet studied. Materials and methods Here, we investigated the composition and function of the gut microbiota, as well as short chain fatty acids (SCFAs), and amino acids, in a group of 109 well-characterized Polish male esports players. The results were compared with two reference groups: 25 endurance athletes and 36 healthy students of physical education. DNA and metabolites isolated from fecal samples were analyzed using shotgun metagenomic sequencing and mass spectrometry, respectively. Physical activity and nutritional measures were evaluated by questionnaire. Results Although anthropometric, physical activity and nutritional measures differentiated esports players from students, there were no differences in bacterial diversity, the Bacteroidetes/Firmicutes ratio, the composition of enterotype clusters, metagenome functional content, or SCFA concentrations. However, there were significant differences between esports players and students with respect to nine bacterial species and nine amino acids. By contrast, all of the above-mentioned measures differentiated professional athletes from esports players and students, with 45 bacteria differentiating professional athletes from the former and 31 from the latter. The only species differentiating all three experimental groups was Parabacteroides distasonis, showing the lowest and highest abundance in esports players and athletes, respectively. Conclusion Our study confirms the marked impact of intense exercise training on gut microbial structure and function. Differences in lifestyle and dietary habits between esports players and physical education students appear to not have a major effect on the gut microbiota.
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Affiliation(s)
- Maria Kulecka
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland,Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Barbara Fraczek
- Department of Sports Medicine and Human Nutrition, Institute of Biomedical Sciences, University of Physical Education, Krakow, Poland
| | - Aneta Balabas
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Paweł Czarnowski
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland,Department of Biochemistry, Radioimmunology and Experimental Medicine, The Children's Memorial Health Institute, Warsaw, Poland
| | - Natalia Zeber-Lubecka
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland,Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Barbara Zapala
- Department of Clinical Biochemistry, Faculty of Medicine, Jagiellonian University Medical College, Krakow, Poland
| | - Katarzyna Baginska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Maria Glowienka
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Monika Szot
- Department of Sports Dietetics, Gdansk University of Physical Education and Sport, Gdansk, Poland
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences, Warsaw, Poland
| | - Anna Kluska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Magdalena Piatkowska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Michał Mikula
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Jerzy Ostrowski
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland,Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland,*Correspondence: Jerzy Ostrowski ✉
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Stamatis A, Garcia-Retortillo S, Morgan GB, Sanchez-Moreno A. Case report: Cortico-ocular interaction networks in NBA2K. FRONTIERS IN NETWORK PHYSIOLOGY 2023; 3:1151832. [PMID: 37113746 PMCID: PMC10126506 DOI: 10.3389/fnetp.2023.1151832] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/26/2023] [Accepted: 03/30/2023] [Indexed: 04/29/2023]
Abstract
The sport industry has never seen growth such as eSports'. Using synchronized monitoring of two biological processes on a 25-year-old gamer, we investigated how his brain (via EEG) and eyes (via pupil dilation) interacted dynamically over time as an integrated network during NBA2K playing time. After the spectral decomposition of the different Brain and Eye signals into seven frequency bands, we calculated the bivariate equal-time Pearson's cross-correlation between each pair of EEG/Eye spectral power time series. On average, our results show a reorganization of the cortico-muscular network across three sessions (e.g., new interactions, hemispheric asymmetry). These preliminary findings highlight the potential need for individualized, specific, adaptive, and periodized interventions and encourage the continuation of this line of research for the creation of general theories of networks in eSports gaming. Future studies should recruit larger samples, investigate different games, and explore cross-frequency coordination among other key organ systems.
