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Keywords = first person shooter game

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16 pages, 1258 KiB  
Article
Cognitive Control and Prefrontal Neural Efficiency in Experienced and Novice E-Gamers
by Jan Watson, Adrian Curtin, Yigit Topoglu, Rajneesh Suri and Hasan Ayaz
Brain Sci. 2025, 15(6), 568; https://doi.org/10.3390/brainsci15060568 - 25 May 2025
Viewed by 665
Abstract
Background: Cognitive control (CC) underpins our ability to maintain task focus, update goals, and flexibly shift between strategies, and it is closely tied to prefrontal cortex (PFC) activity. Electronic gaming (e-gaming), such as the first-person shooter (FPS) genre, is a specialized domain that [...] Read more.
Background: Cognitive control (CC) underpins our ability to maintain task focus, update goals, and flexibly shift between strategies, and it is closely tied to prefrontal cortex (PFC) activity. Electronic gaming (e-gaming), such as the first-person shooter (FPS) genre, is a specialized domain that demands refined CC skills developed over years of practice. Although previous research has demonstrated that PFC hemodynamic activity can effectively evaluate CC in several skilled domains, the impact of prolonged FPS experience on CC and its underlying neural correlates remains unclear. Objectives: In this study, we examined differences in both behavioral performance and PFC hemodynamic responses between 70 novices and 50 experienced FPS gamers (n=120). Methods: We targeted three core CC subdomains—updating, shifting, and inhibition—by employing the Digit–Symbol Substitution Task, Dual Visual Search Task, and Stroop Task, respectively. Functional near-infrared spectroscopy (fNIRS)-based PFC activity was recorded as participants engaged in each task. Results: Experienced gamers showed higher levels of prefrontal neural efficiency for updating and shifting, but minimal differences for inhibitory control. Conclusions: These findings inform neuroergonomic approaches to performance evaluation and may be generalized to other complex, real-world environments that rely on extensive training for skill acquisition. Full article
(This article belongs to the Section Neural Engineering, Neuroergonomics and Neurorobotics)
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20 pages, 3437 KiB  
Article
Enhancing Player Experience in a First-Person Shooter with Dynamic Audio Cue Adjustment Based on Gaussian Progress Regression
by Xiaoxu Li, Yi Xia, Mustafa Can Gursesli, Xiao You, Siyuan Chen and Ruck Thawonmas
Appl. Sci. 2024, 14(23), 11146; https://doi.org/10.3390/app142311146 - 29 Nov 2024
Viewed by 1667
Abstract
This paper analyzes the experience of first-person shooter (FPS) players when game difficulty is adjusted by personalizing their audio cue settings, considering the balance between player performance, modeled using Gaussian process regression (GPR), and prior data serving as designer preference. In addition, we [...] Read more.
This paper analyzes the experience of first-person shooter (FPS) players when game difficulty is adjusted by personalizing their audio cue settings, considering the balance between player performance, modeled using Gaussian process regression (GPR), and prior data serving as designer preference. In addition, we investigate why player experience changes according to in-game audio cues. Previous studies have proposed various dynamic difficulty adjustment (DDA) methods for FPS games. However, few studies have considered the role of audio cues in the player experience. This paper compares the player experience of personalized enemy audio cue volume settings (GPR-DDA) with that of predetermined settings in an FPS game. Two comprehensive experimental phases, involving 80 participants, are conducted to assess the efficacy of GPR-DDA. The experience of our players is measured using questions taken from the Game User Experience Satisfaction Scale (GUESS) questionnaire and a final survey asking for their open-ended feedback. A large language model (LLM) is used to analyze the natural language expressions of the players according to their native languages. To ensure the LLM effectively assists a limited number of qualified human evaluators in classifying player responses, we have developed an original procedure for this task. The GUESS results show that GPR-DDA can improve the player experience. In addition, the high consistency in the classification results over multiple runs of the selected LLM, as well as the similarity between its results and those of our human evaluators, reflects the reliability of the proposed LLM-assisted procedure. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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30 pages, 4128 KiB  
Article
Mitigating Cybersickness in Virtual Reality: Impact of Eye–Hand Coordination Tasks, Immersion, and Gaming Skills
by Sokratis Papaefthymiou, Anastasios Giannakopoulos, Petros Roussos and Panagiotis Kourtesis
Virtual Worlds 2024, 3(4), 506-535; https://doi.org/10.3390/virtualworlds3040027 - 15 Nov 2024
Cited by 4 | Viewed by 2891
Abstract
Cybersickness remains a significant challenge for virtual reality (VR) applications, particularly in highly immersive environments. This study examined the effects of immersion, task performance, and individual differences on cybersickness symptoms across multiple stages of VR exposure. Forty-seven participants aged 18–45 completed a within-subjects [...] Read more.
