Comparative Effects of Esports and Traditional Sports on Motor Skills and Cognitive Performance in Higher Education Students in a Post-Pandemic Context
Abstract
1. Introduction
- Comparing the influence of esports activities with traditional sports activities on neurocognitive functions (attention and concentration) and motor skills among higher education students.
- Analyzing whether and how the effects of esports (which involve intense cognitive activity but less physical activity) differ from traditional sports (which involve physical activity and high motor coordination).
- Identifying the potential benefits or disadvantages of including esports activities in university educational programs compared to traditional sports activities, from the perspective of cognitive development (attention, concentration) and motor performance.
- Contributing with empirical data to substantiate educational policies regarding the integration of esports and traditional sports in the academic environment.
2. Materials and Methods
2.1. Participants
- In total, 31 students consistently participating in Esports (Esports group, denoted by E);
- In total, 32 students participating in traditional sports activities (traditional sports activities group, denoted by SA).
2.2. Study Design
- Stage I—The screening and selection process of participants (October–December 2024).
- Stage II—Assessment of motor skills (quantitative component) (February–March 2025).
- Muscle strength and speed—assessed by push-ups and standing long jump tests; 10 m sprint test;
- Coordination and balance—measured by the Flamingo Balance test and bilateral coordination tests;
- Posture and mobility—analyzed by the Sit and Reach test and static assessment of body posture.
- Stage III—Assessment of psychological dimensions (March–April 2025)
- Focused attention—tested by CRT (Choice Reaction Time).
- Short-term memory and information processing speed—tested by MRT (Working Memory Reaction Time).
- Stage IV—Data analysis
- Quantitative data were statistically processed by means of SPSS/(software version 26.0; IBM Corp., USA) using descriptive statistics, independent t-tests, and analysis of variance (ANOVA) for group comparisons.
- Methodological justification
- Standardized tests ensure objectivity and comparability of motor and cognitive performance, bringing depth and context, and highlighting how students perceive the benefits and limitations of each activity.
2.3. Procedure
- Preparatory stage
- Day 1: physical assessment using the Alpha-Fit Test Battery;
- Day 2: psychological assessment of attention and concentration.
- Physical assessment—Alpha-Fit Test Battery
- Body mass index (BMI)—determined by the weight/height2 ratio;
- Upper limb strength (40 s push-ups)—maximum number of correctly performed repetitions;
- Abdominal strength (30 s repetitions)—a standardized sit-up test;
- Static balance—the Flamingo Balance test is used to measure the duration (in seconds) of holding the single-leg stance;
- Movement speed—measured by a 20 m sprint race timed with a CASIO HS-80TW-1EF stopwatch;
- Body posture—visually assessed bilaterally (upper and lower limbs) and scored on a scale of 1 (poor posture) to 5 (correct posture). A rough estimate of the posture and functional mobility of shoulder-neck region. The tester estimates the restrictions of functional movement by observing the final position of the hands against the wall. Result is separately scored for the right and left sides.
- Experimental conditions and control of variables
- All tests were conducted between 9:00 a.m. and 12:00 p.m. to avoid diurnal variations in performance and depended on the participants’ availability.
- Participants were asked to avoid strenuous activities and caffeine consumption 24 h prior to testing.
- The order of tests was identical for all participants (physical tests followed by cognitive tests).
- All equipment was calibrated daily.
- Examiners followed a uniform protocol, and the same instructions were communicated to all participants.
2.4. Statistical Analysis
- Descriptive indicators: means, standard deviations, coefficients of variation;
- Comparison tests: t-test for independent samples (esports vs. sports activities), with significance at p < 0.05;
- Although Shapiro–Wilk tests indicated departures from normality for several variables, independent-samples t-tests were retained due to their documented robustness under moderate normality violations, particularly in balanced group designs. Visual inspection of distributions did not reveal severe deviations. Effect sizes (Cohen’s d) were reported to quantify the magnitude of observed differences, consistent with recommendations for transparent reporting.
- Correlation analyses (Pearson’s r) to examine the relationships between motor performance and cognitive reaction times.
3. Results
- (a)
- Esports group (N = 31):
- The mean score for reaction speed is M = 2.97 (SD = 0.87), indicating a moderate level (Figure 1).
- Choice reaction time (M = 2.19) and working memory reaction time (M = 3.29) suggest average-to-good cognitive speed, with a slight tendency toward interindividual variability (Figure 2).
