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临床试验/NCT05317104
NCT05317104已完成不适用

The Effect of Aerobic Exercise Training in Collegiate eSport Team Players on Reaction Time and Cognitive Functions- A Randomized, Single Blind, Controlled Trial

Bahçeşehir University2 个研究点 分布在 1 个国家目标入组 26 人开始时间: 2022年4月10日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
26
试验地点
2
主要终点
Reaction Time

研究概览

简要总结

E-sports, which is called video games that are played in a competitive and organized way in a virtual environment, individually or in like teams, continues to increase its popularity by reaching individuals of all ages with the acceleration it has gained to worldwide.

The major keys to performance in e-sports, which include games in many different categories; tactical and cognitive abilities that depend on executive functions such as attention, perception, memory, and multitasking. It also requires play skills that include fluent and coordinated movements, such as hand-eye coordination. Therefore, the reaction time among the players plays a decisive role in the performance.

The sedentary life-induced physical, mental and spiritual health of the e-sports player who is in front of the screen for a long time is negatively affected, and it is seen that the accuracy in the executive functions of the athlete decreases and results in impulsivity. Physical activity can be considered as a good opportunity for performance, as physical, cognitive and spiritual improvements will contribute positively to the performance of the athlete. Aerobic exercise, which is widely performed today for physical activity, has positive effects on both physical, cognitive and psychosocial aspects.

This study was designed as a randomized controlled, single-blind, prospective study to examine the effect of aerobic exercise training on reaction time, neuropsychological parameters and mood in e-sports players playing in university e-sports team.

详细描述

E-sports, which are called video games that are played in a competitive and organized manner in a virtual environment, individually or in teams, in line with a certain goal, are taking place today based on the principle of directing virtual avatars. Following the increase in personal computer use, it continues to increase its popularity by reaching individuals of all ages, while gaining a worldwide popularity with players predominantly consisting of younger population.

The major keys to performance in e-sports, which include games in many different categories; Tactical and cognitive abilities that depend on executive functions such as attention, perception, memory, and multitasking. It also requires play skills that include fluent and coordinated movements, such as hand-eye coordination. Therefore, the reaction time among the players plays a decisive role in the performance.

Since the e-sports player, whose average career years are known to be short, will regularly train 5.5-10 hours a day in order to continue with maximum performance and improve their skills, many of the players earn a sedentary life by not participating in any physical activity. Although the increase in the time spent in front of the screen brings success, physical and mental health due to the sedentary life gained is negatively affected, and it is seen that the accuracy in executive functions decreases and results in impulsivity as it is continued without rest. In addition to these, it will be possible to say the presence of depression and anxiety.

According to the guidelines published by the World Health Organization, it has been observed that individuals aged 18-64 are recommended at least 150-300 minutes of moderate-intensity aerobic activities per week or at least 75-150 minutes of vigorous aerobic activities.

Physical activity can be considered as a good opportunity for performance, since the physical-cognitive system that works smoothly in e-sports players will contribute positively to the performance of the athlete. Since physical activity also contributes to mental healing, it is thought that the athlete's chance of success will be higher by causing a positive effect on the performance of the player.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Supportive Care
盲法
Triple (Participant, Investigator, Outcomes Assessor)

盲法说明

All outcomes and measurements are done by a blinded assessor.

入排标准

年龄范围
18 Years 至 25 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • Be between the ages of 18-25
  • Playing e-sports for at least 1 year
  • Training at least 2 hours per a day
  • Playing one of the types of games played using a computer
  • Playing on a university esports team
  • Volunteer

排除标准

  • Being diagnosed with any neurological, psychiatric, cardiopulmonary, rheumatological, orthopedic and oncological disease
  • Having a history of injuries involving the musculoskeletal system
  • Having a congenital/acquired mental or physical disability that prevents participation in the study
  • Using sleeping pills due to the sleep problem experienced
  • Playing games with devices such as mobile phones, consoles
  • Failure to complete exercise capacity measurement

结局指标

主要结局

Reaction Time

时间窗: Begining of the study, 6 weeks after the baseline

Reaction Time: Reaction time; 3 separate tests, visual, auditory and audio-visual, will be evaluated with a computer-aided Microgate-Optojump measuring device. Evaluation; using a fixed chair, the athlete's feet should be made in full contact position on the floor.

次要结局

  • Corsi Block Task(Begining of the study, 6 weeks after the baseline)
  • 20 Meter Shuttle Run Test:(Begining of the study, 6 weeks after the baseline)
  • Digit Span Test(Begining of the study, 6 weeks after the baseline)
  • Beck Anxiety Inventory(Begining of the study, 6 weeks after the baseline)
  • Stroop Test(Begining of the study, 6 weeks after the baseline)
  • Wisconsin Card Sorting Test(Begining of the study, 6 weeks after the baseline)
  • Fitts Law Test:(Begining of the study, 6 weeks after the baseline)
  • Beck Depression Inventory(Begining of the study, 6 weeks after the baseline)

研究者

发起方
Bahçeşehir University
申办方类型
Other
责任方
Principal Investigator
主要研究者

Pelin Pişirici

Assistant Professor, PT

Bahçeşehir University

研究点 (2)

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