Smithies Tim D, Toth Adam J, Campbell Mark J
Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland.
Lero the Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland.
Nat Sci Sleep. 2024 Dec 21;16:2183-2204. doi: 10.2147/NSS.S470105. eCollection 2024.
It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport
Twenty skill-matched pairs (N = 40 total) were recruited. Within each pair, one participant was assigned to an intervention (TSD), while the other was assigned to a control (CON). Two test occurred; one while both participants were rested (baseline), and the other while the CON participant was rested but the TSD participant was sleep deprived (experimental).
Following total sleep deprivation, TSD participants reported higher Karolinska Sleepiness Scale-measured subjective sleepiness and lower subjective alertness and motivation, as well as worsened PVT response speed and ~5 times greater PVT lapse incidence, and worsened response speed on a two-choice categorization task. However, overall in-game performance did not worsen due to total sleep deprivation. Exploratory analyses of performance indicators suggest a potential shift toward a simpler and safer strategy following sleep deprivation.
Following a bout of ~29hrs total sleep deprivation, overall in-game Rocket League performance remained unaffected. This presents as a promising finding given the high potential for acute pre-competition sleep disturbance in esports, though habitual sleep remains a concern for esport athletes.
许多人认为急性睡眠不足会导致电子竞技(竞争性、有组织的视频游戏玩法)中的游戏表现下降。然而,迄今为止尚未对此进行实验研究。当前实验的目的是阐明约29小时的完全睡眠剥夺是否会影响热门电子竞技游戏中的游戏表现。
招募了20对技能匹配的参与者(共40人)。在每对中,一名参与者被分配到干预组(完全睡眠剥夺组,TSD),而另一名被分配到对照组(CON)。进行了两次测试;一次是在两名参与者都休息时(基线),另一次是在CON组参与者休息但TSD组参与者被剥夺睡眠时(实验)。
完全睡眠剥夺后,TSD组参与者报告称,用卡罗林斯卡嗜睡量表测量的主观嗜睡程度更高,主观警觉性和积极性更低,此外,他们的PVT反应速度变差,PVT失误发生率增加约5倍,并且在二选一分类任务中的反应速度也变差。然而,总体游戏表现并未因完全睡眠剥夺而变差。对表现指标的探索性分析表明,睡眠剥夺后可能会转向更简单、更安全的策略。
在经历约29小时的完全睡眠剥夺后,《火箭联盟》的总体游戏表现仍未受到影响。鉴于电子竞技中急性赛前睡眠干扰的可能性很大,这是一个很有前景的发现,不过习惯性睡眠仍是电子竞技运动员需要关注的问题。