- Posture (right/left) has high means (M = 4.65–4.71), but the distributions are negatively asymmetric (Skewness < −2) and with very high Kurtosis (>3), indicating a concentration of scores at the maximum level—most participants had correct posture.
- The mean score for balance is 68.3 s (SD = 36.5), which indicates high variability among participants, suggesting that body stability differs considerably.
- Movement speed (M = 5.29 s) and abdominal strength (M = 21.2 repetitions) are within normal limits, but upper limb strength (push-ups, M = 15.6) is lower compared to the sports group.


- (b)
- Traditional sports activities group—SA (N = 32):
- Choice reaction time (M = 2.31) and working memory reaction time (M = 3.44) have values close to those of the esports group, indicating similar cognitive performance for the two groups.
- Body posture has almost maximum values (M = 4.91 right; M = 4.97 left), reflecting superior postural alignment compared to esports participants.
- Average movement speed is slightly higher (M = 5.02 s vs. 5.29 s for the esports group), confirming better motor efficiency in traditional athletes.
- Abdominal strength (M = 23.2) and upper limb strength (push-ups, M = 18.2) are significantly higher than in the esports group, suggesting better overall physical fitness.
- Most variables do not follow a normal distribution (p < 0.05), especially for variables related to posture (W = 0.334–0.544), reaction time, and age.
- For the E_Balance, E_Speed, E_Sit-ups, SA_Balance, SA_Speed, SA_Sit-ups, SA_Push-ups variables, p > 0.05, which suggests an approximately normal distribution, allowing the use of parametric tests (t-test).Figure 3. Static balance (SA).Figure 4. Static balance (E).Table 1. Descriptive statistics for E and SA groups.
Variables N Missing Mean Median Std Dev Min Max Skewness Std. Error Skewness Kurtosis Std. Error Kurtosis Shapiro-
Wilk WShapiro-
Wilk pE_IMC 31 1 24.8 24.5 2.84 19.5 30 −0.213 −0.798 0.965 0.387 −0.213 −0.798 E_Reaction speed 31 1 2.97 3 0.875 1 5 −0.254 0.421 0.721 0.821 0.872 0.002 E_CRT 31 1 2.19 2 1.01 1 5 1.02 0.421 0.91 0.821 0.833 <0.001 E_MRT 31 1 3.29 3 1.1 1 5 −0.465 0.421 0.125 0.821 0.887 0.003 E_Posture
Right31 1 4.65 5 0.755 2 5 −2.27 0.421 4.78 0.821 0.544 <0.001 E_Posture
Left31 1 4.71 5 0.643 3 5 −2.08 0.421 3.02 0.821 0.501 <0.001 E_Balance 31 1 68.3 67 36.5 8.1 156 0.47 0.421 0.31 0.821 0.958 0.252 E_Speed 31 1 5.29 5.2 0.447 4.6 6.11 0.323 0.421 −1.02 0.821 0.946 0.119 E_Sit-ups 31 1 21.2 22 4.37 13 30 −0.121 0.421 −0.8 0.821 0.97 0.529 E_Push-ups 31 1 15.6 15 4.18 9 27 0.923 0.421 1.17 0.821 0.918 0.021 E_Age 31 1 19.7 20 0.653 19 21 0.436 0.421 −0.612 0.821 0.771 <0.001 AS_IMC 32 0 25.3 25.2 3.27 18.9 32.5 0.176 0.142 0.978 0.747 0.687 AS_ Reaction speed 32 0 3.13 3 0.907 2 5 0.0173 0.414 −1.26 0.809 0.833 <0.001 AS_CRT 32 0 2.31 2.5 0.859 1 4 −0.349 0.414 −0.99 0.809 0.823 <0.001 AS_MRT 32 0 3.44 3.5 1.13 2 5 0.0232 0.414 −1.39 0.809 0.856 <0.001 AS_ Posture
Right32 0 4.91 5 0.296 4 5 −2.93 0.414 7 0.809 0.334 <0.001 AS_Posture
Left32 0 4.97 5 0.177 4 5 −5.66 0.414 32 0.809 0.172 <0.001 AS_Balance 32 0 70.2 70 33.6 10 180 0.818 0.414 2.5 0.809 0.941 0.078 AS_Speed 32 0 5.02 5 0.42 4.2 6.1 0.593 0.414 0.695 0.809 0.956 0.207 AS_Sit-ups 32 0 23.2 23 4.48 15 30 0.0317 0.414 −1.03 0.809 0.947 0.122 AS_Push-ups 32 0 18.2 17 5.07 10 29 0.459 0.414 −0.605 0.809 0.96 0.275 AS_Age 32 0 19.8 20 0.803 18 21 0.0996 0.414 −0.692 0.809 0.853 <0.001 Table 2. Comparative values between the Esports (E) group and the traditional sports activities (SA) group.Table 2. Comparative values between the Esports (E) group and the traditional sports activities (SA) group.Variable M Esports SD Esports M SA SD SA t p Cohen’s d
