ArticleBrain sciences2024
Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye-Hand Coordination.
Article in Brain sciences, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 3 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
6 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Effects of immersive training on motor competence: a systematic review and meta-analysis.Scientific reports · 2026Pooled it
- Exercise interventions and multidimensional cognitive function in esports players: a systematic review and meta-analysis of randomized controlled trials.Frontiers in psychology · 2026Pooled it
- Brain-computer interfaces and neural synchronization in esports: a systematic review of effects on reaction time, decision-making, and cognitive performance.Frontiers in human neuroscience · 2026Pooled it
- Psychomotor Performance in Esports Players: A Comparative Study of Visual Reaction Time and Hand-Eye Coordination.Brain sciences · 2026Article
- Review
- Does the "learning effect" caused by digital devices exaggerate sports visual training outcomes? A systematic review and meta-analysis.Frontiers in physiology · 2025Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectivesElectronic sports (esports) have grown into a major competitive field in today's digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye-hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes.
methodsThe study involved 66 amateur e-athletes (45 men and 21 women, aged 19-41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days.
resultsThe results demonstrated that VR training significantly improved eye-hand coordination in the experimental group, although there were no notable effects on reaction time or motor time.
conclusionsThese findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye-hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.