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Affiliation(s)
- Andreas Stamatis
- Exercise and Nutrition Sciences, State University of New York, Plattsburgh, NY, United States
- *Correspondence: Andreas Stamatis,
| | | | - Grant B. Morgan
- Educational Psychology, Baylor University, Waco, TX, United States
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Anðelić B, Bianco A, Maksimović N, Todorović N, Drid P. A milestone in the era of esports: The Olympics through the lens of virtual reality. Front Psychol 2022; 13:990189. [PMID: 36389446 PMCID: PMC9664081 DOI: 10.3389/fpsyg.2022.990189] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2022] [Accepted: 10/10/2022] [Indexed: 01/24/2023] Open
Affiliation(s)
- Bogdan Anðelić
- Sport and Exercise Sciences Research Unit, University of Palermo, Palermo, Italy
| | - Antonino Bianco
- Sport and Exercise Sciences Research Unit, University of Palermo, Palermo, Italy
| | - Nemanja Maksimović
- Faculty of Sport and Physical Education, University of Novi Sad, Novi Sad, Serbia
| | - Nikola Todorović
- Faculty of Sport and Physical Education, University of Novi Sad, Novi Sad, Serbia
| | - Patrik Drid
- Faculty of Sport and Physical Education, University of Novi Sad, Novi Sad, Serbia,*Correspondence: Patrik Drid
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Smerdov A, Somov A, Burnaev E, Stepanov A. AI-enabled prediction of video game player performance using the data from heterogeneous sensors. MULTIMEDIA TOOLS AND APPLICATIONS 2022; 82:11021-11046. [PMID: 36035326 PMCID: PMC9395877 DOI: 10.1007/s11042-022-13464-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/08/2021] [Revised: 06/09/2022] [Accepted: 07/06/2022] [Indexed: 06/15/2023]
Abstract
The emerging progress of video gaming and eSports lacks the tools for ensuring high-quality analytics and training in professional and amateur eSports teams. We report on an Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game performance using exclusively the data from sensors. For this reason, we collected the physiological, environmental, and the smart chair data from professional and amateur players. The player performance is assessed from the game logs in a multiplayer game for each moment of time using a recurrent neural network. We have investigated an attention mechanism improves the generalization of the network and provides a straightforward feature importance as well. The best model achieves Area Under the Receiver Operating Characteristic Curve (ROC AUC) score 0.73 in predicting whether a player will perform better or worse in the next 240 seconds based on in-game metrics. The prediction of the performance of a particular player is realized although their data are not utilized in the training set. The proposed solution has a number of promising applications for professional eSports teams and amateur players, such as a learning tool or performance monitoring system.
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Affiliation(s)
- Anton Smerdov
- CDE, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Andrey Somov
- CDE, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Evgeny Burnaev
- CDE, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Anton Stepanov
- CDE, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
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Franks RR, King D, Bodine W, Chisari E, Heller A, Jamal F, Luksch J, Quinn K, Singh R, Solomon M. AOASM Position Statement on Esports, Active Video Gaming, and the Role of the Sports Medicine Physician. Clin J Sport Med 2022; 32:e221-e229. [PMID: 35470342 PMCID: PMC9042337 DOI: 10.1097/jsm.0000000000001034] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/27/2021] [Accepted: 12/20/2021] [Indexed: 02/02/2023]
Abstract
ABSTRACT Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in popularity, resulting in projected revenue of over $1 billion by the end of this past year. The global pandemic of 2020 had little to no effect on these increasing numbers because athletes have been able to continue to engage in sports because of its electronic nature and fans have been able to follow them virtually. Esports has been recognized as an organized sport by the International Olympic Committee, the US National Collegiate Athletic Association, and several secondary school athletic associations within the United States. In addition, professional teams have been established in several major cities within the United States, Canada, Europe, and Australia. With the growth of esports, the necessity of incorporating esports medicine into the practice of sports medicine physicians has become paramount. Esports can be played on a monitor or screen and played using physical activity in what has become known as active video gaming. Within both of these platforms, there have emerged certain conditions unique to esports. There are also certain conditions seen in other sports applicable to esports athletes. This document will review the evaluation of the esports athlete, introduce conditions unique to these athletes and review common conditions seen in esports, discuss diagnostics used in the evaluation of esports athletes, introduce treatment options for conditions unique to esports and review those for commonly seen injuries in esports, discuss prevention of injuries in esports, and introduce a framework for the future development of esports medicine that can be introduced into the daily practice of the sports medicine physician.
