Onate James A, Edwards Nathan A, Emerson Angela, Maymir Caleb L, Kraemer William J, Fogt Nick, Fogt Jennifer S, Conroy Sara
Human Performance Collaborative, Office of Research, The Ohio State University, Columbus, OH, United States.
Jameson Crane Sports Medicine Research Institute, The Ohio State University Wexner Medical Center, Columbus, OH, United States.
Int J Esports. 2023;2023. Epub 2023 Apr 1.
This study aimed to holistically assess the physical and cognitive attributes of esport athletes.
Forty-six adults between 18 and 32 years old with experience playing videogames were enrolled in this study. Participants completed assessments in five areas: demographics, self-report questionnaires, cognitive performance, physical performance, and gaming performance. Participants self-reported Overwatch ranking and physical activity participation (Pediatric Physical Activity Measure), and grip strength was measured with a handheld dynamometer. Seven domains of physical, mental, and social health and well-being were measured with the Patient Reported Outcomes Measurement Information System (PROMIS-29). The List Sorting Working Memory Test and Picture Sequence Memory Test from the National Institutes of Health (NIH) Toolbox Cognition Batteries were used to measure cognitive performance. Finally, esports performance was measured using a series of tasks through Alienware Academy and AIM Booster to record accuracy, reaction time, and targets hit. Participants were separated into high and low ranking groups for comparisons. This sample of esport athletes was similar to the general population for grip strength, each of the PROMIS-29 metrics, the List Sorting Working Memory Test, and the Picture Sequence Memory Test. Reaction time was the variable with the only significant difference between ranking groups.
This study represents a primary investigation of esport athletes using a holistic approach. By incorporating physical and cognitive components, the most important factors to esport athletes' health and performance can be better understood and applied.
本研究旨在全面评估电子竞技运动员的身体和认知属性。
本研究招募了46名年龄在18至32岁之间、有电子游戏经验的成年人。参与者完成了五个方面的评估:人口统计学、自我报告问卷、认知表现、身体表现和游戏表现。参与者自我报告了《守望先锋》的排名和体育活动参与情况(儿童体育活动量表),并使用手持测力计测量握力。使用患者报告结果测量信息系统(PROMIS - 29)测量身体、心理和社会健康与幸福的七个领域。使用美国国立卫生研究院(NIH)工具箱认知电池中的列表排序工作记忆测试和图片序列记忆测试来测量认知表现。最后,通过外星人学院和AIM Booster使用一系列任务来测量电子竞技表现,以记录准确性、反应时间和命中目标情况。将参与者分为高排名组和低排名组进行比较。该电子竞技运动员样本在握力、PROMIS - 29的各项指标、列表排序工作记忆测试和图片序列记忆测试方面与一般人群相似。反应时间是排名组之间唯一有显著差异的变量。
本研究代表了对电子竞技运动员采用全面方法的初步调查。通过纳入身体和认知成分,可以更好地理解和应用对电子竞技运动员健康和表现最重要的因素。