This paper introduces SpinForge — a methodology for designing esports event rhythm based on four alternating cognitive phases: Forge (focus, 40%), Nexus (social connection, 25%), Back (recovery, 20%), and Horizon (reflection, 15%). The methodology extends the GAM3ARCH framework (Skrobov, 2025), translating its cognitive zone architecture from game design into live event management. The study combines agent-based modeling (160 agents, 1000 Monte Carlo runs) with field data from two esports events: League of Legends (N=80) and Counter-Strike 2 (N=62). Results demonstrate a 31% reduction in cognitive load (CLI: 0.42→0.29, p<0.001) and a 24% increase in resonance (RI: 0.68→0.84, p<0.001) compared to traditional scheduling. HRV-CLI correlation: r=-0.62 (p<0.001). Organizer errors reduced by 41%. Practical tools include: the Event Pulse real-time monitoring system (4 operational states), CLI and RI survey forms, phase-specific activity guidelines, commercial integration framework, and an event organizer's audit checklist. Keywords: esports, cognitive load, event design, engagement, HRV, GAM3ARCH, tournament management, rhythm design
Andrey A. Skrobov (Fri,) studied this question.