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Affiliation(s)
| | | | - Warren Bodine
- Greater Lawrence Family Health Center, Lawrence, Massachusetts
| | | | - Alan Heller
- Rothman Institute, Philadelphia, Pennsylvania
| | - Faraz Jamal
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
| | - John Luksch
- Rothman Institute, Philadelphia, Pennsylvania
| | - Kate Quinn
- Maine Medical Partners Orthopedics and Sports Medicine, Portland, Maine
| | - Raunak Singh
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
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Torre MM, Temprado JJ. Effects of Exergames on Brain and Cognition in Older Adults: A Review Based on a New Categorization of Combined Training Intervention. Front Aging Neurosci 2022; 14:859715. [PMID: 35431905 PMCID: PMC9009337 DOI: 10.3389/fnagi.2022.859715] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2022] [Accepted: 03/08/2022] [Indexed: 01/08/2023] Open
Abstract
The literature on exergames has reported inconsistent benefits on brain and cognitive functions. Moreover, it is still unknown whether they yield to equal or superior benefits as compared to other forms of physical exercise. However, until now, a review of exergaming literature was lacking, that would reverse the “product first” approach to replacing it with a “training first” approach that is, an analysis of the different studies based on a detailed description of the type of combined training interventions that was supported by the utilized exergames. In the present review, thanks to a structured framework build around seven interacting constructs (stimuli, settings, targets, markers, outcomes, moderators, and mechanisms), which collectively afford a global picture of the determining factors of exergames training, we aimed to determine whether and under which conditions exergames could be more effective than conventional training. Twenty three studies were finally selected for review and analyzed. We concluded that, in spite of their potential to improve brain and cognition, beneficial factors contributing to exergaming efficacy as well as its underlying mechanisms need to be investigated more systematically thanks to common experimental designs based on gold standards. We proposed some directions in this respect.
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Smith M, Sharpe B, Arumuham A, Birch P. Examining the Predictors of Mental Ill Health in Esport Competitors. Healthcare (Basel) 2022; 10:healthcare10040626. [PMID: 35455804 PMCID: PMC9027719 DOI: 10.3390/healthcare10040626] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 03/23/2022] [Accepted: 03/24/2022] [Indexed: 02/01/2023] Open
Abstract
Few research studies have examined the predictors of mental ill health in esports. This study addresses that gap by investigating stressors, sleep, burnout, social phobia anxiety and mental ill health in esport athletes. An online survey was disseminated to competitive student esport athletes (n = 313) residing in the UK. The survey included measures of stressors resulting from competing in esports, sleep quality, burnout, and social phobia, as well as outcome measures of mental ill health. Hierarchical regression analyses examined these relationships. All the hypotheses were supported, with stressors significantly predicting sleep quality, burnout, and social phobia anxiety, and stressors, sleep quality, burnout, and social phobia anxiety were all significant positive predictors of mental ill health. The strength of these predictions varied, for example, the daytime dysfunction subscale of sleep was a strong predictor of all outcome variables; two subscales of burnout, reduced sense of accomplishment and exhaustion significantly predicted each of the three mental ill health outcome variables, and two subscales of social phobia anxiety, fear and avoidance, significantly predicted mental ill health. Our study has important implications for player health in esports, highlighting interventions that could target specific aspects of stress, sleep, burnout, and social phobia anxiety to improve the mental health of those who compete in esports.
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Affiliation(s)
- Matthew Smith
- School of Sport, Health and Community, Faculty of Health and Wellbeing, University of Winchester, Winchester SO22 4NR, UK
- Correspondence:
| | - Benjamin Sharpe
- Institute of Education, Social and Life Sciences, University of Chichester, Chichester PO19 6PE, UK;
| | - Atheeshaan Arumuham
- Department of Psychosis Studies, Institute of Psychiatry, Psychology and Neuroscience, King’s College London, London SE5 8AF, UK;
| | - Phil Birch
- Institute of Sport, Nursing and Allied Health, University of Chichester, Chichester PO19 6PE, UK;
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Ketelhut S, Ketelhut RG, Kircher E, Röglin L, Hottenrott K, Martin-Niedecken AL, Ketelhut K. Gaming Instead of Training? Exergaming Induces High-Intensity Exercise Stimulus and Reduces Cardiovascular Reactivity to Cold Pressor Test. Front Cardiovasc Med 2022; 9:798149. [PMID: 35155627 PMCID: PMC8829013 DOI: 10.3389/fcvm.2022.798149] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2021] [Accepted: 01/06/2022] [Indexed: 11/13/2022] Open
Abstract
IntroductionThe present study assessed if an exercise session in an innovative exergame can modulate hemodynamic reactivity to a cold pressor test (CPT) to a similar extent as a typical moderate endurance training (ET). Furthermore, cardiorespiratory, and affective responses of an exergame session and an ET were compared.MethodsTwenty-seven healthy participants aged 25 ± 4 years (48% female; BMI 23.0 ± 2.1 kg/m2) participated in this cross-sectional study. All participants completed both an ET on a treadmill and training in the ExerCube (ECT). HR and oxygen consumption were recorded during both training sessions. Before and after both exercise sessions, the hemodynamic reactivity to a CPT was determined.ResultsDuring ECT, HR, oxygen consumption, energy expenditure, and the metabolic equivalent of the task were significantly higher than those obtained during ET (p < 0.001). With regard to the CPT, the participants showed significantly lower responses in peripheral systolic (p = 0.004) and diastolic blood pressure (p = 0.009) as well as central systolic (p = 0.002) and diastolic BP (P = 0.01) after ECT compared to ET. The same was true for pulse wave velocity (p = 0.039).ConclusionThe ECT induced a significantly higher exercise stimulus compared to the ET. At the same time, it attenuated hemodynamic stress reactivity. The ECT presents a relevant training stimulus that modulates cardiovascular reactivity to stress, which has been proven as a predictor for the development of hypertension.Trial RegistrationISRCTN registry, ISRCTN43067716, 14 April 2020, Trial number: 38154.
