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Tags = esports

  • 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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  • 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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  • Technical Article 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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  • Article Psychology

    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.

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