The Effect of Executive Function Load on Reaction Time in E-Sports Players.

Objective: This study examined the effect of executive function load on reaction time in e-sports players and compared their performance with an age-matched control group. Materials and Methods: This cross-sectional controlled study included 30 competitive e-sports players and 30 healthy age-matched...

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Publicado en:Balikesir Health Sciences Journal / Balıkesir Sağlık Bilimleri Dergisi Vol. 15; no. 2; pp. 418 - 425
Autores principales: DEMİRCİ, Serdar, YILMAZ, Sudenaz, BERBEROĞLU, Utku, DEMİRCİ, Cevher, AKTAŞ, Arda, NUMANOĞLU AKBAŞ, Ayşe
Formato: research tables/charts Journal Article
Publicado: Balikesir Health Sciences Journal (BAUN Health Sci J) Jun2026
Acceso en línea:Ver este registro en EBSCOhost
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      jtl: Balikesir Health Sciences Journal / Balıkesir Sağlık Bilimleri Dergisi
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      dt: Jun2026
      vid: 15
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      pid: 14731
      pub: Balikesir Health Sciences Journal (BAUN Health Sci J)
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        10.53424/balikesirsbd.1913129
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        atl: The Effect of Executive Function Load on Reaction Time in E-Sports Players.
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        au:
          DEMİRCİ, Serdar
          YILMAZ, Sudenaz
          BERBEROĞLU, Utku
          DEMİRCİ, Cevher
          AKTAŞ, Arda
          NUMANOĞLU AKBAŞ, Ayşe
        affil: Faculty of Health Sciences, Department of Physiotherapy and Rehabilitation, Balikesir University.
      sug:
        subj:
          Executive Function
          Reaction Time
          Video Games
          Sports
          Task Performance and Analysis
          Human
          Male
          Female
          Adolescence
          Young Adult
          Cross Sectional Studies
          Comparative Studies
          Neuropsychological Tests
          Cognition
          Attention
          Psychomotor Performance
          Motor Skills
          Decision Making
          Exercise Test
          Athletic Performance
          Analysis of Variance
          Post Hoc Analysis
          T-Tests
          Data Analysis Software
          Descriptive Statistics
          Funding Source
          Adolescent: 13-18 years
          Male
          Female
      ab:
        Objective: This study examined the effect of executive function load on reaction time in e-sports players and compared their performance with an age-matched control group. Materials and Methods: This cross-sectional controlled study included 30 competitive e-sports players and 30 healthy age-matched controls. Reaction time was assessed using the BlazePod system under four conditions: simple reaction time (SRT), choice reaction time (CRT), motor dual-task reaction time (MDRT), and cognitive dual-task reaction time (CDRT). Group differences were analyzed using independent samples t-tests. A 2 × 4 mixed-design ANOVA was conducted with group (e-sports vs. control) as the between-subject factor and task condition as the within-subject factor. Bonferroni-adjusted post hoc tests were applied where appropriate. Results: E-sports players demonstrated significantly shorter reaction times than controls in all conditions: SRT (291.5±67.3 vs. 413.4±94.1 ms, p<0.001), CRT (443.3±173.6 vs. 618.4±199.3 ms, p<0.001), MDRT (446.4±115.0 vs. 616.2±251.6 ms, p=0.001), and CDRT (490.9±183.4 vs. 622.3±223.8 ms, p=0.016). A significant main effect of task condition was observed (F(3,174)=31.726, p<0.001), while the group × task interaction was not significant (F(3,174)=0.641, p=0.590). Post hoc analysis showed that SRT was significantly shorter than all other conditions (p<0.001), with no differences among dual-task conditions. Error rates did not differ between groups (p>0.05). Conclusion: E-sports players exhibited shorter reaction times than controls across all conditions. Increased task load prolonged reaction time similarly in both groups.
        Amaç: Bu çalışma, e-spor oyuncularında yürütücü işlev yükünün reaksiyon zamanı üzerindeki etkisini incelemeyi ve performanslarını yaşa göre eşleştirilmiş bir kontrol grubuyla karşılaştırmayı amaçladı. Gereç ve Yöntem: Bu kesitsel kontrollü çalışmaya 30 rekabetçi e-spor oyuncusu ve 30 sağlıklı, yaş olarak eşleştirilmiş kontrol grubu dahil edildi. Reaksiyon zamanı, BlazePod sistemi kullanılarak dört koşulda değerlendirildi: basit reaksiyon zamanı (BRZ), seçici reaksiyon zamanı (SRZ), motor ek görevli reaksiyon zamanı (MERZ) ve kognitif ek görevli reaksiyon zamanı (KERZ). Grup farkları bağımsız örneklem t-testi ile analiz edildi. Grup (e-spor, kontrol) değişkeninin gruplar arası faktör, görev koşulunun ise grup içi faktör olduğu 2 × 4 karma tasarımlı ANOVA uygulandı. Uygun durumlarda Bonferroni düzeltmeli post-hoc testler kullanıldı. Bulgular: E-spor oyuncuları tüm koşullarda kontrol grubuna göre anlamlı oranda daha kısa reaksiyon zamanları gösterdi: BRZ (291.5±67.3 vs. 413.4±94.1 ms, p<0.001), SRZ (443.3±173.6 vs. 618.4±199.3 ms, p<0.001), MERZ (446.4±115.0 vs. 616.2±251.6 ms, p=0.001) ve KERZ (490.9±183.4 vs. 622.3±223.8 ms, p=0.016). Görev koşulunun anlamlı bir ana etkisi bulundu (F(3,174) = 31.726, p<0.001), ancak grup × görev etkileşimi anlamlı değildi (F(3,174) = 0.641, p=0.590). Post-hoc analizler, BRZ’nin diğer tüm koşullardan anlamlı derecede daha kısa olduğunu gösterdi (p<0.001); çift görev koşulları arasında fark bulunmadı. Hata oranları gruplar arasında farklılık göstermedi (p>0.05). Sonuç: E-spor oyuncuları tüm koşullarda kontrol grubuna kıyasla daha kısa reaksiyon zamanları sergiledi. Artan görev yükü, her iki grupta da reaksiyon zamanını benzer şekilde uzattı.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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