Screen TimeNCT05317104
The Effect of Aerobic Exercise Training on Collegiate eSport Team Players
A study testing Aerobic exercise in people with Screen Time and Performance Enhancing, run by Bahçeşehir University at 1 site in Turkey (Türkiye).
Trial 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. Read more about this study
- Who is it for?
- Ages 18 to 25 yearsHealthy volunteers can take part
- Conditions the study is for
- Screen Time, Performance Enhancing, Injury Prevention
- What is being tested?
- Aerobic exercise
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 26 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 10 Apr 2022to 25 Sep 2022
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 25 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Be between the ages of 18-25
- Playing e-sports for at least 1 year
- Training at least 2 hours per a day
- Playing one of the types of games played using a computer
- Playing on a university esports team
- Volunteer
Who cannot join
- Being diagnosed with any neurological, psychiatric, cardiopulmonary, rheumatological, orthopedic and oncological disease
- Having a history of injuries involving the musculoskeletal system
- Having a congenital/acquired mental or physical disability that prevents participation in the study
- Using sleeping pills due to the sleep problem experienced
- Playing games with devices such as mobile phones, consoles
- Failure to complete exercise capacity measurement
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Bahcesehir University
Istanbul, Besiktas, 34353
About this study
Official title: The Effect of Aerobic Exercise Training in Collegiate eSport Team Players on Reaction Time and Cognitive Functions- A Randomized, Single Blind, Controlled Trial
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.
Read more
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.
Read the 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.
- Conditions
- Screen Time, Performance Enhancing, Injury Prevention, Executive Function, Cardiovascular Training
- Being tested
- Aerobic exercise
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Aerobic exerciseOther
For 6 weeks, 3 times a week, aerobic exercise will be performed with a treadmill at 55-74% of the maximal heart rate.
| Study group | Role | What they receive |
|---|---|---|
| Aerobic Exercise Group | Experimental | Intervention group will be included in a program consisting of warm-up, loading and cool-down periods. Maximum Heart Rate (MHR) method will be used to determine the intensity of aerobic exercise training. Since moderate aerobic exercise training was aimed, exercise training will be given in 55-74% of MHRs. Exercise training will be started at mild-moderate intensity. Afterwards, within the limits that the person can tolerate and does not cause complications, with 5-10 minute increments every 1-2 weeks, the person will progress without muscle pain, injury, respiratory distress or fatigue due to overload. Polar H9 Heart Rate Sensor, which will be worn on the chest, will be used to monitor heart rate during exercise training.
Aerobic exercise training will be given in accordance with the procedures determined on the treadmill in the laboratory environment, with a program consisting of 6-week. Receives: Other: Aerobic exercise |
| Control Group | No intervention | No intervention will be made other than evaluations. However, in order for the participants in this group to achieve the same health gains, they will remain under follow-up and control to apply the same aerobic exercise training program after the study is completed. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Reaction Time
Reaction Time: Reaction time; 3 separate tests, visual, auditory and audio-visual, will be evaluated with a computer-aided Microgate-Optojump measuring device. Evaluation; using a fixed chair, the athlete's feet should be made in full contact position on the floor.
Measured: Begining of the study, 6 weeks after the baseline
Secondary outcomes (8)
Corsi Block Task
The test aiming to measure visual-spatial short-term memory will be done on a digital platform. In the test, which starts with two blocks and increases in difficulty, the test will continue until nine blocks are completed correctly in the desired order. The test will automatically terminate if completed without errors or if repeated errors are made at the same level.
Measured: Begining of the study, 6 weeks after the baseline
Stroop Test
Although there are different standardizations of the Stroop test, which is used as the gold standard in attention measurements, its two tasks will be tested. The participant will be tested with the tasks of reading the colored words and telling the color of the colored words. The test will be able to record the desired color with the correct data and will be measured by the elapsed time. The time difference between the two missions will give the score.
Measured: Begining of the study, 6 weeks after the baseline
Wisconsin Card Sorting Test
The test used to evaluate cognitive flexibility will be done on a digital platform. Test; It is based on matching the response cards with the stimulus cards through the feedbacks (True/False) given by a series of cards with 4 different stimulus cards at each stage, and a total of 64 response cards, categorized by subject, color, shape and number types. After the card to be matched is shown, it is stated that the selected figure is only true or false, while it is not specified under which category the choice is desired. Test score criteria; The total obtained will include data such as error, number of trials, perseverative and non-perseverative data. The main purpose is to measure how well it adapts to changing rules.
Measured: Begining of the study, 6 weeks after the baseline
Fitts Law Test:
The test, which aims to measure the speed of information processing, will be held on a digital platform. Maximum performance will be based on the ability to follow the constantly changing box with hand-eye coordination. In the test, the speed and accuracy of the movement will be calculated by the movement of the mouse cursor in the direction of the instructions given to the participants, and the time it takes to reach the shapes in the targeted sizes and intervals.
Measured: Begining of the study, 6 weeks after the baseline
Digit Span Test
It will be done to measure attention and working memory. The main task of the test is to recall the data in the desired order. Only the Forward part of the test, which consists of two parts, will be done. After listening to the previously recorded data one by one, the participant will be expected to write it down on a piece of paper after each recording. The test will be terminated if wrong at the same level twice. The level reached will be the test score.
