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Examining effectiveness of e-sports activity in Japan

  • Autores: Goichi Hagiwara, Daisuke Akiyama, Shunichi Takeshita
  • Localización: Journal of Human Sport and Exercise: JHSE, ISSN-e 1988-5202, Vol. 14, Nº. Extra 4, 2019 (Ejemplar dedicado a: Spring Conferences of Sports Science), págs. 1038-1045
  • Idioma: inglés
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  • Resumen
    • Digital games or video games have a positive impact on cognitive function. However, there is no study examining the positive effects of e-sports in Japan. Thus, we conducted two studies. Study 1 examined the relationship between e-sports and cognitive function using the Stroop and reverse-Stroop Color and Word Test. Additionally, study 2 examined the psychological statement while playing e-sports using biological evaluation. Study 1 included six male collegiate students who could play e-sports (three in the e-sports group, three in the control group), while study 2 involved two male Japanese collegiate e-sports players. The e-sports group played e-sports for 10 minutes and their cognitive function and psychological statement were evaluated during play. EEG was employed to evaluate the psychological statement of the e-sport players in study 2. Emotional condition (concentration) was analysed from the combination of the extracted raw EEG data using KANSEI Module Logger. Results of study 1 indicated that 10 minutes of e-sports activity significantly improved cognitive function, especially interference and concentration, in the e-sports group. Study 2 concluded that the average concentration value at play time was significantly higher than that during the resting period. Therefore, this study indicated that e-sports activity might have positive effects when played for a brief time.


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