Cybersickness remains a significant challenge for virtual reality (VR) applications, particularly in highly immersive environments. This study examined the effects of immersion, task performance, and individual differences on cybersickness symptoms across multiple stages of VR exposure. Forty-seven participants aged 18–45 completed a within-subjects design that involved the Cybersickness in Virtual Reality Questionnaire (CSQ-VR) and the Deary–Liewald Reaction Time (DLRT) task. Cybersickness symptoms were assessed across four stages: before and after VR immersion, and before and after a 12 min rollercoaster ride designed to induce cybersickness. The results showed significant increases in symptoms following the rollercoaster ride, with partial recovery during the post-ride tasks. Eye–hand coordination tasks, performed after the ride and VR immersion, mitigated nausea, as well as vestibular, and oculomotor symptoms, suggesting that task engagement plays a key role in alleviating cybersickness. The key predictors of symptom severity included a susceptibility to motion sickness and gaming experience, particularly proficiency in first-person shooter (FPS) games, which was associated with a reduced cybersickness intensity. While task engagement reduced symptoms in the later stages, particularly nausea and vestibular discomfort, overall cybersickness levels remained elevated post-immersion. These findings underscore the importance of task timing, individual differences, and immersive experience design in developing strategies to mitigate cybersickness and enhance user experiences in VR environments. Full article
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9 pages, 1944 KiB  
Article
Influence of Mouse Grip Type on Flicking and Tracking Tasks Performance
by Roberto Sanchis-Sanchis, Alberto Encarnación-Martínez, Ignacio Catalá-Vilaplana, Jose Ignacio Priego-Quesada, Inmaculada Aparicio and Pedro Pérez-Soriano
Appl. Sci. 2024, 14(16), 7112; https://doi.org/10.3390/app14167112 - 13 Aug 2024
Cited by 1 | Viewed by 4277
Abstract
The First-Person Shooter is a very popular genre in electronic sports (esports), where there are different aiming techniques such as Aim Flicking and Aim Tracking. Although the mouse grip is suggested as one of the most important factors in gaming performance, there is [...] Read more.
The First-Person Shooter is a very popular genre in electronic sports (esports), where there are different aiming techniques such as Aim Flicking and Aim Tracking. Although the mouse grip is suggested as one of the most important factors in gaming performance, there is a lack of evidence on this topic. Therefore, the purpose of the present study was to determine the performances of three types of mouse grips (palm grip, claw grip, and fingertip grip) in two different tasks (flicking and tracking tasks) by analyzing kinematic and scoring variables. Twenty-two participants performed the tasks on a computer with the same monitor and mouse, each using their preferred grip: palm grip, claw grip, and fingertip grip. The aim400kg was used to perform the tasks, and a camera system (Optitrack’s Flex 3) was used to capture the mouse movement. The results from the flicking task indicated significant differences in the minimum cursor trajectory, with higher values observed in the claw grip compared to both the palm and fingertip grips. However, no significant differences were observed in the tracking task in terms of velocity, acceleration, or hand movement. Moreover, only high correlations were observed in the flicking task between Score and Reaction Time (r = −0.911) and between Score and Total Distance (r = 0.724). In conclusion, the mouse grip does not affect the Aim Flicking or Aim Tracking task performance. This study has revealed interesting results related to performance, including correlations between the Score, Reaction Time, and Total Distance in flicking tasks. Full article
(This article belongs to the Special Issue Sports Biomechanics and Sports Technology)
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26 pages, 9958 KiB  
Article
Exploring Dynamic Difficulty Adjustment Methods for Video Games
by Nicholas Fisher and Arun K. Kulshreshth
Virtual Worlds 2024, 3(2), 230-255; https://doi.org/10.3390/virtualworlds3020012 - 7 Jun 2024
Cited by 1 | Viewed by 10348
Abstract
Maintaining player engagement is pivotal for video game success, yet achieving the optimal difficulty level that adapts to diverse player skills remains a significant challenge. Initial difficulty settings in games often fail to accommodate the evolving abilities of players, necessitating adaptive difficulty mechanisms [...] Read more.
