Mental Fatigue on Reaction Time and Game Performance in Esport Players
NCT ID: NCT06729060
Last Updated: 2025-09-16
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
45 participants
INTERVENTIONAL
2024-09-01
2025-06-01
Brief Summary
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Furthermore, it has been shown that playing sports-based video games or using social media also causes mental fatigue, negatively affecting decision-making and visuomotor skills (Fortes et al., 2020; Fortes et al., 2022; Fortes et al., 2023). Although the literature generally indicates that playing video games or using social media leads to mental fatigue, there are also studies suggesting otherwise. Ciocca and colleagues found that a 30-minute video-based tactical task did not cause mental fatigue and did not negatively affect physical or technical performance (Ciocca et al., 2022). For all these reasons, it is important to apply a structured fatigue protocol to ensure that the individual is genuinely mentally fatigued. Therefore, in our study, the 30-minute Stroop test will be used to induce mental fatigue, focusing on this gap in the literature.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
FACTORIAL
TREATMENT
DOUBLE
Study Groups
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Control Group
No interventions assigned to this group
Combination of Motor Imagery and Physical Performance Group
For 15 minutes you will physically eliminate targets by clicking on them in the Aim Lab Trainer (Physical Performance Part).
Then, on a screen divided into 60 squares, the target will appear and disappear in a random square for 5 seconds. At the same time, the metronome will give a warning sound at each new target. The stimulus will come every five seconds and each time the stimulus comes, the target will imagine that it has disappeared. In the next 5 seconds, the stimulus will come again in a different place and he will imagine that he has destroyed it again. In the first two weeks, this will happen for 60 stimuli with 5 second intervals.
(60target\*5sec=300sec \*3=900sec/60 =15 min). In the next 2 weeks, the interval will be reduced by 1 second and in the last two weeks it will not be reduced. But the duration will always be 15 minutes (Motor Imagery Part).
Combination of Motor Imagery and Physical Performance
For 15 minutes you will physically eliminate targets by clicking on them in the Aim Lab Trainer (Physical Performance Part).
Then, on a screen divided into 60 squares, the target will appear and disappear in a random square for 5 seconds. At the same time, the metronome will give a warning sound at each new target. The stimulus will come every five seconds and each time the stimulus comes, the target will imagine that it has disappeared. In the next 5 seconds, the stimulus will come again in a different place and he will imagine that he has destroyed it again. In the first two weeks, this will happen for 60 stimuli with 5 second intervals.
(60target\*5sec=300sec \*3=900sec/60 =15 min). In the next 2 weeks, the interval will be reduced by 1 second and in the last two weeks it will not be reduced. But the duration will always be 15 minutes (Motor Imagery Part).
Physical Performance Group
For 30 minutes, they will eliminate the Aim Lab Trainer test by clicking quickly and accurately with their dominant hands. The physical performance application to be applied both in this group and in the Motor Imagery and Physical Performance Combination Group is the same and will be applied in the same way for 8 weeks.
Physical Performance
For 30 minutes, they will eliminate the Aim Lab Trainer test by clicking quickly and accurately with their dominant hands. The physical performance practice to be applied both in this group and in the Motor Imagery and Physical Performance Combination Group is the same and will be applied in the same way for 8 weeks
Interventions
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Combination of Motor Imagery and Physical Performance
For 15 minutes you will physically eliminate targets by clicking on them in the Aim Lab Trainer (Physical Performance Part).
Then, on a screen divided into 60 squares, the target will appear and disappear in a random square for 5 seconds. At the same time, the metronome will give a warning sound at each new target. The stimulus will come every five seconds and each time the stimulus comes, the target will imagine that it has disappeared. In the next 5 seconds, the stimulus will come again in a different place and he will imagine that he has destroyed it again. In the first two weeks, this will happen for 60 stimuli with 5 second intervals.
(60target\*5sec=300sec \*3=900sec/60 =15 min). In the next 2 weeks, the interval will be reduced by 1 second and in the last two weeks it will not be reduced. But the duration will always be 15 minutes (Motor Imagery Part).
Physical Performance
For 30 minutes, they will eliminate the Aim Lab Trainer test by clicking quickly and accurately with their dominant hands. The physical performance practice to be applied both in this group and in the Motor Imagery and Physical Performance Combination Group is the same and will be applied in the same way for 8 weeks
Eligibility Criteria
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Inclusion Criteria
* Male gender: E-sportsmen are generally composed of men. In addition to the difficulty of reaching female e-sportsmen, female e-sportsmen will not be included since it is known that performance parameters evaluated in heterogeneous groups will lead to differences.
* Doing e-sports for at least 6 hours or more per week for at least 6 months.
Exclusion Criteria
* Having any neurological, visual or auditory impairment,
* Having undergone any upper extremity surgery,
* Those who meet the recruitment criteria but are unable to come to the laboratory Those who used any medication or performance-enhancing dietary supplement in the month before the study Exclusion from the Evaluation Day in the Study: Participants will be questioned verbally before the evaluation and participants who do not meet the criteria will not be evaluated that day. After 1 day, they will be re-evaluated.
* Taking medication known to have stimulant or sedative effects
* Consumption of alcohol at least 24 hours before
* Consuming caffeine at least 8 hours before Exclusion from Intervention Groups: Participants who violate these criteria during the intervention will be excluded from the study.
* Those who take part in the intervention groups and are absent 20% or more
* Changes in initial physical activity categories according to the results of the International Physical Activity Scale Short Form
18 Years
30 Years
MALE
Yes
Sponsors
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The Scientific and Technological Research Council of Turkey
OTHER
Bandırma Onyedi Eylül University
OTHER
Responsible Party
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Ozan Bahadır Turkmen
Research Assistant
Locations
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Bandırma Onyedi Eylül University Physical Therapy and Rehabilitation
Bandırma, Balıkesir, Turkey (Türkiye)
Countries
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Other Identifiers
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2024-18-28
Identifier Type: -
Identifier Source: org_study_id
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