Andre Thomas L, Walsh Shana M, ValladÃo Silvio, Cox Damon
Department of Health, Exercise Science, and Recreation Management, University of Mississippi, Oxford, MS, USA.
School of Education, Peru State College, Peru, NE, USA.
Int J Exerc Sci. 2020 Sep 1;13(6):1418-1429. doi: 10.70252/KNEB6696. eCollection 2020.
Competitive esports has grown rapidly across the globe justifying a need to quantify the physiological stress response to this environment. The purpose of this study was to describe the physiological and perceptual responses in a live collegiate esports tournament. Male members of the University of Mississippi Esports team ( = 14; age = 19.8 ± 1.0 years; BMI = 24.1 ± 5.5) completed the study during the esports Egg Bowl. Heart rate (HR) and heart rate variability (HrV) were collected pre-, during, and post-competition. Rating of perceived exertion for the session (S-RPE) and mental fatigue were collected post competition. Mean HR during competition were significantly elevated compared to mean pre- and post- (131.4 ± 19.0 bpm vs. 97.1 ± 19.9 bpm and 101.9 ± 17.4 bpm; = 0.000) and peak HR during competition were significantly elevated compared to peak pre- and post-(188.1 ± 32.9 bpm vs. 119.6 ± 20.1 bpm and 119.9 ± 16.3 bpm; = 0.000). R-R intervals were significantly lower in-competition (465.71 ± 68.99) compared to pre- (643.64 ± 138.54) or post- competition (616.07 ± 109.98; = .000). No significant differences were found in rMSSD, (ln) rMSSD, SDNN, or NN50 across the three measurements. LF was lower post- competition than pre-competition ( = 0.278). Participants indicated moderate mental fatigue (3.7 ± 1.2; on a scale of 1-7). These findings demonstrate competing in esports causes a physiological stress response. Given the elevated HR, further understanding of the chronic physiological stress to competitive esports is warranted.
竞技电子竞技在全球范围内迅速发展,这证明有必要对这种环境下的生理应激反应进行量化。本研究的目的是描述在一场现场大学电子竞技比赛中的生理和感知反应。密西西比大学电子竞技团队的男性成员(n = 14;年龄 = 19.8 ± 1.0岁;BMI = 24.1 ± 5.5)在电子竞技“蛋杯赛”期间完成了该研究。在比赛前、比赛期间和比赛后收集心率(HR)和心率变异性(HrV)。在比赛后收集该时段的主观用力程度评分(S-RPE)和精神疲劳情况。比赛期间的平均心率与比赛前和比赛后的平均值相比显著升高(131.4 ± 19.0次/分钟 vs. 97.1 ± 19.9次/分钟和101.9 ± 17.4次/分钟;p = 0.000),比赛期间的心率峰值与比赛前和比赛后的峰值相比也显著升高(188.1 ± 32.9次/分钟 vs. 119.6 ± 20.1次/分钟和119.9 ± 16.3次/分钟;p = 0.000)。比赛期间的R-R间期(465.71 ± 68.99)与比赛前(643.64 ± 138.54)或比赛后(616.07 ± 109.98)相比显著更低(p = 0.000)。在三次测量中,rMSSD、(ln)rMSSD、SDNN或NN50均未发现显著差异。低频功率(LF)在比赛后低于比赛前(p = 0.278)。参与者表示有中度精神疲劳(3.7 ± 1.2;范围为1 - 7)。这些发现表明参与电子竞技比赛会引起生理应激反应。鉴于心率升高,有必要进一步了解竞技电子竞技带来的慢性生理应激。