Maintaining player engagement is pivotal for video game success, yet achieving the optimal difficulty level that adapts to diverse player skills remains a significant challenge. Initial difficulty settings in games often fail to accommodate the evolving abilities of players, necessitating adaptive difficulty mechanisms to keep the gaming experience engaging. This study introduces a custom first-person-shooter (FPS) game to explore Dynamic Difficulty Adjustment (DDA) techniques, leveraging both performance metrics and emotional responses gathered from physiological sensors. Through a within-subjects experiment involving casual and experienced gamers, we scrutinized the effects of various DDA methods on player performance and self-reported game perceptions. Contrary to expectations, our research did not identify a singular, most effective DDA strategy. Instead, findings suggest a complex landscape where no one approach—be it performance-based, emotion-based, or a hybrid—demonstrably surpasses static difficulty settings in enhancing player engagement or game experience. Noteworthy is the data’s alignment with Flow Theory, suggesting potential for the Emotion DDA technique to foster engagement by matching challenges to player skill levels. However, the overall modest impact of DDA on performance metrics and emotional responses highlights the intricate challenge of designing adaptive difficulty that resonates with both the mechanical and emotional facets of gameplay. Our investigation contributes to the broader dialogue on adaptive game design, emphasizing the need for further research to refine DDA approaches. By advancing our understanding and methodologies, especially in emotion recognition, we aim to develop more sophisticated DDA strategies. These strategies aspire to dynamically align game challenges with individual player states, making games more accessible, engaging, and enjoyable for a wider audience. Full article
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31 pages, 4082 KiB  
Article
Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning
by Triantafyllia Zioga, Chrysanthi Nega, Petros Roussos and Panagiotis Kourtesis
Eur. J. Investig. Health Psychol. Educ. 2024, 14(3), 722-752; https://doi.org/10.3390/ejihpe14030048 - 19 Mar 2024
Cited by 5 | Viewed by 5142
Abstract
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of [...] Read more.
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ’s contribution. Full article
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20 pages, 3425 KiB  
Article
Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
by Pedro Almeida, Vítor Carvalho and Alberto Simões
Technologies 2024, 12(3), 34; https://doi.org/10.3390/technologies12030034 - 5 Mar 2024
Cited by 3 | Viewed by 5352
Abstract
Artificial Intelligence bots are extensively used in multiplayer First-Person Shooter (FPS) games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, [...] Read more.
Artificial Intelligence bots are extensively used in multiplayer First-Person Shooter (FPS) games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to an FPS developed in the Unity Engine. We have created four teams of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against another agent of a different team until each pairing had five wins or ten time-outs. In the end, results showed that the agents trained with Curriculum Learning achieved better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods had problems during training, but they also achieved insufficient results in the battle, with an average of 0 wins. Full article
(This article belongs to the Section Information and Communication Technologies)
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13 pages, 7205 KiB  
Proceeding Paper
Gamepad Design for Touch Generation: Evaluation of First-Person Shooter/Third-Person Shooter Game Control and Possibility of Touched-Based Control as Norm
by Chia-En Chen and Fang-Wu Tung
Eng. Proc. 2023, 55(1), 92; https://doi.org/10.3390/engproc2023055092 - 9 Jan 2024
Cited by 1 | Viewed by 1994
Abstract
This research compares a Steam controller, a DualSense controller, two gestures on a prototype touchpad-implemented gamepad design, an iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for [...] Read more.
This research compares a Steam controller, a DualSense controller, two gestures on a prototype touchpad-implemented gamepad design, an iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for a performance and gameplay experience test in a Death Stranding firing range and gathers feedback on the devices. With the participants categorized by their gaming experience, the differences between the experienced groups are recorded in terms of performance and preference. The average result shows that the touch-based input has the potential of substituting a mouse when the latency condition is equal, and the players that already have touch-based FPS/TPS gaming experience tends to favor touch over a mouse input. However, the prototype controller designed to implement a larger touchpad did not meet the expectations in terms of performance and preference, but the knowledge, data and feedback gathered in this study will aid future touch-based gamepad designs in the emerging handheld console market. Full article
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14 pages, 2191 KiB  
Article
The Validation and Psychometric Properties of the Gaming Instinctual Motivation Scale
by Ai Ni Teoh, Roberto Dillon and Divjyot Kaur
Eur. J. Investig. Health Psychol. Educ. 2023, 13(9), 1895-1908; https://doi.org/10.3390/ejihpe13090137 - 15 Sep 2023
Cited by 2 | Viewed by 3185
Abstract
Being able to quantify gaming motivation in a valid, systematic way has important implications for game designers and gaming user experience researchers. In the present study, we aimed to develop and validate a 30-item Gaming Instinctual Motivation Scale (GIMS) based on Dillon’s 6–11 [...] Read more.