0.000Interpretation Reaction speed 2.97 0.88 2.97 0.88 0.00 1.000 no difference Reaction time—choices 2.19 1.01 2.31 0.86 −0.51 0.613 −0.13 small, insignificant effect Reaction time—memory 3.29 1.10 3.44 1.13 −0.53 0.596 −0.13 small, insignificant effect Posture—right 4.65 0.76 4.91 0.30 −1.81 0.075 −0.46 medium, insignificant effect Posture—left 4.71 0.64 4.97 0.18 −2.20 0.031 −0.56 medium, significant effect Balance (s) 68.3 36.5 70.2 33.6 −0.22 0.830 −0.05 no difference Speed (s) 5.29 0.45 5.02 0.42 2.47 0.016 0.62 medium, significant effect Sit-ups/30 s 21.2 4.37 23.2 4.48 −1.79 0.078 −0.45 medium, insignificant effect Push-ups/40 s 15.6 4.18 18.2 5.07 −2.22 0.030 −0.56 medium, significant effect - Information processing speed and reaction time (choices, working memory):
- Body posture:
- Physical and motor skills (balance, speed, strength):
- Balance: No differences were found between groups (p = 0.83), indicating that basic postural stability is comparable, possibly due to the visuo-motor involvement also present in esports.
- Speed: Significantly better in athletes engaged in traditional sports activities (p = 0.016, d = 0.62).
- Abdominal and upper limb strength: Insignificant differences for sit-ups (p = 0.078) and significant differences for push-ups (p = 0.030).
- Non-significant group differences should not be interpreted as evidence of equivalence; rather, they indicate that no statistically detectable differences were observed within the limits of the present sample and analytical approach.
- Effect size (Cohen’s d):
- Correlation:
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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| Variable | Esports | Traditional Sports |
|---|---|---|
| Attention and focus | High; develop reaction speed and rapid decision-making | Moderate to high; trained through coordination and tactical adaptation |
| Motor coordination | Limited, predominantly fine (eye-hand) | Developed, involving all body segments |
| Posture and physical fitness | Poor, increased risk of sedentary lifestyle | Enhanced, supporting overall health and tone |
| Social and collaborative development | High in online teams, but with indirect interaction | High, through direct contact and group cohesion |
| Risk of digital addiction or stress | High, if not regulated | Low, associated with psychological well-being |
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Leonte, N.; Hainagiu, S.; Neagu, N.; Fleancu, L.J.; Popescu, O. Comparative Effects of Esports and Traditional Sports on Motor Skills and Cognitive Performance in Higher Education Students in a Post-Pandemic Context. Educ. Sci. 2026, 16, 222. https://doi.org/10.3390/educsci16020222
Leonte N, Hainagiu S, Neagu N, Fleancu LJ, Popescu O. Comparative Effects of Esports and Traditional Sports on Motor Skills and Cognitive Performance in Higher Education Students in a Post-Pandemic Context. Education Sciences. 2026; 16(2):222. https://doi.org/10.3390/educsci16020222
Chicago/Turabian StyleLeonte, Nicoleta, Simona Hainagiu, Narcis Neagu, Leonard Julien Fleancu, and Ofelia Popescu. 2026. "Comparative Effects of Esports and Traditional Sports on Motor Skills and Cognitive Performance in Higher Education Students in a Post-Pandemic Context" Education Sciences 16, no. 2: 222. https://doi.org/10.3390/educsci16020222
APA StyleLeonte, N., Hainagiu, S., Neagu, N., Fleancu, L. J., & Popescu, O. (2026). Comparative Effects of Esports and Traditional Sports on Motor Skills and Cognitive Performance in Higher Education Students in a Post-Pandemic Context. Education Sciences, 16(2), 222. https://doi.org/10.3390/educsci16020222