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Affiliation(s)
- Sascha Ketelhut
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, Halle (Saale), Germany
- *Correspondence: Sascha Ketelhut
| | | | - Eva Kircher
- Charité University Medicine Berlin, Virchow-Klinikum, Berlin, Germany
| | - Lisa Röglin
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, Halle (Saale), Germany
| | - Kuno Hottenrott
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, Halle (Saale), Germany
| | | | - Kerstin Ketelhut
- Faculty of Natural Science, MSB Medical School Berlin, Berlin, Germany
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Can Nutrients and Dietary Supplements Potentially Improve Cognitive Performance Also in Esports? Healthcare (Basel) 2022; 10:healthcare10020186. [PMID: 35206801 PMCID: PMC8872051 DOI: 10.3390/healthcare10020186] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2021] [Revised: 01/11/2022] [Accepted: 01/14/2022] [Indexed: 12/13/2022] Open
Abstract
Factors influencing brain function and cognitive performance can be critical to athletic performance of esports athletes. This review aims to discuss the potential beneficial effects of micronutrients, i.e., vitamins, minerals and biologically active substances on cognitive functions of e-athletes. Minerals (iodine, zinc, iron, magnesium) and vitamins (B vitamins, vitamins E, D, and C) are significant factors that positively influence cognitive functions. Prevention of deficiencies of the listed ingredients and regular examinations can support cognitive processes. The beneficial effects of caffeine, creatine, and probiotics have been documented so far. There are many plant products, herbal extracts, or phytonutrients that have been shown to affect precognitive activity, but more research is needed. Beetroot juice and nootropics can also be essential nutrients for cognitive performance. For the sake of players’ eyesight, it would be useful to use lutein, which, in addition to improving vision and protecting against eye diseases, can also affect cognitive functions. In supporting the physical and mental abilities of e-athletes the base is a well-balanced diet with adequate hydration. There is a lack of sufficient evidence that has investigated the relationship between dietary effects and improved performance in esports. Therefore, there is a need for randomized controlled trials involving esports players.
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Moen F, Vatn M, Olsen M, Haugan JA, Skalicka V. Sleep Characteristics in Esport Players and Associations With Game Performance: Residual Dynamic Structural Equation Modeling. Front Sports Act Living 2022; 3:697535. [PMID: 35098116 PMCID: PMC8794592 DOI: 10.3389/fspor.2021.697535] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2021] [Accepted: 12/20/2021] [Indexed: 11/13/2022] Open
Abstract
The current study aimed to examine sleep characteristics of esport players and the stipulated effects of game performance on consecutive sleep characteristics using residual dynamic structural equation modeling (RDSEM). A sample of 27 Counterstrike players with a mean age of 18½ years participated in the current study. Sleep was detected over a period of 56 days with a Somnofy sleep monitor that utilizes an impulse radio ultra-wideband puls radar and Dopler technology, and weekly game performance was reported by the players. The results showed that esport players' sleep characteristics were in the lower levels of recommended guidelines and that sleep onset started later and sleep offset ended later in the morning compared with athletes from other traditional sports. The esport players displayed stable patterns in sleep onset, sleep offset, time in bed, sleep efficiency and non-REM respiration rates per minute (NREM RPM). On the between-person level, esport players with better game performance spent more time sleeping (r = 0.55) and scored lower on NREM RPM (r = -0.44). Unstandardized within-person cross-lagged paths showed that better game performance predicted subsequent earlier sleep offset. The within-level standardized estimates of the cross-lagged paths revealed that participants with better game performance spent subsequently more time in deep sleep (0.20), less time in light sleep (-0.14), less time in bed (-0.16), and displayed lower NREM RPM (-0.21), earlier sleep offset (-0.21), and onset (-0.09). The findings of better game performance being related to better sleep are discussed in terms of existing knowledge on how stress responses elicitated by poor performance might impact on non-REM respiration rates and sleep.
