Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye-Hand Coordination

提升业余电子竞技运动员的认知功能:短期虚拟现实训练对反应时间、运动时间和手眼协调能力的影响

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Abstract

OBJECTIVES: Electronic sports (esports) have grown into a major competitive field in today's digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye-hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes. METHODS: The study involved 66 amateur e-athletes (45 men and 21 women, aged 19-41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days. RESULTS: The results demonstrated that VR training significantly improved eye-hand coordination in the experimental group, although there were no notable effects on reaction time or motor time. CONCLUSIONS: These findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye-hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field.

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