He Shan, Leng Lu, Gao Dongdong, Chen Yu, Deng Weiji, Wu Jiarui, Li Peilun, Chen Yilin, Huang Jinglin, Liu Guoqing, Su Jiarui, Peng Jianwei, Guo Wenhuang, Zhang Junfeng, Huang Junhao
Guangdong Provincial Key Laboratory of Physical Activity and Health Promotion, Scientific Research Center, Guangzhou Sport University, Guangzhou, Guangdong, China.
College of Foreign Languages, Jinan University, Guangzhou, Guangdong, China.
Brain Behav. 2025 May;15(5):e70473. doi: 10.1002/brb3.70473.
The present study investigated the effects of high-frequency repetitive transcranial magnetic stimulation (HF-rTMS), whole-body vibration training (WBVT), and a combination of HF-rTMS and WBVT interventions on cognitive performance in esports players with or without sedentary behaviors.
A total of 128 participants, including sedentary and non-sedentary esports players, were randomly assigned to the HF-rTMS group, the WBVT group, the HF-rTMS + WBVT group, or the control group. The interventions were administered daily for 2 weeks, and pretest, mid-test, and posttest assessments were conducted. Cognitive function was assessed using the Digit Symbol Substitution Test (DSST) for response time and accuracy, and gaming performance was measured using first-person shooter (FPS) scores.
At baseline, sedentary players demonstrated significantly increased response time in DSST compared to non-sedentary participants. The interventions, both HF-rTMS and WBVT, significantly enhanced cognitive processing speed and accuracy, with these improvements being more pronounced in sedentary esports players compared to non-sedentary esports players. Notably, the combination of HF-rTMS and WBVT was found to be the most effective in boosting cognitive performance among these interventions. Furthermore, FPS scores showed an overall increase in all intervention groups in both sedentary and non-sedentary esports players, and the combination of HF-rTMS and WBVT showed the most pronounced effect on in gaming performance.
The study demonstrated that sedentary behavior had a detrimental effect on the cognitive function in esports players. Furthermore, HF-rTMS and WBVT, especially in combination, effectively enhanced cognitive performance in esports players, with a more pronounced effect in those with sedentary lifestyles. These findings suggested potential strategies for cognitive enhancement in the esports context, highlighting the need for tailored interventions based on individual lifestyle factors.
本研究调查了高频重复经颅磁刺激(HF-rTMS)、全身振动训练(WBVT)以及HF-rTMS与WBVT联合干预对有或无久坐行为的电子竞技运动员认知表现的影响。
总共128名参与者,包括久坐和非久坐的电子竞技运动员,被随机分配到HF-rTMS组、WBVT组、HF-rTMS + WBVT组或对照组。干预措施每天进行,为期2周,并进行前测、中测和后测评估。使用数字符号替换测验(DSST)评估反应时间和准确性来衡量认知功能,使用第一人称射击游戏(FPS)分数来衡量游戏表现。
在基线时,久坐的运动员与非久坐的参与者相比,在DSST中的反应时间显著增加。HF-rTMS和WBVT这两种干预措施都显著提高了认知处理速度和准确性,与非久坐的电子竞技运动员相比,这些改善在久坐的电子竞技运动员中更为明显。值得注意的是,在这些干预措施中,发现HF-rTMS和WBVT的组合在提高认知表现方面最有效。此外,FPS分数显示,久坐和非久坐的电子竞技运动员在所有干预组中总体上都有所增加,并且HF-rTMS和WBVT的组合对游戏表现的影响最为显著。
该研究表明,久坐行为对电子竞技运动员的认知功能有不利影响。此外,HF-rTMS和WBVT,尤其是两者结合,能有效提高电子竞技运动员的认知表现,对久坐生活方式的运动员影响更为明显。这些发现为电子竞技环境下的认知增强提供了潜在策略,强调了基于个体生活方式因素进行定制干预的必要性。