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Affiliation(s)
- Frode Moen
- Department of Education and Lifelong Learning, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
- Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Centre for Elite Sports Research, Norwegian University of Science and Technology, Trondheim, Norway
| | - Marte Vatn
- Department of Sociology and Political Science, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
| | - Maja Olsen
- Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Centre for Elite Sports Research, Norwegian University of Science and Technology, Trondheim, Norway
| | - Jan Arvid Haugan
- Department of Education and Lifelong Learning, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
| | - Vera Skalicka
- Department of Psychology, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
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13
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Röglin L, Ketelhut S, Ketelhut K, Kircher E, Ketelhut RG, Martin-Niedecken AL, Hottenrott K, Stoll O. Adaptive High-Intensity Exergaming: The More Enjoyable Alternative to Conventional Training Approaches Despite Working Harder. Games Health J 2021; 10:400-407. [PMID: 34558966 DOI: 10.1089/g4h.2021.0014] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Objective: The purpose of this study was to assess psychological and physiological responses to an exergaming session in the ExerCube (EX) and compare them with the responses of a moderate endurance run (ER). Materials and Methods: Twenty-eight healthy adults (13 women) aged 24.8 ± 3.8 years took part in this study. The first test day, participants performed a graded exercise test on a treadmill to determine maximal heart rate (HR) and lactate levels. The following test days 2 and 3, the participants completed an EX session and an ER on a treadmill in a randomized counterbalanced order. HR, rate of perceived exertion (RPE), and lactate levels were assessed during both sessions. After the sessions, the participants completed the "Physical Activity Enjoyment Scale" and the "Flow Short Scale." Results: The analysis of variance revealed that enjoyment (P = 0.036), flow (P = 0.042), RPE (P = 0.005), as well as mean and peak HR (P < 0.001) during the EX session were significantly higher compared with the ER. Gender did not affect the differences between the two conditions for mean HR (P = 0.61), maximal HR (P = 0.122), RPE (P = 0.862), flow (P = 0.376) nor enjoyment (P = 0.867). During the EX session, the lactate levels of all participants exceeded the individual lactate threshold (LT). During the ER, lactate values remained below the LT. Conclusion: The ExerCube presents both a physiological relevant exercise stimulus and a joyful gaming experience. Despite the higher exercise intensity achieved during the EX session, enjoyment was significantly higher compared with the ER. Therefore, the EX can be a promising and appealing tool to facilitate physical activity. Trial registration: ISRCTN registry, ISRCTN43067716, April 14, 2020. Trial number: 38154.
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Affiliation(s)
- Lisa Röglin
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
| | - Sascha Ketelhut
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
| | | | - Eva Kircher
- Charité-Universitätsmedizin Berlin, Berlin, Germany
| | - Reinhard G Ketelhut
- Charité-Universitätsmedizin Berlin, Berlin, Germany.,Medical Center Berlin (MCB), Berlin, Germany
| | | | - Kuno Hottenrott
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
| | - Oliver Stoll
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
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14
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Ketelhut S, Martin-Niedecken AL, Zimmermann P, Nigg CR. Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon. Front Sports Act Living 2021; 3:693700. [PMID: 34604743 PMCID: PMC8481377 DOI: 10.3389/fspor.2021.693700] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Accepted: 08/23/2021] [Indexed: 12/29/2022] Open
Abstract
Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and positively influence it. Esports has an enormous potential for physical activity and health-promoting efforts, provides a context for broadly disseminating interventions, and offers new ways of gaining access to an often-neglected population. This paper presents: the potential of the esports phenomenon to promote physical activity, health, and well-being in gamers and esports players; the strategic and preventive solutions to ameliorate esports possible adverse health impacts; and the utilization of esports technology (streams, media platforms, exergames, etc.) as an innovative health promotion tool, especially reaching gamers and esports players with attractive and interactive interventions. This is to encourage systematic scientific research so that evidence-based guidelines and intervention strategies involving regular physical activity, healthy diet, and sleep hygiene for esports will be developed. The goal is to promote public health approaches that move toward a better integration of esports and gaming.
