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Tags = stroop-test

  • 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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  • Secondary Publication Psychology

    An attempt to verify the positive effects of esports

    Goichi Hagiwara
    Iori Kawahara
    Saori Kihara

    The purpose of this study was to clarify the relationship between cognitive skill and concentration, based on brain waves measured before and after esports activity. Participants were twenty male collegiate students belonging to an esports club (Mean Age ± 21.40, SD = 1.65). At first, participants were put on a simple electroencephalograph (EEG) and their psychological state at baseline was measured for two minutes. After that, Stroop Color Word Test (SCWT) was conducted to measure their cognitive skill (execution function) before the esports task. In addition, after the esports task, SCWT was conducted again. To examine the degree of concentration during esports task, this study adopted a simple band-type EEG that only measures the Fp1 point as defined by the international 10-20 systems. As a result, this study indicated that cognitive skill (executive function) might be improved before and after esports task, and concentration might appear during esports play.

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