Comparative analysis of cognitive functions in male college E-sport players and non-gamers
DOI:
https://doi.org/10.47197/retos.v71.117120Keywords:
simple reactive time test, choice reaction time test, trail making testAbstract
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.
References
Aliyari, H., Sahraei, H., Daliri, M. R., Minaei-Bidgoli, B., Kazemi, M., Agaei, H., Sahraei, M., Hosseini, S. M. A.
S., Hadipour, M. M., Mohammadi, M., & Dehghanimohammadabadi, Z. (2018). The Beneficial or Harm-ful Effects of Computer Game Stress on Cognitive Functions of Players. Basic and Clinical Neu-roscience, 9(3), 177–186. https://doi.org/10.29252/nirp.bcn.9.3.177
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action
video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing
on attention, memory, and executive control. Acta Psychologica, 129(3), 387–398. https://doi.org/10.1016/j.actpsy.2008.09.005
Choi, E., Shin, S.-H., Ryu, J.-K., Jung, K.-I., Hyun, Y., Kim, J., & Park, M.-H. (2021). Association of Exten-sive
Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review. JMIR Serious Games, 9(3), e25793. https://doi.org/10.2196/25793
Chung, T., Sum, S., Chan, M., Lai, E., & Cheng, N. (2019). Will esports result in a higher prevalence of
problematic gaming? A review of the global situation. Journal of Behavioral Addictions, 8(3), 384–394. https://doi.org/10.1556/2006.8.2019.46
Cojocariu, A., & Abalasei, B. (2014). Does the reaction time to visual stimuli contribute to performance
in judo? Archives of Budo, 10, 73–78.
DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the
eSport athlete: An integrated health management model. BMJ Open Sport & Exercise Medicine, 5(1), e000467. https://doi.org/10.1136/bmjsem-2018-000467
Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). The development of attention skills in action video game
players. Neuropsychologia, 47(8), 1780–1789. https://doi.org/10.1016/j.neuropsychologia.2009.02.002
Emara, A. K., Ng, M. K., Cruickshank, J. A., Kampert, M. W., Piuzzi, N. S., Schaffer, J. L., & King, D. (2020).
Gamer’s Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Current Sports Medicine Reports, 19(12), 537–545. https://doi.org/10.1249/JSR.0000000000000787
Estrada-Araoz, E. G., Ayay-Arista, G., Arias-Huaco, Y. M., Pujaico-Espino, J. R., Larico-Uchamaco, G. R., &
Huamani-Calloapaza, T. C. (2024). Trastorno por videojuegos, hábitos alimentarios y motivación hacia la práctica de la actividad física en estudiantes de educación básica: Un estudio transversal (. Retos, 61, 1080–1090. https://doi.org/10.47197/retos.v61.110080
Ghaffari, A., Bibi, S., Khalid, A., & Iqbal, K. (2024). Cognitive Failure as a Consequence of Video Games,
Developing Risk of Disruptive Behaviors among Students. Al-Qanṭara, 10, 134–145.
He, S., Leng, L., Gao, D., Chen, Y., Deng, W., Wu, J., Li, P., Chen, Y., Huang, J., Liu, G., Su, J., Peng, J., Guo, W.,
Zhang, J., & Huang, J. (2025). Combined Effect of HF-rTMS and Whole-Body Vibration Exercise on Cognitive Efficiency in Esports Players With or Without Sedentary Behaviors: A Randomized Controlled Trial. Brain and Behavior, 15(5), e70473. https://doi.org/10.1002/brb3.70473
Kheloui, S., Brouillard, A., Rossi, M., Marin, M.-F., Mendrek, A., Paquette, D., & Juster, R.-P. (2021).
