The current study aimed to examine sleep characteristics of esport players and the stipulated effects of game performance on consecutive sleep characteristics using residual dynamic structural equation modeling (RDSEM). A sample of 27 Counterstrike players with a mean age of 18½ years participated in the current study. Sleep was detected over a period of 56 days with a Somnofy sleep monitor that utilizes an impulse radio ultra-wideband puls radar and Dopler technology, and weekly game performance was reported by the players. The results showed that esport players' sleep characteristics were in the lower levels of recommended guidelines and that sleep onset started later and sleep offset ended later in the morning compared with athletes from other traditional sports. The esport players displayed stable patterns in sleep onset, sleep offset, time in bed, sleep efficiency and non-REM respiration rates per minute (NREM RPM). On the between-person level, esport players with better game performance spent more time sleeping ( = 0.55) and scored lower on NREM RPM ( = -0.44). Unstandardized within-person cross-lagged paths showed that better game performance predicted subsequent earlier sleep offset. The within-level standardized estimates of the cross-lagged paths revealed that participants with better game performance spent subsequently more time in deep sleep (0.20), less time in light sleep (-0.14), less time in bed (-0.16), and displayed lower NREM RPM (-0.21), earlier sleep offset (-0.21), and onset (-0.09). The findings of better game performance being related to better sleep are discussed in terms of existing knowledge on how stress responses elicitated by poor performance might impact on non-REM respiration rates and sleep.
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http://dx.doi.org/10.3389/fspor.2021.697535 | DOI Listing |
Sci Rep
January 2025
Research Institute for Brain Development and Peak Performance, RUDN University, Moscow, Russia.
Maze tasks, originally developed in animal research, have become a popular method for studying human cognition, particularly with the advent of virtual reality. However, these experiments frequently rely on simplified environments and tasks, which may not accurately reflect the complexity of real-world situations. Our pilot study aims to transfer a multi-alternative maze with a complex task structure, previously demonstrated to be useful in studying animal cognition, to studying human spatial cognition.
View Article and Find Full Text PDFJ Neurol
January 2025
Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.
Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.
Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.
Heliyon
January 2025
Department of Industrial Engineering, Istinye University, Istanbul, Turkey.
The recent adoption of modern technologies has led to the fourth industrial revolution or Industry 4.0 (I4.0).
View Article and Find Full Text PDFJ Undergrad Neurosci Educ
December 2024
Burnett School of Biomedical Sciences, University of Central Florida, Orlando, FL 32816.
As a subset of active learning, gamification involves the application of gaming principles as a means of improving student outcomes in the classroom. Recent work has shown that such active learning strategies may be particularly effective at reducing the rate of failure in STEM courses. In this retrospective case study, I examined the effects on student exam performance, rate of failure, and perception of instruction following a semester-long course improvement project that involved implementing a novel tabletop style roleplaying game () during lab sessions in an undergraduate neuroanatomy course.
View Article and Find Full Text PDFJ Sci Med Sport
December 2024
Department of Theoretical and Applied Sciences, eCampus University, Novedrate (CO), Italy.
Objectives: To evaluate sport-specific basketball skills before and after 8 months of integrated and non-integrated basketball practice of participants with intellectual disability; in relation to the competitive basketball level and the degree of intellectual disability.
Design: Pre-test/training/post-test design.
Methods: Forty-one adult male players with intellectual disability were randomly divided into 21 athletes playing in the Integrated Basketball group together with 10 athletes without intellectual disability, and 20 athletes playing in the Non-integrated Basketball group.
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