E-Spor Antrenmanının Genç Yetişkinlerde El Fonksiyonları ve Reaksiyon Zamanına Etkisi: Randomize Kontrollü Çalışma
Year 2025,
Issue: 25, 1 - 11, 29.04.2025
Gizem Ergezen
,
Ali Buğra Köşker
,
Mert Eren Sözeri
,
Mertcan Okan
,
Eray İnan
Abstract
Amaç: Popülaritesi gittikçe artan elektronik sporun bir türü olan birinci şahıs nişancı (FPS)’nin düzenli oynandığında sağlıklı genç erişkinlerde reaksiyon zamanı, el kavrama ve çimdik kuvvetine olan etkisini incelemektir.
Yöntem: Bu randomize kontrollü prospektif çalışmayı benzer fiziksel aktivite seviyelerindeki 44 genç yetişkin tamamladı. Katılımcılar çalışma grubu (ÇG)(n=22) ve oyun oynamayan kontrol grubuna (KG)(n=22) randomize edildi. ÇG 4 hafta boyunca, günde 15 dakikalık AIM LAB programı ile oyun oynarken, KG hiçbir uygulama yapmadı. Tüm katılımcıların demografik özellikleri not edildikten sonra başlangıç kavrama kuvvetleri el dinamometresi ile, çimdik kuvveti pinchmetre ile, reaksiyon zamanı Ruler Drop testi ile değerlendirildi. Tüm testlemeler ÇG ve KG’de 4 haftanın sonunda tekrarlandı.
Bulgular: Demografik veriler ve başlangıç değerlendirmeleri yönünden gruplar benzerdi (p>0,05). ÇG'de 4 hafta sonunda tüm parametrelerde başlangıca göre anlamlı iyileşme gözlendi (p<0,05). KG, el kavrama ve çimdikleme kuvveti ile reaksiyon süresi açısından herhangi bir gelişme göstermedi (p>0,05). Dört haftalık periyotta kuvvet ve reaksiyon süresi değerlerindeki değişimler açısından ÇG ve KG arasında anlamlı fark vardı (p<0,05).
Sonuç: Dört hafta boyunca düzenli olarak oynanan FPS, genç yetişkinlerde reaksiyon zamanı, el kavrama ve çimdik kuvvetinde iyileşmeye sebep olmuştur. Bu fonksiyonel bileşenleri geliştirmek isteyen genç yetişkinler, oyuncu olmasa da düzenli olarak FPS oynayabilir.
References
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Effect of E-Sports Training on Hand Functions and Reaction Time in Young Adults: Randomized Controlled Study
Year 2025,
Issue: 25, 1 - 11, 29.04.2025
Gizem Ergezen
,
Ali Buğra Köşker
,
Mert Eren Sözeri
,
Mertcan Okan
,
Eray İnan
Abstract
Aim: To examine the effects of first-person shooter (FPS), a type of electronic sport that is increasingly popular, on reaction time, hand grip and pinch strength in healthy young adults when played regularly.
Method: Forty-four young adults with similar physical activity levels completed this randomized controlled prospective study. Participants were randomized into the study group (SG) (n=22) and the non-gaming control group (CG) (n=22). While SG played games with the AIM LAB program for 15 minutes a day for 4 weeks, CG did not do any practice. After the demographic characteristics of all participants were noted, their grip strength was evaluated with a hand dynamometer, pinch strength with a pinchmeter, and reaction time with the ruler drop test. All tests were repeated at the end of 4 weeks in SG and CG.
Results: The groups were similar in terms of demographic data and baseline evaluations (p>0.05). In SG, significant improvement was observed in strengths and reaction time after 4 weeks of practice compared to baseline (p<0.05). CG showed no improvements in terms of hand grip and pinch strength, and reaction time (p>0.05). There were significant differences between SG and CG in the changes in strength and reaction time values in 4 weeks long period (p<0.05).
Conclusion: FPS played regularly for four weeks led to improvements in reaction time, hand grip and pinch strength in young adults. Young adults who want to develop these functional components can play FPS regularly, even if they are not gamers.
Ethical Statement
The protocol was approved by the Non-Interventional Research Ethics Committee of the Istanbul Medipol University, Türkiye (Number: E-10840098-772.02-6695, Date:27.12.2021). Informed consent was obtained from all participants.
Supporting Institution
The authors have not declared a specific grant for this research from any funding agency in the public, commercial or not-for-profit sectors.
References
- 1. DiFrancisco-Donoghue J, Balentine J, Schmidt G, et al. Managing the health of the esport athlete: An integrated health management model. BMJ Open Sport and Exercise Medicine. 2019;5(1).
- 2. Khromov N, Korotin A, Lange A, et al. Esports athletes and players: A comparative study. IEEE Pervasive Computing. 2019;18(3):31-39.
- 3. Kottama NR, Sebastian N, Adrianto HA, et al. The mobile life simulator for introducing the career as a professional player in e-sport. Procedia Computer Science. 2021;179:656-661.