Being able to quantify gaming motivation in a valid, systematic way has important implications for game designers and gaming user experience researchers. In the present study, we aimed to develop and validate a 30-item Gaming Instinctual Motivation Scale (GIMS) based on Dillon’s 6–11 Framework on instinctual gaming motivation and Lazzaro’s gaming experience model. To validate the scale, we recruited 194 regular gamers (Mage = 22.70 years old, SD = 4.38) to complete the GIMS based on their general gaming experience and their experience playing role-laying games (RPGs), first-person shooters (FPSs), real-time strategy, puzzle, and action games. We used a cross-validation approach and performed exploratory factor analysis and confirmatory factor analysis to test the structure of the scale and the reliability and validity of the scale, respectively. The final version of the GIMS had a one-dimensional structure with 15 items. It also had good construct validity, χ2 (N = 117, df = 86) = 126.28, p = 0.003, CFI = 0.93, TLI = 0.92, and RMSEA = 0.064 (90% CI [0.04, 0.09]), and reliability (CR = 0.89), and an acceptable convergent validity (AVE = 0.35). The one-dimensional structure was generalizable to RPG and FPS games, demonstrating the applicability of the scale to these two gaming genres. Higher scores on the GIMS were also associated with a greater intention to play games. Full article
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20 pages, 1873 KiB  
Review
Reinforcement Learning Applied to AI Bots in First-Person Shooters: A Systematic Review
by Pedro Almeida, Vitor Carvalho and Alberto Simões
Algorithms 2023, 16(7), 323; https://doi.org/10.3390/a16070323 - 30 Jun 2023
Cited by 4 | Viewed by 7517
Abstract
Reinforcement Learning is one of the many machine learning paradigms. With no labelled data, it is concerned with balancing the exploration and exploitation of an environment with one or more agents present in it. Recently, many breakthroughs have been made in the creation [...] Read more.
Reinforcement Learning is one of the many machine learning paradigms. With no labelled data, it is concerned with balancing the exploration and exploitation of an environment with one or more agents present in it. Recently, many breakthroughs have been made in the creation of these agents for video game machine learning development, especially in first-person shooters with platforms such as ViZDoom, DeepMind Lab, and Unity’s ML-Agents. In this paper, we review the state-of-the-art of creation of Reinforcement Learning agents for use in multiplayer deathmatch first-person shooters. We selected various platforms, frameworks, and training architectures from various papers and examined each of them, analysing their uses. We compared each platform and training architecture, and then concluded whether machine learning agents can now face off against humans and whether they make for better gameplay than traditional Artificial Intelligence. In the end, we thought about future research and what researchers should keep in mind when exploring and testing this area. Full article
(This article belongs to the Section Evolutionary Algorithms and Machine Learning)
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29 pages, 8726 KiB  
Article
Designing and Evaluating a Serious Game for Learning Artificial Intelligence Algorithms: SpAI War as a Case Study
by Anastasios Barmpakas and Stelios Xinogalos
Appl. Sci. 2023, 13(10), 5828; https://doi.org/10.3390/app13105828 - 9 May 2023
Cited by 1 | Viewed by 3118
Abstract
Artificial Intelligence (AI) nowadays is the technology of the future, as its applications are constantly expanding in every aspect of human life. The spread of the internet has given a great impetus to technologies that apply AI algorithms and make their presence more [...] Read more.
Artificial Intelligence (AI) nowadays is the technology of the future, as its applications are constantly expanding in every aspect of human life. The spread of the internet has given a great impetus to technologies that apply AI algorithms and make their presence more and more intense in everyday life. However, despite the ubiquitous presence of AI, few people can comprehend its true meaning and the reason for its existence, especially the way it is applied. The purpose of this work is to present the design and pilot evaluation of SpAI War, which is a serious game that aims to introduce the user–student to the field of AI and its algorithms. Specifically, the paper presents the design of SpAI War in the context of the Educational Games (EG) design framework. This is followed by the results of the pilot evaluation of the game by 58 undergraduates and graduates of Informatics. The study utilized a survey based on the MEEGA+ model, and positive results were recorded in terms of player experience, game scenario, and perceived short-term learning. Full article
(This article belongs to the Special Issue Artificial Intelligence in Video Games)
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16 pages, 1900 KiB  
Article
An Approach to Assess the Impact of Tutorials in Video Games
by Dario Benvenuti, Lauren S. Ferro, Andrea Marrella and Tiziana Catarci
Informatics 2023, 10(1), 6; https://doi.org/10.3390/informatics10010006 - 11 Jan 2023
Cited by 2 | Viewed by 5142
Abstract
Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, control schemes, core game mechanics, etc. While effective [...] Read more.
Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, control schemes, core game mechanics, etc. While effective tutorial design is considered a crucial aspect to support this learning process, the existing literature approaches focus on designing ad hoc tutorials for specific game genres rather than investigating the impact of different tutorial styles on game learnability and player engagement. In this paper, we tackle this challenge by presenting a general-purpose approach aimed at supporting game designers in the identification of the most suitable tutorial style for a specific genre of video games. The approach is evaluated in the context of a simple first-person shooter (FPS) mainstream video game built by the authors through a controlled comparative user experiment involving 46 players. Full article
(This article belongs to the Section Human-Computer Interaction)
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22 pages, 2646 KiB  
Article
Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform
by Kinga Stecuła
Informatics 2022, 9(4), 100; https://doi.org/10.3390/informatics9040100 - 12 Dec 2022
Cited by 18 | Viewed by 5836
Abstract
This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes [...] Read more.
This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes data on the number of applications in the selected categories, such as genres, types of headsets, and language. The research also includes the analysis of the top-rated VR applications, their reviews, and their features, recognized based on the tags describing them. Additionally, the article provides and systematizes new knowledge about the VR applications environment. Based on the results, it was concluded that the most numerous group of VR applications was action applications, and they account for more than half of all VR apps (51.22%). Following this, there were casual games (40.78%) and then simulation VR apps (37.35%). Referring to the results of the top-rated VR applications (‘overwhelmingly positive’ status on Steam), there were only two apps with a result of 98% (the highest rated) positive feedback: Half-Life: Alyx, the action and adventure app, which is a shooter described as zombie horror, and Walkabout Mini Golf VR, a casual and minimalist sport application. When it comes to the analysis of the tags of the top-rated VR applications, the most repeated tags, despite the ‘VR’ tag, included ‘first-person’ and ‘singleplayer’ (occurred in the descriptions of 68% of the applications). Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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14 pages, 614 KiB  
Article
Sleep Characteristics and Mood of Professional Esports Athletes: A Multi-National Study
by Sangha Lee, Daniel Bonnar, Brandy Roane, Michael Gradisar, Ian C. Dunican, Michele Lastella, Gemma Maisey and Sooyeon Suh
Int. J. Environ. Res. Public Health 2021, 18(2), 664; https://doi.org/10.3390/ijerph18020664 - 14 Jan 2021
Cited by 48 | Viewed by 14729
Abstract
Esports is becoming increasingly professionalized, yet research on performance management is remarkably lacking. The present study aimed to investigate the sleep and mood of professional esports athletes. Participants were 17 professional esports athletes from South Korea (N = 8), Australia (N [...] Read more.
Esports is becoming increasingly professionalized, yet research on performance management is remarkably lacking. The present study aimed to investigate the sleep and mood of professional esports athletes. Participants were 17 professional esports athletes from South Korea (N = 8), Australia (N = 4), and the United States (N = 5) who played first person shooter games (mean age 20 ± 3.5 years, 100% male). All participants wore a wrist-activity monitor for 7–14 days and completed subjective sleep and mood questionnaires. Participants had a median total sleep time of 6.8 h and a sleep efficiency of 86.4% per night. All participants had significantly delayed sleep patterns (median sleep onset 3:43 a.m. and wake time 11:24 a.m.). Participants had a median sleep onset latency of 20.4 min and prolonged wake after sleep onset of 47.9 min. Korean players had significantly higher depression scores compared to the other groups (p < 0.01) and trained longer per day than the Australian or United States teams (13.4 vs. 4.8 vs. 6.1 h, respectively). Depression scores were strongly correlated with number of awakenings, wake after sleep onset, and daily training time (p < 0.05). As the first pilot sleep study in the esports field, this study indicates that esports athletes show delayed sleep patterns and have prolonged wake after sleep onset. These sleep patterns may be associated with mood (depression) and training time. Sleep interventions designed specifically for esports athletes appear warranted. Full article
(This article belongs to the Section Sport and Health)
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12 pages, 849 KiB  
Article
The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control
by Robert West, Edward L. Swing, Craig A. Anderson and Sara Prot
Int. J. Environ. Res. Public Health 2020, 17(14), 5160; https://doi.org/10.3390/ijerph17145160 - 17 Jul 2020
Cited by 15 | Viewed by 3989
Abstract
First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may [...] Read more.
First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity. Full article
(This article belongs to the Special Issue The Impact of Digital Media Use on Behavior and Brain Function)
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