Comparative analysis of cognitive functions in male college E-sport players and non-gamers

Authors

DOI:

https://doi.org/10.47197/retos.v71.117120

Keywords:

simple reactive time test, choice reaction time test, trail making test

Abstract

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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Published

2025-08-22

How to Cite

Chainarong, A., Pila, W., Ingkatecha, O., Phanpheng, Y., Kaewwong, T., Kaewwong, S. C., & Sawanyawisuth, K. (2025). Comparative analysis of cognitive functions in male college E-sport players and non-gamers. Retos, 71, 502–508. https://doi.org/10.47197/retos.v71.117120

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Original Research Article