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Jiao F, Zhuang J, Nitsche MA, Lin Z, Ma Y, Liu Y. Application of transcranial alternating current stimulation to improve eSports-related cognitive performance. Front Neurosci 2024; 18:1308370. [PMID: 38476869 PMCID: PMC10927847 DOI: 10.3389/fnins.2024.1308370] [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: 10/06/2023] [Accepted: 02/08/2024] [Indexed: 03/14/2024] Open
Abstract
Introduction Electronic Sports (eSports) is a popular and still emerging sport. Multiplayer Online Battle Arena (MOBA) and First/Third Person Shooting Games (FPS/TPS) require excellent visual attention abilities. Visual attention involves specific frontal and parietal areas, and is associated with alpha coherence. Transcranial alternating current stimulation (tACS) is a principally suitable tool to improve cognitive functions by modulation of regional oscillatory cortical networks that alters regional and larger network connectivity. Methods In this single-blinded crossover study, 27 healthy college students were recruited and exposed to 10 Hz tACS of the right frontoparietal network. Subjects conducted a Visual Spatial Attention Distraction task in three phases: T0 (pre-stimulation), T1 (during stimulation), T2 (after-stimulation), and an eSports performance task which contained three games ("Exact Aiming," "Flick Aiming," "Press Reaction") before and after stimulation. Results The results showed performance improvements in the "Exact Aiming" task and hint for a prevention of reaction time performance decline in the "Press Reaction" task in the real, as compared to the sham stimulation group. We also found a significant decrease of reaction time in the visual spatial attention distraction task at T1 compared to T0 in the real, but not sham intervention group. However, accuracy and inverse efficiency scores (IES) did not differ between intervention groups in this task. Discussion These results suggest that 10 Hz tACS over the right frontal and parietal cortex might improve eSports-related skill performance in specific tasks, and also improve visual attention in healthy students during stimulation. This tACS protocol is a potential tool to modulate neurocognitive performance involving tracking targets, and might be a foundation for the development of a new concept to enhance eSports performance. This will require however proof in real life scenarios, as well optimization.
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Affiliation(s)
- Fujia Jiao
- Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai, China
- Department Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
| | - Jie Zhuang
- School of Psychology, Shanghai University of Sport, Shanghai, China
| | - Michael A. Nitsche
- Department Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
- University Hospital OWL, Protestant Hospital of Bethel Foundation, University Clinic of Psychiatry and Psychotherapy and University Clinic of Child and Adolescent Psychiatry and Psychotherapy, Bielefeld University, Bielefeld, Germany
- German Center for Mental Health (DZPG), Bochum, Germany
| | - Zhenggen Lin
- Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai, China
| | - Yuanbo Ma
- Department Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
- Department of Psychology, Ruhr University Bochum, Bochum, Germany
| | - Yu Liu
- Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai, China
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Ribeiro FJ, Teixeira R, Poínhos R. Dietary Habits and Gaming Behaviors of Portuguese and Brazilian Esports Players. Nutrients 2023; 15:4200. [PMID: 37836483 PMCID: PMC10574580 DOI: 10.3390/nu15194200] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2023] [Revised: 09/24/2023] [Accepted: 09/26/2023] [Indexed: 10/15/2023] Open
Abstract
As the esports industry grows, marketing campaigns for fast food, soft drinks, alcoholic and energy drinks, and dietary supplements at related events intensify. Portuguese and Brazilian esports players' dietary patterns remain unexplored. This study aimed to characterize the dietary and gaming habits of esports players. We applied an anonymous, open online survey to a convenience sample of esports players that included the PREDIMED and the Internet Gaming Disorder Scale. The survey was shared through email and social media platforms, including Facebook, Twitter, Instagram, Discord, WhatsApp, and Twitch. The sample (n = 579) was predominantly male (91.4%), averaged 26.1 (SD = 7.0) years, and 25.9 (SD = 5.5) kg/m2. Most reported a weak (53.7%) adherence to the Mediterranean diet. Almost a third (32.3%) consumed dietary supplements. Our sample presented a low adhesion to the Mediterranean dietary pattern, low consumption of fruit and vegetables, and high consumption of fast food, red and processed meat, soft drinks, and dietary supplements, including caffeine-based supplements. Dietary supplement consumption was related to a higher adhesion to the Mediterranean diet, and a higher level of professionalization and internet gaming disorder correlated with a lower adhesion. In conclusion, we infer that Portuguese and Brazilian esports players follow an unbalanced diet.
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Affiliation(s)
- Fernando J. Ribeiro
- Faculty of Nutrition and Food Science, University of Porto (FCNAUP), Rua do Campo Alegre, 823, 4150-180 Porto, Portugal; (R.T.); (R.P.)