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Affiliation(s)
- Sascha Ketelhut
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
| | | | - Patrick Zimmermann
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
| | - Claudio R. Nigg
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
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15
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Martin-Niedecken AL, Schwarz T, Schättin A. Comparing the Impact of Heart Rate-Based In-Game Adaptations in an Exergame-Based Functional High-Intensity Interval Training on Training Intensity and Experience in Healthy Young Adults. Front Psychol 2021; 12:572877. [PMID: 34234705 PMCID: PMC8255375 DOI: 10.3389/fpsyg.2021.572877] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2020] [Accepted: 03/05/2021] [Indexed: 11/13/2022] Open
Abstract
Physical inactivity remains one of the biggest societal challenges of the 21st century. The gaming industry and the fitness sector have responded to this alarming fact with game-based or gamified training scenarios and thus established the promising trend of exergaming. Exergames—games played with the (whole) body as physical input—have been extolled as potential attractive and effective training tools. Simultaneously, researchers and designers are still exploring new approaches to exploit the full potential of this innovative and enjoyable training method. One way to boost the attractiveness and effectiveness of an exergame is to individualize it with game adaptations. A physiological parameter that is often used to balance the physical challenge and intensity of exergames to the player’s fitness skills is the heart rate (HR). Therefore, researchers and designers often rely on age-based, maximum HR (HRmax) formulas originating from performance diagnostics. In combination with the player’s assessed real-time HR during an exergame session, the pre-determined HRmax is used to adapt the game’s challenge to reach a pre-defined HR and physical intensity level (in-exergame adaptations), respectively. Although the validity and reliability of these age-based HRmax formulas were proven in heterogeneous target populations, their use is still often criticized as HR is an individual parameter that is affected by various internal and external factors. So far, no study has investigated whether the formula-based pre-calculated HRmax compared to a standardized individually pre-assessed HRmax elicits different training intensities, training experiences, and flow feelings in an exergame. Therefore, we compared both variants for in-exergame adaptation with the ExerCube – a functional high-intensity interval training exergame – in healthy young adults. Comparing the results of the two conditions, no significant differences were found for HR parameters and perceived physical and cognitive exertion, nor for overall flow feelings and physical activity enjoyment. Thus, the formula-based in-exergame adaptation approach was suitable in the presented study population, and the ExerCube provided an equally reliable in-exergame adaptation and comparable exergame play experiences. We discuss our findings in the context of related work on exergame adaptation approaches and draw out some implications for future adaptive exergame design and research topics.
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Affiliation(s)
| | - Tiziana Schwarz
- Motor Control and Learning, Institute of Human Movement Sciences and Sport, Department of Health Sciences and Technology, ETH Zürich, Zurich, Switzerland
| | - Alexandra Schättin
- Motor Control and Learning, Institute of Human Movement Sciences and Sport, Department of Health Sciences and Technology, ETH Zürich, Zurich, Switzerland
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16
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Temprado JJ. Can Exergames Be Improved to Better Enhance Behavioral Adaptability in Older Adults? An Ecological Dynamics Perspective. Front Aging Neurosci 2021; 13:670166. [PMID: 34122047 PMCID: PMC8193355 DOI: 10.3389/fnagi.2021.670166] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/20/2021] [Accepted: 04/20/2021] [Indexed: 11/13/2022] Open
Abstract
Finding effective training solutions to attenuate the alterations of behavior and cognition in the growing number of older adults is an important challenge for Science and Society. By offering 3D computer-simulated environments to combine perceptual-motor and cognitive exercise, exergames are promising in this respect. However, a careful analysis of meta-analytic reviews suggests that they failed to be more effective than conventional motor-cognitive training. We analyzed the reasons for this situation, and we proposed new directions to design new, conceptually grounded, exergames. Consistent with the evolutionary neuroscience approach, we contend that new solutions should better combine high level of metabolic activity with (neuro)muscular, physical, perceptual-motor, and cognitive stimulations. According to the Ecological Dynamics rationale, we assume that new exergames should act at the agent-environment scale to allow individuals to explore, discover, and adapt to immersive and informationally rich environments that should include cognitively challenging tasks, while being representative of daily living situations.
