###### Abstract  
This study investigates the efficacy of VR-based cognitive training using the game Beat Saber in enhancing cognitive functions in amateur e-athletes. Participants were divided into two groups, undergoing either 8-day or 28-day training. Significant improvements were observed in reaction time (RT) and eye-hand coordination (EHC) for both groups. Notably, cognitive gains in EHC were maintained over time, indicating the durability of training effects. The lack of significant differences between the short-term and long-term training outcomes suggests that even brief, intensive VR training can lead to substantial cognitive improvements, potentially obviating the need for extended training periods. The findings underscore the potential of immersive VR games like Beat Saber as effective tools for cognitive training. This study also highlights the relevance of VR technology beyond entertainment, demonstrating its application in cognitive enhancement. Given the rising popularity of esports and VR, integrating such technologies into cognitive training programs offers a promising avenue for improving cognitive functions in younger populations familiar with virtual environments. The results suggest that VR-based interventions can enhance cognitive functions which are crucial for both competitive esports and general cognitive functioning, making VR a versatile tool in various training contexts. Further research is recommended to explore the generalizability of these findings to other VR games and different populations. virtual reality; esports; reaction time; eye-hand coordination; cognitive functions 2025  
competitions [2]. Over the past few decades, technological advancements have driven the transformation of esports into a highly competitive and dynamic field [3]. The early 21 st century witnessed a dramatic increase in esports' popularity and participation, with major corporations and sports clubs (e.g., Ajax Amsterdam, Schalke 04, Paris Saint-Germain) investing in professional teams and international tournaments [4]. Games like \"Defense of the Ancients\" (DOTA), \"League of Legends\" (LOL), and \"Counter-Strike: Global Offensive\" (CS:GO) have become cultural staples [5; 6]. Major esports events, such as the League of Legends World Championships, attract audiences rivaling those of traditional sports events like the Super Bowl, with millions of viewers worldwide [7]. The esports industry continues to capture the interest of educational institutions and the scientific community, particularly in cognitive science. Studies have shown that different game genres place unique cognitive demands on players. First-person shooters (FPS) like CS:GO require rapid reflexes and quick reaction times [8]. Real-time strategy (RTS) games like \"Starcraft\" demand strategic foresight and multitasking [9]. Multiplayer online battle arenas (MOBAs) such as LOL emphasize cognitive flexibility and decision-making [10]. Understanding the cognitive requirements of esports has highlighted the importance of methods to enhance cognitive functions, crucial for both professional and amateur training [11]. As esports continues to parallel traditional sports in both scale and spectacle, the training methods must also evolve to meet the unique demands of digital competition [12; 13]. VR emerges as a transformative tool in this landscape, providing not just a method for enhancing cognitive functions critical to esports' success but also as a way to bridge the gap between traditional athletic training and the digital battlegrounds of esports. By integrating virtual reality (VR) into training regimens, athletes can gain a competitive edge rooted in the ability to quickly process complex scenarios and execute decisions with precision. A key advantage of VR lies in its capacity to engage multiple cognitive systems simultaneously through immersive, interactive environments that closely replicate the fast-paced, high-stakes nature of esports.