- Faculty of Sciences, University of Porto (FCUP), Rua do Campo Alegre, 1021, 4169-007 Porto, Portugal
| | - Raquel Teixeira
- Faculty of Nutrition and Food Science, University of Porto (FCNAUP), Rua do Campo Alegre, 823, 4150-180 Porto, Portugal; (R.T.); (R.P.)
| | - Rui Poínhos
- Faculty of Nutrition and Food Science, University of Porto (FCNAUP), Rua do Campo Alegre, 823, 4150-180 Porto, Portugal; (R.T.); (R.P.)
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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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Seffah KD, Salib K, Dardari L, Taha M, Dahat P, Toriola S, Satnarine T, Zohara Z, Adelekun A, Ahmed A, Gutlapalli SD, Patel D, Khan S. Health Benefits of Esports: A Systematic Review Comparing the Cardiovascular and Mental Health Impacts of Esports. Cureus 2023; 15:e40705. [PMID: 37485153 PMCID: PMC10361539 DOI: 10.7759/cureus.40705] [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: 05/11/2023] [Accepted: 06/20/2023] [Indexed: 07/25/2023] Open
Abstract
Sports all over the world are celebrated and embraced as an indicator of triumph of youth and the human experience. Esports have increasingly come to be associated with an industry likened to traditional sports. Professional gamers who continuously define new standards in the areas of gaming, entertainment, and esports have emerged. This systematic review sought to find out the extent to which these virtual sports affect cardiovascular and mental health, both positively and negatively, and if this is comparable to traditional sports to any degree. Using the Preferred Reporting Items for Systematic Reviews and Meta-analyses, we reviewed journals and full-text articles that addressed the topic with keywords, such as esports, cardiovascular, mental health, gaming, and virtual reality. Six articles were selected after quality assessment. In summary, rehabilitative medicine currently benefits the most from this entertainment platform, with comparable findings in the positive and negative effects on mental health. Cardiovascular health appears to benefit from esports, with an increase in physical activity with use, but is not at the level of replacing traditional sports. Unlike as seen with traditional sports, addiction to gaming appears to be a steadily emerging issue that mental health practitioners will, in the not-so-distant future, have to lay ground rules for if esports are to be incorporated in everyday affairs.
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Affiliation(s)
- Kofi D Seffah
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
- Internal Medicine, Piedmont Athens Regional Medical Center, Athens, USA
| | - Korlos Salib
- General Practice, El Demerdash Hospital, Cairo, EGY
| | - Lana Dardari
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Maher Taha
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Purva Dahat
- Medicine, St. Martinus University Faculty of Medicine, Willemstad, CUW
| | - Stacy Toriola
- Pathology, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Travis Satnarine
- Pediatrics, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Zareen Zohara
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Ademiniyi Adelekun
- Family Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Areeg Ahmed
- Internal Medicine, California Institute of Neuroscience, Thousand Oaks, USA
| | - Sai Dheeraj Gutlapalli
- Internal Medicine, Richmond University Medical Center Affiliated with Mount Sinai Health System and Icahn School of Medicine at Mount Sinai, New York, USA
- Internal Medicine Clinical Research, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Deepkumar Patel
- Family Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Safeera Khan
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
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Hong HJ, Wilkinson G, Rocha CM. The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players. J Gambl Stud 2023; 39:323-338. [PMID: 35639273 PMCID: PMC9981496 DOI: 10.1007/s10899-022-10132-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/01/2022] [Indexed: 10/18/2022]
Abstract
This article aims to understand the relationship between basic needs satisfaction, self-determined motivation, and burnout in esports players. To achieve this, we investigate three research hypotheses: (1) The three dimensions of basic needs satisfaction have a positive effect on the self-determined motivation of esports players, (2) The self-determined motivation of esports players has a negative effect on their burnout, and (3) All three dimensions of basic needs satisfaction affect esports player's burnout, indirectly via self-determined motivation. Data were collected through an online questionnaire (n = 608) administered to Korean esports players who play online games as a leisure activity. Results indicate that player competence has a negative relationship with self-determined motivation, suggesting that Korean players do not associate increased levels of competence with their intrinsic motivation. The results show that intrinsic motivation is negatively associated with burnout, particularly exhaustion and reduced sense of accomplishment. It should be noted that Korean players' high level of competence can result in reduced levels of self-determined motivation, which can lead them to burnout. This should be addressed by the industry, practitioners, and researchers considering the cultural context and the relationship between the factors, which will contribute to the sustainable growth and prosperity of the esports.
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Affiliation(s)
- Hee Jung Hong
- Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA, Scotland, UK.
| | - Guy Wilkinson
- grid.11918.300000 0001 2248 4331Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA Scotland, UK
| | - Claudio M. Rocha
- grid.11918.300000 0001 2248 4331Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA Scotland, UK
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