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Tags = esports
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- Goichi Hagiwara
- Hirokazu Funamori
- Masaru Matsumoto
- Seiji Takami
- Hiroaki Okano
- Daisuke Akiyama
The purpose of this study was to investigate the psychological effects of higher positive and negative ion conditions on the arousal levels of esports players during a racing game. Participants (10 males) from a collegiate esports team were the participants in the study. The effects of higher concentrations of positive and negative ions were evaluated in a randomized crossover. Each participant performed two experiments four weeks apart; two experimental environments were used: positive and negative ions filling the atmosphere (PNI) condition and a control (CON) condition. A car racing game was employed as the performance task. Arousal was measured by the two-dimensional mood scale (TDMS) and electroencephalogram (EEG). EEG was used to measure arousal. The results showed that the level of arousal in the subjective assessment and the level of arousal in the EEG were significantly higher in the CON condition for PNI. In addition, PNI performed significantly better on the game task than in the CON condition. The present study demonstrated in positive and negative ion environments with higher concentrations than in the previous study, and the results showed higher arousal levels in subjective assessments, indicating that higher concentrations of ionic environments are beneficial for esports players.
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Technical Article Life Sciences and Basic Medicine
- 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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Article Interdisciplinary Sciences
Heart Rate Variability Indices May Change Accompanying Cognitive Skills Improvement in eSports Tasks
- Kazuki Hisatsune
- Toshihide Otsuki
- Goichi Hagiwara
- Hirohisa Isogai
- Toshitaka Yamakawa
Electronic sports (eSports) is becoming an increasingly popular subject of research with progress in the video game industry. However, the relationship between eSports and cognitive skills and heart rate variability (HRV) indices is not fully understood. Therefore, in this study, we analyzed changes in HRV indices in 20 healthy adult men while playing eSports and evaluated improvement in their cognitive skills before and after playing eSports using the Stroop test. The subjects were divided into two groups: 10 subjects who were trained in eSports for at least 1 hour a day, 5 days a week for 6 weeks, and 10 subjects who were not trained. The results indicated that subjects in the training group tended to have improved cognitive skills. In addition, in the group that temporarily improved their cognitive skills by playing eSports, similar changes were observed in HRV indices during eSports play, suggesting a parasympathetic nervous system dominance. Thus, it is suggested that the observed HRV changes were accompanied by the temporary improvement in cognitive skills induced by eSports tasks.
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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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Examining the effects of digital gameplay of the racing genre on mood and heart rate
- Ryousuke Furukado
- Goichi Hagiwara
This study aimed to determine racing esport games’ effects on the physiological and psychological indices using psychological scales and heart rate monitors. The participants were 10 male university students who did not play games diurnally (mean age ± 20.10, SD = 1.10). Participants wore a wristwatch heart rate monitor, and their resting heart rate was measured for 2 min. The duration of the game play was set to 30 min, and their heart rates were continuously measured during play. The changes in the psychological state before and after the game play were then examined using a two-dimensional mood scale-short term. The results showed that the average heart rate significantly increased during gameplay compared to the resting state. As for participants’ psychological state before and after the gameplay, the vitality, pleasure, and arousal levels increased while the stability level decreased. These results indicate that gameplay in the racing genre can induce a lively mood and increase the heart rate.