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  • Technical Article Life Sciences and Basic Medicine

    Effects of glucose Ramune candy ingestion on concentration during esports play and cognitive function

    Ryousuke Furukado
    Goichi Hagiwara
    Hiroyuki Inagaki

    This study aimed to determine the effects of glucose (Ramune candy) ingestion on cognitive function during esports mediation and concentration during gameplay. The participants were 20 healthy male students who did not play games usually (mean age ± 19.85, standard deviation = 0.96). The experimental design was a randomized, double-blind, placebo-controlled crossover study. The results showed that the ingestion of Ramune candy significantly improved cognitive test scores before and after gameplay. During the esports gameplay, the power percentage of sensorimotor rhythm (SMR, 10-11.75 Hz) waves was significantly higher in the Ramune candy condition than in the placebo condition at 25 to approximately 28 min after the ingestion. These results indicate that the ingestion of Ramune candy effectively maintains a relaxed yet concentrated state during cognitively loaded esports gameplay.

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  • Technical Article Business & Management Economics

    Examination of experienced university student athletes of Olympic athletes in Japan

    Futa Yahiro
    Goichi Hagiwara

    This study aimed to clarify how many university student athletes were among the athletes who represented Japan at the London Olympics (2012), Rio de Janeiro Olympics (2016) and Tokyo Olympics (2021); their result; and the faculties they belonged to in their universities. Athletes registered at the above mentioned competitions who were current university students or who belonged to a university in the past (including dropouts) were included in the survey. The result of this study shows that academic clustering is becoming increasingly customary.

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  • Technical Article Business & Management Economics Education Psychology

    A fundamental examination of the attentional function in the rhythm game

    Saori Kihara
    Goichi Hagiwara

    This study aimed to clarify the effect of the rhythm game "Osu!" on attentional function and its factors. Participants wore an electroencephalograph and played "Osu!” for 10 minutes (four games), and the Trail Making Test was performed before and after the games. As a result of the analysis focused on the frequency of the games, only the "high frequency group" showed an effect on attentional function. From the results, it can be inferred that rhythm games can improve attentional function and can function as a training tool for game users. The results also suggest that rhythm games can be used as a health-promoting tool owing to their ability to improve attentional function.

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