The Effect of Aerobic Exercise Training on Collegiate eSport Team Players
NCT ID: NCT05317104
Last Updated: 2022-09-27
Study Results
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Basic Information
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COMPLETED
NA
26 participants
INTERVENTIONAL
2022-04-10
2022-09-25
Brief Summary
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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.
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Detailed Description
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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.
Aerobic exercise, known as activities in which the major muscle groups of the body are moved rhythmically for a continuous period of time, increase synaptic plasticity, while aerobic exercise is known to improve attention and affect reaction times in direct proportion to attention. Positive effects of aerobic exercise are observed in psychosocial aspects as well as in cognitive development.
Reaction time; 3 separate tests, visual, auditory and audio-visual, will be evaluated with computer aided Microgate-Optojump Next measuring device. Neuropsychological evaluation; short-term memory, attention, information processing speed, and problem-solving skills will be evaluated with Corsi Block Task, Stroop Test, Wisconsin Card Sorting Test, Fitts Law Test and Digit Span Test. Mood evaluation will be done with Beck Depression Inventory and Beck Anxiety Inventory. Before people are included in the exercise training protocol, knowing the person's maximum exercise capacity will determine an effective program and the person/situation where we need to end the exercise, so aerobic exercise capacity will be done with the '20 Meter Shuttle Run Test', which is a maximal field test.
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.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
TRIPLE
Study Groups
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Aerobic Exercise Group
Intervention group will be included in a program consisting of warm-up, loading and cool-down periods. Maximum Heart Rate (MHR) method will be used to determine the intensity of aerobic exercise training. Since moderate aerobic exercise training was aimed, exercise training will be given in 55-74% of MHRs. Exercise training will be started at mild-moderate intensity. Afterwards, within the limits that the person can tolerate and does not cause complications, with 5-10 minute increments every 1-2 weeks, the person will progress without muscle pain, injury, respiratory distress or fatigue due to overload. Polar H9 Heart Rate Sensor, which will be worn on the chest, will be used to monitor heart rate during exercise training.
Aerobic exercise training will be given in accordance with the procedures determined on the treadmill in the laboratory environment, with a program consisting of 6-week.
Aerobic exercise
For 6 weeks, 3 times a week, aerobic exercise will be performed with a treadmill at 55-74% of the maximal heart rate.
Control Group
No intervention will be made other than evaluations. However, in order for the participants in this group to achieve the same health gains, they will remain under follow-up and control to apply the same aerobic exercise training program after the study is completed.
No interventions assigned to this group
Interventions
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Aerobic exercise
For 6 weeks, 3 times a week, aerobic exercise will be performed with a treadmill at 55-74% of the maximal heart rate.
Eligibility Criteria
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Inclusion Criteria
* 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
Exclusion Criteria
* 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
18 Years
25 Years
ALL
Yes
Sponsors
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Bahçeşehir University
OTHER
Responsible Party
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Pelin Pişirici
Assistant Professor, PT
Principal Investigators
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Beyza Çoban, PT
Role: PRINCIPAL_INVESTIGATOR
Bahçeşehir University, Graduate Education Institute, Physical Therapy and Rehabilitation
Sena Vargel, PhD (c), PT
Role: STUDY_CHAIR
Bahçeşehir University, Health Sciences Faculty, Physiotherapy and Rehabilitation
Selen Gür Özmen, MD, Associate Prof.
Role: STUDY_CHAIR
Bahçeşehir University, Health Sciences Faculty, Physiotherapy and Rehabilitation
Pelin Pişirici, PhD, PT
Role: STUDY_DIRECTOR
Bahçeşehir University, Health Sciences Faculty, Physiotherapy and Rehabilitation
Locations
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Bahcesehir University
Istanbul, Besiktas, Turkey (Türkiye)
Countries
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Other Identifiers
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Esport-05/03/2022
Identifier Type: -
Identifier Source: org_study_id
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