Objective evaluation of seat discomfort on eRacing performance.

Background: While physical and mental health training guidelines have received much attention and scientific scrutinisation for traditional sports, these guidelines have not yet been developed for electronic sports (eSports). One important factor for developing these guidelines is to find appropriat...

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Publicado en:Work Vol. 83; no. 1; pp. 64 - 74
Autores principales: Vanheusden, Frederique J, Ogilvie, Molly O
Formato: equations & formulas research tables/charts Journal Article
Publicado: Sage Publications Inc. Jan2026
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan2026
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        atl: Objective evaluation of seat discomfort on eRacing performance.
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          Vanheusden, Frederique J
          Ogilvie, Molly O
        affil: Department of Engineering, Nottingham Trent University, Nottingham, UK
      sug:
        subj:
          Task Performance and Analysis
          Video Games
          Sitting
          Comfort
          Stress, Psychological
          Biophysiological Methods
          Ergonomics
          Human
          Female
          Male
          Adolescence
          Young Adult
          Adult
          Experimental Studies
          Questionnaires
          Electroencephalography
          Electrocardiography
          Vibration
          Scales
          Summated Rating Scaling
          Electrodes
          Signal Processing, Computer Assisted
          Analysis of Variance
          Spectral Analysis
          Algorithms
          Data Analysis Software
          Post Hoc Analysis
          Matched-Pair Analysis
          Correlation Coefficient
          Descriptive Statistics
          Adolescent: 13-18 years
          Adult: 19-44 years
          Female
          Male
      ab: Background: While physical and mental health training guidelines have received much attention and scientific scrutinisation for traditional sports, these guidelines have not yet been developed for electronic sports (eSports). One important factor for developing these guidelines is to find appropriate ways to objectively measure performance and wellbeing of eSport participants through a combination of behavioural and physiological measurements. Objective: To determine the effect of perceived discomfort on stress levels and task performance during racing simulation (eRacing) activities using physiological and behavioural measurements. Methods: Discomfort and stress were analysed using questionnaires, electro-encephalography, electrocardiography, and galvanic skin response while 17 participants engaged in off-line Assetto Corsa racing simulation competitions. Results: Discomfort slightly increased with prolonged seating, and perceived task difficulty significantly increased stress and self-assessed task performance. While significant differences could be observed in electro-encephalographic (EEG) alpha-, beta-band activity and galvanic skin responses (GSR) data, these were not correlated to perceived stress, discomfort, or performance. Conclusions: This study showed the potential for using physiological measurements to monitor eSport player performance before, after and during eRacing activities. While no significant correlations with behavioural assessments were found, further studies could build on the suggested physiological markers to determine effects of competitive environments on eSport participants' wellbeing.
      pubtype: Academic Journal
      doctype:
        equations & formulas
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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