This study aims to compare cognitive functions and functional vestibulo-ocular reflex (VOR) between e-athletes and non-athletes. Participants aged 17-27 years will complete the Stroop Test, Corsi Block-Tapping Test, and Functional Head Impulse Test (F-HIT) during a single baseline session. Cognitive measures will include attention, response inhibition, and visuospatial memory, while F-HIT will assess dynamic gaze stability. The study uses a cross-sectional design to explore potential differences between groups. Findings are expected to provide preliminary evidence on whether competitive gaming is associated with cognitive advantages or vestibular adaptations.
Esports requires rapid visuomotor coordination, attentional control, and working memory. While traditional sports have been extensively studied in relation to cognitive and vestibular performance, limited evidence exists regarding esports. Some studies suggest that video gaming may improve executive function, visuospatial memory, and processing speed, whereas others have reported impairments in response inhibition. In addition, the potential effects of esports on vestibulo-ocular reflex (VOR) function, which is essential for gaze stability during head movements, remain largely unexplored. This cross-sectional study is designed to compare cognitive and vestibular performance between esports athletes and non-athlete controls. Participants include young adults with and without at least four years of competitive gaming experience. Cognitive abilities are assessed with the Stroop Test, which measures selective attention, inhibition, and processing speed, and the Corsi Block-Tapping Test, which evaluates visuospatial short-term and working memory. Vestibular performance is assessed with the Functional Head Impulse Test (F-HIT), which measures dynamic visual accuracy during passive head impulses in horizontal and vertical planes. The primary outcome is Stroop Test Part V completion time under interference conditions. Secondary outcomes include Stroop errors and corrections, forward and backward Corsi spans, and F-HIT percent correct answers. By integrating cognitive and vestibular assessments, this study aims to provide preliminary evidence on whether intensive esports participation is associated with cognitive advantages, vestibular adaptations, or both. The findings may contribute to a better understanding of the health and performance characteristics of esports athletes and guide the development of evidence-based training strategies.
Study Type
OBSERVATIONAL
Enrollment
36
Istanbul Medipol University
Istanbul, BEYKOZ, Turkey (Türkiye)
Stroop Test Part V Completion Time (seconds)
Completion time on Stroop Part V and errors on Part IV/V, indexing selective attention and inhibition. Participants are shown color-word stimuli and must name ink colors as quickly and accurately as possible.
Time frame: Day 1 (Baseline, during a single test session)
Stroop Test Part IV Errors (number of incorrect responses)
Number of errors on Stroop Part IV, reflecting selective attention and inhibitory control. Participants are asked to state the ink color of incongruent color-word stimuli. Fewer errors indicate better performance.
Time frame: Day 1 (Baseline, during a single test session).
Stroop Test Part IV Corrections (number of corrected errors)
Description: Number of self-corrections in Stroop Part IV, reflecting cognitive control. Participants can correct verbal mistakes during the task; higher correction counts indicate reduced automatic inhibition.
Time frame: Day 1 (Baseline, during a single test session).
Corsi Block-Tapping Test - Forward Span (maximum sequence length)
Short-term visuospatial memory capacity. Participants are shown sequences of blocks tapped by the examiner and must reproduce the same order. Higher span indicates better memory.
Time frame: Day 1 (Baseline, during a single test session).
Corsi Block-Tapping Test - Backward Span (maximum sequence length)
Visuospatial working memory capacity. Participants are shown sequences of blocks tapped by the examiner and must reproduce them in reverse order. Higher span indicates better working memory.
Time frame: Day 1 (Baseline, during a single test session).
Functional Head Impulse Test (F-HIT) Percent Correct Answers (%CA)
Accuracy in identifying optotypes presented during rapid passive head impulses in horizontal, RALP, and LARP planes (3,000-6,000°/s²). Higher %CA indicates better functional vestibulo-ocular reflex.
Time frame: Day 1 (Baseline, during a single test session).
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