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Tags = eeg

  • Special Issue Others

    Impact of Three-Dimensional Multiple Object Tracking (3D-MOT) on Cognitive Performance and Brain Activity in Soccer Players

    Yoshiko Saito
    Hirohisa Isogai
    Kiyohisa Natsume

    Previous studies on three-dimensional multiple object tracking (3D-MOT) training have primarily been conducted in controlled laboratory settings, with limited evidence on athletes’ self-training at home. This study examined the effects of home-based 3D-MOT training using the NeuroTracker X (NTX) application on cognitive performance and brain activity in 29 university soccer players. Participants in the NTX group demonstrated significant post-training improvements in NTX scores (p < .001) and 2-back task accuracy (p = .045), which indicated enhanced 3D-MOT ability, working memory, and attentional functions. Brain wave recordings during the 2-back task revealed a significant increase in alpha power (p < .001). This provided novel evidence that NTX self-training modulated brain activity associated with working memory and attentional control among athletes. These findings highlight the potential of combining NTX interventions with EEG assessments and suggest that NTX-based 3D-MOT self-training may be a practical tool for enhancing attentional aspects of cognitive function in athletes.

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  • Article Psychology

    Effect of positive and negative ions in esports performance and arousal levels

    Goichi Hagiwara
    Takehiro Iwatsuki
    Hirokazu Funamori
    Masaru Matsumoto
    Yukihiro Kubo
    Seiji Takami
    Hiroaki Okano
    Daisuke Akiyama

    The purpose of this study was to investigate the psychological effects of arousal levels in esports players during a racing-game under positive and negative ion environments. Participants (10 male) who belonged to the collegiate esports team were recruited. The influences of positive and negative ions were evaluated in a randomized, crossover, and placebo-controlled double-blind design. Each participant completed two experiments within a 4-week interval. Two experimental environments were used: positive and negative ions filled up the atmosphere (PNI), and a control (CON) condition. For the performance task, a car-racing game was adopted. Arousal state was measured by the Two-Dimensional Mood Scale (TDMS) and an electroencephalogram (EEG). Results indicated that the EEG level was significantly higher in PNI than CON condition. Also, the PNI had a significantly higher performance on the gaming task than the CON condition. The present study demonstrated the beneficial effects of positive and negative ion environments on esports players.

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