The Effect of Aerobic Exercise Training on Collegiate eSport Team Players
Condition: Screen Time; Performance Enhancing; Injury Prevention; Executive Function; Cardiovascular Training
Study type: Interventional

Summary: 
      E-sports, which is called video games that are played in a competitive and organized way in a
      virtual environment, individually or in like teams, continues to increase its popularity by
      reaching individuals of all ages with the acceleration it has gained to worldwide.

      The major keys to performance in e-sports, which include games in many different categories;
      tactical and cognitive abilities that depend on executive functions such as attention,
      perception, memory, and multitasking. It also requires play skills that include fluent and
      coordinated movements, such as hand-eye coordination. Therefore, the reaction time among the
      players plays a decisive role in the performance.

      The sedentary life-induced physical, mental and spiritual health of the e-sports player who
      is in front of the screen for a long time is negatively affected, and it is seen that the
      accuracy in the executive functions of the athlete decreases and results in impulsivity.
      Physical activity can be considered as a good opportunity for performance, as physical,
      cognitive and spiritual improvements will contribute positively to the performance of the
      athlete. Aerobic exercise, which is widely performed today for physical activity, has
      positive effects on both physical, cognitive and psychosocial aspects.

      This study was designed as a randomized controlled, single-blind, prospective study to
      examine the effect of aerobic exercise training on reaction time, neuropsychological
      parameters and mood in e-sports players playing in university e-sports team.
    

Detailed description: 
      E-sports, which are called video games that are played in a competitive and organized manner
      in a virtual environment, individually or in teams, in line with a certain goal, are taking
      place today based on the principle of directing virtual avatars. Following the increase in
      personal computer use, it continues to increase its popularity by reaching individuals of all
      ages, while gaining a worldwide popularity with players predominantly consisting of younger
      population.

      The major keys to performance in e-sports, which include games in many different categories;
      Tactical and cognitive abilities that depend on executive functions such as attention,
      perception, memory, and multitasking. It also requires play skills that include fluent and
      coordinated movements, such as hand-eye coordination. Therefore, the reaction time among the
      players plays a decisive role in the performance.

      Since the e-sports player, whose average career years are known to be short, will regularly
      train 5.5-10 hours a day in order to continue with maximum performance and improve their
      skills, many of the players earn a sedentary life by not participating in any physical
      activity. Although the increase in the time spent in front of the screen brings success,
      physical and mental health due to the sedentary life gained is negatively affected, and it is
      seen that the accuracy in executive functions decreases and results in impulsivity as it is
      continued without rest. In addition to these, it will be possible to say the presence of
      depression and anxiety.

      According to the guidelines published by the World Health Organization, it has been observed
      that individuals aged 18-64 are recommended at least 150-300 minutes of moderate-intensity
      aerobic activities per week or at least 75-150 minutes of vigorous aerobic activities.

      Physical activity can be considered as a good opportunity for performance, since the
      physical-cognitive system that works smoothly in e-sports players will contribute positively
      to the performance of the athlete. Since physical activity also contributes to mental
      healing, it is thought that the athlete's chance of success will be higher by causing a
      positive effect on the performance of the player.

      Aerobic exercise, known as activities in which the major muscle groups of the body are moved
      rhythmically for a continuous period of time, increase synaptic plasticity, while aerobic
      exercise is known to improve attention and affect reaction times in direct proportion to
      attention. Positive effects of aerobic exercise are observed in psychosocial aspects as well
      as in cognitive development.

      Reaction time; 3 separate tests, visual, auditory and audio-visual, will be evaluated with
      computer aided Microgate-Optojump Next measuring device. Neuropsychological evaluation;
      short-term memory, attention, information processing speed, and problem-solving skills will
      be evaluated with Corsi Block Task, Stroop Test, Wisconsin Card Sorting Test, Fitts Law Test
      and Digit Span Test. Mood evaluation will be done with Beck Depression Inventory and Beck
      Anxiety Inventory. Before people are included in the exercise training protocol, knowing the
      person's maximum exercise capacity will determine an effective program and the
      person/situation where we need to end the exercise, so aerobic exercise capacity will be done
      with the '20 Meter Shuttle Run Test', which is a maximal field test.

      This study was designed as a randomized controlled, single-blind, prospective study to
      examine the effect of aerobic exercise training on reaction time, neuropsychological
      parameters and mood in e-sports players playing in university e-sports team.
    

Intervention name(s): Aerobic exercise
Intervention type(s): Other
Intervention description(s): For 6 weeks, 3 times a week, aerobic exercise will be performed with a treadmill at 55-74% of the maximal heart rate.
Allocation: Randomized
Intervention model: Parallel Assignment
Intervention model description: 30 esports players aged 18-25, playing in the university esports team, will be included in the study.
Masking: Triple (Participant, Investigator, Outcomes Assessor)
Primary purpose: Supportive Care