Cross-sectional study shows improved reaction times in male college E-sport players, suggesting cognitive benefits over non-gamers.
Introduction: Electronic sports (E-sport) may improve cognitive function by using magnetic resonance imaging. There is limited data on evaluating cognitive functions in E-sport players by the cognitive tests. Objective: To evaluate cognitive function in E-sport players by using a cognitive test. Methodology: This was a cross-sectional study and enrolled male college students with an age of 18 years or older who agreed to participate the study and practiced any types of E-sport regularly at least three times/week for at least one year (E-sport) or no exercise (control). Eligible participants were evaluated for the cognitive test by using a computer-based program which was comprised of seven categories. Results: There were 35 male college students enrolled in the E-sport group and the control group. The E-sport group had shorter reaction times of correct responses in simple reaction time test (266.94 vs 308.54 msec; p < 0.001) than the control group, but longer reaction times of correct responses in choice reaction time test (387.54 vs 316.23 msec; p < 0.001) and incongruent (471.69 vs 434.69 msec; p < 0.001) than the control group. For the accuracy of responses, the E-sport group had a significant higher percentage of accuracy responses in simple reaction time test (93.57% vs 61.54%; p < 0.001), choice reaction time test (82.60% vs 51.60%; p < 0.001), and congruent (89.34% vs 84.06; p = 0.040). Conclusion: E-sport players may have better specific cognitive function in terms of speed and accuracy than the control group in male collegiate students.
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Chainarong et al. (2025) studied this question.
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