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Affiliation(s)
- Jean-Jacques Temprado
- Aix-Marseille Université & CNRS, ISM UMR 7287, Institut des Sciences du Mouvement, Marseille, France
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17
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The effects of competitive and interactive play on physiological state in professional esports players. Heliyon 2021; 7:e06844. [PMID: 33981898 PMCID: PMC8082546 DOI: 10.1016/j.heliyon.2021.e06844] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/07/2020] [Revised: 10/31/2020] [Accepted: 04/14/2021] [Indexed: 11/22/2022] Open
Abstract
In esports competitions, both motor skills used to manipulate an avatar and psychological skills are important to achieve optimal performance. Previous studies have investigated the role of psychological skill on computer game performance by observing the modulation of physiological state. However, how physiological state is modulated in esports athletes during an esports match is unclear. In this study, we examined two hypotheses to clarify the effects of competitive and interactive play on the physiological state of esports professionals: (1) the sympathetic nervous system of esports players is activated by competitive play and modulated by the game situation, and (2) the autonomic nervous system activities of players in dyads are synchronized positively/negatively by interpersonal interaction. We measured electrocardiograms (ECGs) in nine professional esports players while they played a fighting video game to investigate changes in physiological state. We compared ECGs collected in the resting state, while playing against a computer, and while playing against other players. We calculated the mean heart rate (HR), temporal pattern of HR, and correlation of temporal HR patterns of the pairs in the player-versus-player condition. The results showed that mean HR was elevated by the presence of a human opponent compared with a computer opponent, and an increase in mean HR was also observed in specific game situations (beginning of the match, toward the end of a game or match). These results suggest that the sympathetic nervous system in esports players is activated by competitive play and is modulated by the game situation. In addition, the temporal HR patterns in the opponent pairs were synchronized, suggesting that autonomic nervous system activity is synchronized in player dyads via interpersonal interaction during competitive play. Our results provide insight regarding the relationship between physiological state and psychological skill in esports professionals during esports competitions.
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18
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Ekdahl D, Ravn S. Social bodies in virtual worlds: Intercorporeality in Esports. PHENOMENOLOGY AND THE COGNITIVE SCIENCES 2021; 21:293-316. [PMID: 33935609 PMCID: PMC8075606 DOI: 10.1007/s11097-021-09734-1] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 03/01/2021] [Indexed: 06/12/2023]
Abstract
As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners' experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based esports practices Counter Strike: Global Offensive and League of Legends. Our analysis discloses how the practitioners' interactions essentially depend on intercorporeality - understood as a form of reciprocity of bodily intentionality between the players. This is an intercorporeality that is present throughout the players' performance, but which especially comes to the front when they engage in feinting. Acknowledging the intercorporeality integral to at least some esports practices helps fuzzying the sharp division between virtuality and embodied social understanding. Doing so highlights the fluidity of our embodied condition, and it raises interesting questions concerning the possibility of yet other forms of embodied sociality in a wider range of virtual formats in the world.