- 4. Jonasson K, Thiborg J. Electronic sport and its impact on future sport. Sport in Society. 2010;13(2):287-299.
- 5. Bornemark, O. Success factors for e-sport games. S. Bensch, F. Drewes (Eds.): Umea’s 16th Student Conference in Computing Science USCCS 2013, pp. 1–12, January 2013.
- 6. Glass BD, Maddox WT, Love BC. Real-time strategy game training: Emergence of a cognitive flexibility trait. PloS One. 2013;8(8):1-7.
- 7. Maneval KL. Visual-motor integration training and its effects on self-help skills in preschool students with disabilities [master thesis]. New Jersey, ABD; 1999.
- 8. Grosjean M, Rosenbaum DA, Elsinger C. Timing and reaction time. Journal of Experimental Psychology: General, 2001;130(2):256–272.
- 9. Dolk T, Hommel B, Colzato LS, et al. The joint simon effect: A review and theoretical integration. Frontiers in Psychology. 2014;5.
- 10. Li L, Chen R, Chen J. Playing action video games improves visuomotor control. Psychological Science. 2016;27(8):1092-1108.
- 11. Green CS, Bavelier D. Action-video-game experience alters the spatial resolution of vision. Psychol Sci. 2007;18:88–94.
- 12. Lager A, Bremberg S. Health effects of video and computer game playing. A systematic review. Stockholm: Swedish National Institute of Public Health. 2005:1-30.
- 13. Trampisch US, Franke J, Jedamzik N, et al. Optimal Jamar dynamometer handle position to assess maximal isometric hand grip strength in epidemiological studies. J Hand Surg Am. 2012;37(11):2368-73.
- 14. Haidar SG, Kumar D, Bassi RS, et al. Average versus maximum grip strength: Which is more consistent? J Hand Surg[Br]. 2004;29:82-84.
- 15. Udermann BE, Mayer JM, Murray SR, et al. Influence of cup stacking on hand-eye coordination and reaction time of second-grade students. Perceptual and motor skills. 2004;98(2):409-414.
- 16. Lamers James RG, O'Connor AR. Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab. PLoS One. 2023;18(7):e0288937.
- 17. Nagle A, Wolf P, Riener R Towards a system of customized video game mechanics based on player personality: Relating the Big Five personality traits with difficulty adaptation in a first-person shooter game. Entertainment Computing. 2016;13:10-24.
- 18. Formosa J, O'Donnell N, Horton EM, et al. Definitions of esports: A systematic review and thematic analysis. Proc. ACM Hum.-Comput. Interact. 2022;6:227.
- 19. Smerdov A, Somov A, Burnaev E, et al. AI-enabled prediction of video game player performance using the data from heterogeneous sensors. Multimedia Tools Appl. 2022;82(7):11021–11046.
- 20. Dye MW, Green CS, Bavelier D. Increasing speed of processing with action video games. Current Directions in Psychological Science. 2009;18:321–326.
- 21. Wu S, Cheng CK, Feng J, et al. Playing a first-person shooter video game induces neuroplastic change. Journal of Cognitive Neuroscience. 2012;24(6):1286-93.
- 22. Bickmann P, Wechsler K, Rudolf K, et al. Comparison of reaction time between esports players of different genres and sportsmen. International Journal of eSports Research (IJER). 2021;1(1):1-16.
- 23. Ersin A, Tezeren HC, Ozunlu Pekyavas N, et al. The relationship between reaction time and gaming time in e-sports players. Kinesiology. 2022;54(1):36–42.
- 24. Chen R, Chen J, Li L. Action videogame play ımproves visual motor control. Journal of Vision. 2012;15(12):42.
- 25. Schubert T, Finke K, Redel P, et al. Video game experience and its influence on visual attention parameters: An investigation using the framework of the theory of visual attention. Acta Psychologica. 2012;157:200–214.
- 26. Mori S, Ohtani Y, Imanaka K. Reaction times and anticipatory skills of karate athletes. Hum Mov Sci. 2002;21(2):213-230.
- 27. Bostanci H, Emir A, Tarakci D, et al. Video game-based therapy for the non-dominant hand improves manual skills and grip strength. Hand Surg Rehabil. 2020;39(4):265-269.
- 28. Badau D, Badau A, Ene-Voiculescu C, et al. The impact of implementing an exergame program on the level of reaction time optimization in handball, volleyball, and basketball players. International Journal of Environmental Research and Public Health. 2022;19(9):5598.
- 29. Truls J, Strom V, Simic J, et al. Effectiveness of training with motion-controlled commercial video games on hand and arm function in young people with cerebral palsy: A systematic review and meta-analysis. Journal of Rehabilitation Medicine. 2019;52(1).
- 30. Comeras-Chueca C, Villalba-Heredia L, Perez-Lasierra JL, et al. Active video games improve muscular fitness and motor skills in children with overweight or obesity. International Journal of Environmental Research and Public Health. 2022;19(5):2642.
- 31. Paul DJ, Gabbett T, Nassis GP. Agility in team sports: Testing, training and factors affecting performance. Sports Medicine. 2016;46(3):421-42.