Exploring the sex and gender correlates of cognitive sex differences. Acta Psychologica, 221, 103452. https://doi.org/10.1016/j.actpsy.2021.103452
McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and
Performance in Esports Players: An Initial Systematic Review. https://journals.humankinetics.com/view/journals/jege/1/1/article-jege.2022-0014.xml
Mi, Y., Zhao, S., & Ju, F. (2025). An integrated health management model to improve the health of
professional e-sports athletes: A literature review. PeerJ, 13, e19323.
https://doi.org/10.7717/peerj.19323
Nuyens, F. M., Kuss, D. J., Lopez-Fernandez, O., & Griffiths, M. D. (2019). The Empirical Analysis of Non-
problematic Video Gaming and Cognitive Skills: A Systematic Review. International Journal of Mental Health and Addiction, 17(2), 389–414. https://doi.org/10.1007/s11469-018-9946-0
Overå, S., Bakken, A., & Hyggen, C. (2024). Prevalence and Characteristics of Female and Male Esports
Players among Norwegian Youth: A General Population Study. International Journal of Environmental Research and Public Health, 21(9), 1136. https://doi.org/10.3390/ijerph21091136
Pontifex, M. B., & Hillman, C. H. (2007). Neuroelectric and behavioral indices of interference control
during acute cycling. Clinical Neurophysiology: Official Journal of the International Federation of Clini-cal Neurophysiology, 118(3), 570–580. https://doi.org/10.1016/j.clinph.2006.09.029
Sánchez, J. A., Vaamonde, A. G.-N., & Garcia-Merino, S. (2023). Factores de entrenamiento en esports:
Una revisión sistemática (Esports training factors: a systematic review). Retos, 48, 889–893. https://doi.org/10.47197/retos.v48.95260
Schary, D. P., Jenny, S. E., & Koshy, A. (2022). Leveling Up Esports Health: Current Status and Call to
Action. International Journal of Esports, 3(3), Article 3. https://www.ijesports.org/article/70/html
Shepard, R. N., & Metzler, J. (1971). Mental rotation of three-dimensional objects. Science (New York,
N.Y.), 171(3972), 701–703. https://doi.org/10.1126/science.171.3972.701
Solmaz, S., İnan, M., & Şahin, M. Y. (2025). The moderating effects of physical activity on social anxiety
and sleep disturbance: Managing gaming disorder in young e-sports players. Frontiers in Public Health, 13, 1544044. https://doi.org/10.3389/fpubh.2025.1544044
Swanson, J. (2005). The Delis-Kaplan Executive Function System: A Review. Canadian Journal of School
Psychology, 20(1–2), 117–128. https://doi.org/10.1177/0829573506295469
Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging Evidence Supporting the
Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences, 10(11), 859. https://doi.org/10.3390/brainsci10110859
Vandenberg, S. G., & Kuse, A. R. (1978). Mental rotations, a group test of three-dimensional spatial
visualization. Perceptual and Motor Skills, 47(2), 599–604. https://doi.org/10.2466/pms.1978.47.2.599
Wang, P., Liu, H.-H., Zhu, X.-T., Meng, T., Li, H.-J., & Zuo, X.-N. (2016). Action Video Game Training for
Healthy Adults: A Meta-Analytic Study. Frontiers in Psychology, 7, 907. https://doi.org/10.3389/fpsyg.2016.00907
Zhang, S., & Owen, R. (2023). Bridging attentional control and reinvestment: A test of the interactionist
hypothesis in an E-sport context. New Ideas in Psychology, 70, 101031. https://doi.org/10.1016/j.newideapsych.2023.101031
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Austtasit Chainarong, Wareerat Pila, Onwaree Ingkatecha, Yanyong Phanpheng, Tanapol Kaewwong, Surumpa C. Kaewwong, Kittisak Sawanyawisuth

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and ensure the magazine the right to be the first publication of the work as licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of authorship of the work and the initial publication in this magazine.
- Authors can establish separate additional agreements for non-exclusive distribution of the version of the work published in the journal (eg, to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Is allowed and authors are encouraged to disseminate their work electronically (eg, in institutional repositories or on their own website) prior to and during the submission process, as it can lead to productive exchanges, as well as to a subpoena more Early and more of published work (See The Effect of Open Access) (in English).
This journal provides immediate open access to its content (BOAI, http://legacy.earlham.edu/~peters/fos/boaifaq.htm#openaccess) on the principle that making research freely available to the public supports a greater global exchange of knowledge. The authors may download the papers from the journal website, or will be provided with the PDF version of the article via e-mail.