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Affiliation(s)
- David Ekdahl
- Department of Sports Science and Clinical Biomechanics (Research Unit: Movement, Culture and Society / MoCS), University of Southern Denmark, Campusvej 55, 5230 Odense M, Denmark
| | - Susanne Ravn
- Department of Sports Science and Clinical Biomechanics (Research Unit: Movement, Culture and Society / MoCS), University of Southern Denmark, Campusvej 55, 5230 Odense M, Denmark
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19
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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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20
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Šlosar L, de Bruin ED, Fontes EB, Plevnik M, Pisot R, Simunic B, Marusic U. Additional Exergames to Regular Tennis Training Improves Cognitive-Motor Functions of Children but May Temporarily Affect Tennis Technique: A Single-Blind Randomized Controlled Trial. Front Psychol 2021; 12:611382. [PMID: 33790833 PMCID: PMC8005621 DOI: 10.3389/fpsyg.2021.611382] [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: 09/29/2020] [Accepted: 02/23/2021] [Indexed: 12/23/2022] Open
Abstract
This study evaluated the effects of an exergame program (TennisVirtua-4, Playstation Kinect) combined with traditional tennis training on autonomic regulation, tennis technique, gross motor skills, clinical reaction time, and cognitive inhibitory control in children. Sixty-three children were randomized into four groups (1st - two exergame and two regular trainings sessions/week, 2nd - one exergame and one regular training sessions/week, 3rd - two regular trainings sessions/week, and 4th - one regular training session/week) and compared at baseline, 6-month immediately post intervention and at 1-year follow-up post intervention. At 6-month post intervention the combined exergame and regular training sessions revealed: higher breathing frequency, heart rate (all ps ≤ 0.001) and lower skin conductance levels (p = 0.001) during exergaming; additional benefits in the point of contact and kinetic chain elements of the tennis forehand and backhand technique (all ps ≤ 0.001); negative impact on the shot preparation and the follow-through elements (all ps ≤ 0.017); higher ball skills (as part of the gross motor skills) (p < 0.001); higher percentages of clinical reaction time improvement (1st -9.7% vs 3rd group -7.4% and 2nd -6.6% vs 4th group -4.4%, all ps ≤ 0.003) and cognitive inhibitory control improvement in both congruent (1st -20.5% vs 3rd group -18.4% and 2nd -11.5% vs 4th group -9.6%, all ps ≤ 0.05) and incongruent (1st group -19.1% vs 3rd group -12.5% and 2nd group -11.4% vs 4th group -6.5%, all ps ≤ 0.001) trials. The 1-year follow-up test showed no differences in the tennis technique, clinical reaction time and cognitive inhibitory control improvement between groups with the same number of trainings per week. The findings support exergaming as an additional training tool, aimed to improve important cognitive-motor tennis skills by adding dynamics to the standardized training process. Caution should be placed to planning this training, e.g., in a mesocycle, since exergaming might decrease the improvement of specific tennis technique parts of the trainees. (ClinicalTrials.gov; ID: NCT03946436).
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Affiliation(s)
- Luka Šlosar
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia
| | - Eling D de Bruin
- Institute of Human Movement Sciences and Sport, Department Health Sciences and Technology, ETH Zurich, Zurich, Switzerland.,Division of Physiotherapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institute, Stockholm, Sweden
| | - Eduardo Bodnariuc Fontes
- Research Group in Physical Activity, Cognition and Behavior, Federal University of Rio Grande do Norte, Natal, Brazil
| | - Matej Plevnik
- Department of Kinesiology, Faculty of Health Sciences, University of Primorska, Izola, Slovenia
| | - Rado Pisot
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia
| | - Bostjan Simunic
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia
| | - Uros Marusic
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia.,Department of Health Sciences, Alma Mater Europaea - ECM, Maribor, Slovenia
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21
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Lam ATW, Perera TP, Quirante KBA, Wilks A, Ionas AJ, Baxter GD. E-athletes’ lifestyle behaviors, physical activity habits, and overall health and wellbeing: a systematic review. PHYSICAL THERAPY REVIEWS 2020. [DOI: 10.1080/10833196.2020.1843352] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Affiliation(s)
- Athena T. W. Lam
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
| | | | | | - Antonia Wilks
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
| | - Abbie J. Ionas
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
| | - G. David Baxter
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
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22
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Zhuang W, Yin K, Zi Y, Liu Y. Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players. Brain Sci 2020; 10:brainsci10070454. [PMID: 32679797 PMCID: PMC7407750 DOI: 10.3390/brainsci10070454] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2020] [Revised: 07/10/2020] [Accepted: 07/12/2020] [Indexed: 11/16/2022] Open
Abstract
During the last two decades, esports, a highly competitive sporting activity, has gained increasing popularity. Both performance and competition in esports require players to have fine motor skills and physical and cognitive abilities in controlling and manipulating digital activities in a virtual environment. While strategies for building and improving skills and abilities are crucial for successful gaming performance, few effective training approaches exist in the fast-growing area of competitive esports. In this paper, we describe a non-invasive brain stimulation (NIBS) approach and highlight the relevance and potential areas for research while being cognizant of various technical, safety, and ethical issues related to NIBS when applied to esports.
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Affiliation(s)
| | | | | | - Yu Liu
- Correspondence: ; Tel.: +86-21-65507860
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23
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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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