Wu Ti, Lee Po-Yao, Tu Jie-An, Wang Hsin-Huan, Chao Hsueh-Chin, Chen Chia-Hsiang, Tu Jui-Hung
Graduate Institute of Sports Science, National Taiwan Sport University, Taoyuan, Taiwan.
Department of Physical Education, National Pingtung University, Pingtung, Taiwan.
Front Physiol. 2025 Apr 22;16:1557579. doi: 10.3389/fphys.2025.1557579. eCollection 2025.
In recent years, E-sports has emerged as a global competitive sports discipline. However, research in the field of exercise science regarding this burgeoning area remains relatively limited. Within this context, an in-depth exploration of E-sports from an exercise science perspective not only aids in optimizing players' training and performance but also contributes important theoretical and practical value to the advancement of exercise science. This study investigated the physiological changes in E-sports athletes by measuring Heart Rate Variability (HRV).
A total of 40 male college students (mean age 21.2 ± 2.4 years, mean height 171.8 ± 7.9 cm, and mean weight 70.2 ± 11.5 kg) were recruited. Heart rate data were collected before, during, and after gaming using SCOSCHE heart rate armbands. HRV Analysis 1.1 software was employed to convert heart rate changes into HRV parameters. First, a normality test was conducted to determine the data distribution. Since the data did not meet the assumption of normality, the Friedman test was used to compare pre-, during-, and post-gaming heart rate data. Post hoc comparisons were performed using the Wilcoxon signed-rank test with Bonferroni correction. The significance level was set at α = 0.05.
The results showed that E-sports gaming significantly affected autonomic nervous system activity. Specifically, pre-game mean heart rate (Mean HR) and low-frequency (LF) power were significantly lower than those measured during and after gaming ( < 0.05), while pre-game mean RR interval (Mean RR) was significantly longer ( < 0.05). Furthermore, pre-game HRV indices [e.g., Standard Deviation of NN intervals (SDNN), Root Mean Square of Successive Differences (RMSSD), Number of NN intervals differing by more than 50 ms (NN50), Percentage of NN50 (pNN50)] and high-frequency (HF) power and LF/HF Ratio were significantly higher than those recorded during and after gaming ( < 0.05).
E-sports gaming imposes stress and fatigue on HRV-related parameters, heightening sympathetic activity and suppressing parasympathetic function. Although certain indicators exhibited a trend toward recovery during the post-gaming rest period, complete recovery appears to require a longer duration. These findings confirm the utility of HRV as an essential tool for monitoring athletes' physiological status and underscore the need for effective recovery strategies to mitigate the long-term impact of gaming-related stress.
近年来,电子竞技已成为一项全球性的竞技体育项目。然而,运动科学领域针对这一新兴领域的研究仍然相对有限。在此背景下,从运动科学角度对电子竞技进行深入探索,不仅有助于优化玩家的训练和表现,也为运动科学的发展贡献重要的理论和实践价值。本研究通过测量心率变异性(HRV)来调查电子竞技运动员的生理变化。
共招募了40名男性大学生(平均年龄21.2±2.4岁,平均身高171.8±7.9厘米,平均体重70.2±11.5千克)。使用SCOSCHE心率臂带在游戏前、游戏期间和游戏后收集心率数据。采用HRV分析1.1软件将心率变化转换为HRV参数。首先,进行正态性检验以确定数据分布。由于数据不满足正态性假设,因此使用弗里德曼检验来比较游戏前、游戏期间和游戏后的心率数据。事后比较采用经邦费罗尼校正的威尔科克森符号秩检验。显著性水平设定为α=0.05。
结果表明,电子竞技游戏显著影响自主神经系统活动。具体而言,游戏前的平均心率(Mean HR)和低频(LF)功率显著低于游戏期间和游戏后的测量值(P<0.05),而游戏前的平均RR间期(Mean RR)显著更长(P<0.05)。此外,游戏前的HRV指标[如NN间期标准差(SDNN)、连续差值均方根(RMSSD)、相差超过50毫秒的NN间期数量(NN50)、NN50百分比(pNN50)]以及高频(HF)功率和LF/HF比值显著高于游戏期间和游戏后的记录值(P<0.05)。
电子竞技游戏给与HRV相关的参数带来压力和疲劳,增强交感神经活动并抑制副交感神经功能。尽管某些指标在游戏后的休息期呈现出恢复趋势,但似乎需要更长时间才能完全恢复。这些发现证实了HRV作为监测运动员生理状态的重要工具的效用,并强调需要有效的恢复策略来减轻与游戏相关压力的长期影响。