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Visual processing is crucial for sports performance, influencing athletes' ability to interpret and respond to visual stimuli. This study investigated distinct visual processing patterns among Thai elite athletes in gymnastics, soccer, and esports, utilizing visual P300 event-related potentials (P300 ERPs). Forty-two female athletes (14 gymnasts, 14 soccer players, and 14 esports athletes) participated.

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Esports refers to competitive video gaming where individuals compete against each other in organized tournaments for prize money. Here, we present the Competitive Esports Physiological, Affective, and Video (CEPAV) dataset, in which 300 male Counter Strike: Global Offensive gamers participated in a study aimed at optimizing affect during esports tournament. The CEPAV dataset includes (1) physiological data, capturing the player's cardiovascular responses from before, during, and after over 3000 CS: GO matches; (2) self-reported affective data, detailing the affective states experienced before gameplay; and (3) video data, providing a visual record of 552 in-laboratory gaming sessions.

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Introduction: In recent years, with advancements in wearable devices and biosignal analysis technologies, sports performance analysis has become an increasingly popular research field, particularly due to the growing demand for real-time monitoring of athletes' conditions in sports training and competitive events. Traditional methods of sports performance analysis typically rely on video data or sensor data for motion recognition. However, unimodal data often fails to fully capture the neural state of athletes, leading to limitations in accuracy and real-time performance when dealing with complex movement patterns.

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Purpose: It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport

Patients And Methods: Twenty skill-matched pairs (N = 40 total) were recruited.

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