Measured: Begining of the study, 6 weeks after the baseline
Beck Depression Inventory
A 21-item inventory will be used as an aid in quantitatively measuring the presence and intensity of depression symptoms. 0-9 points are interpreted as minimal, 10-16 points as mild, 17-29 points as moderate and 30-63 points as severe depression.
Measured: Begining of the study, 6 weeks after the baseline
Beck Anxiety Inventory
The inventory created to differentiate anxiety from depression will be used to measure the level of anxiety. In the 21-item inventory, 0-7 points indicate the presence of minimal anxiety, 8-15 points mild, 16-25 points moderate and 26-63 points severe anxiety.
Measured: Begining of the study, 6 weeks after the baseline
20 Meter Shuttle Run Test:
The '20 Meter Shuttle Run Test' will be used because knowing the person's maximum exercise capacity before being included in the exercise training protocol will determine the person/situation we need to end the exercise with. The test will be performed in accordance with the established procedures. The test will be terminated if it fails to cover the required path before the 'beep' stimulus twice, or if there is a desire to quit the test due to fatigue during the test. The number of shuttles and vital signs will be recorded.
Measured: Begining of the study, 6 weeks after the baseline
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted7 Apr 2022
- Study start10 Apr 2022
- Primary completion1 Aug 2022
- Study completion25 Sep 2022
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Screen TimeStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Supportive care
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- 30 esports players aged 18-25, playing in the university esports team, will be included in the study.
- Masking
- Triple blind
- Who is masked
- Participant, Investigator, Outcomes assessor
- Enrolment
- 26 participants (actual)
Sponsor and investigators
- Lead sponsor
- Bahçeşehir University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Pelin Pişirici, Bahçeşehir University
- Investigators
- Beyza Çoban, PT, Principal investigator, Bahçeşehir University, Graduate Education Institute, Physical Therapy and RehabilitationSena Vargel, PhD (c), PT, Study chair, Bahçeşehir University, Health Sciences Faculty, Physiotherapy and RehabilitationSelen Gür Özmen, MD, Associate Prof., Study chair, Bahçeşehir University, Health Sciences Faculty, Physiotherapy and RehabilitationPelin Pişirici, PhD, PT, Study director, Bahçeşehir University, Health Sciences Faculty, Physiotherapy and Rehabilitation
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05317104
- Sponsor's protocol ID
- Esport-05/03/2022
- Status last verified
- Sep 2022
- First submitted
- 30 Mar 2022
- Last updated
- 27 Sep 2022
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 27 Sep 2022. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Aerobic Exercise Training in Collegiate eSport Team Players on Reaction Time and Cognitive Functions- A Randomized, Single Blind, Controlled Trial
- ClinicalTrials.gov ID
- NCT05317104
- Acronym / sponsor ID
- Esport-05/03/2022
- Conditions
- Screen Time, Performance Enhancing, Injury Prevention, Executive Function, Cardiovascular Training
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 26 participants (actual)
- Lead sponsor
- Bahçeşehir UniversityUniversity, hospital or other
- Study start
- 10 Apr 2022 (actual)
- Primary completion
- 1 Aug 2022 (actual)
- Study completion
- 25 Sep 2022 (actual)
- First posted
- 7 Apr 2022 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Study design
- Primary purpose
- Supportive care
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Triple blind (participant, investigator, outcomes assessor)
- Number of arms
- 2
- Model description
- 30 esports players aged 18-25, playing in the university esports team, will be included in the study.
| Arm | Type | Receives |
|---|---|---|
| Aerobic Exercise Group | Experimental | Other: Aerobic exerciseIntervention group will be included in a program consisting of warm-up, loading and cool-down periods. Maximum Heart Rate (MHR) method will be used to determine the intensity of aerobic exercise training. Since moderate aerobic exercise training was aimed, exercise training will be given in 55-74% of MHRs. Exercise training will be started at mild-moderate intensity. Afterwards, within the limits that the person can tolerate and does not cause complications, with 5-10 minute increments every 1-2 weeks, the person will progress without muscle pain, injury, respiratory distress or fatigue due to overload. Polar H9 Heart Rate Sensor, which will be worn on the chest, will be used to monitor heart rate during exercise training. Aerobic exercise training will be given in accordance with the procedures determined on the treadmill in the laboratory environment, with a program consisting of 6-week. |
| Control Group | No intervention | –No intervention will be made other than evaluations. However, in order for the participants in this group to achieve the same health gains, they will remain under follow-up and control to apply the same aerobic exercise training program after the study is completed. |
Who may qualify
- Ages
- 18 to 25 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (6 listed)
- Be between the ages of 18-25
- Playing e-sports for at least 1 year
- Training at least 2 hours per a day
- Playing one of the types of games played using a computer
- Playing on a university esports team
Key exclusion criteria (6 listed)
- Being diagnosed with any neurological, psychiatric, cardiopulmonary, rheumatological, orthopedic and oncological disease
- Having a history of injuries involving the musculoskeletal system
- Having a congenital/acquired mental or physical disability that prevents participation in the study
- Using sleeping pills due to the sleep problem experienced
- Playing games with devices such as mobile phones, consoles
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Aerobic exerciseFor 6 weeks, 3 times a week, aerobic exercise will be performed with a treadmill at 55-74% of the maximal heart rate. | Other | Aerobic Exercise Group |
Primary outcome
Reaction Time
Time frame: Begining of the study, 6 weeks after the baseline
Reaction Time: Reaction time; 3 separate tests, visual, auditory and audio-visual, will be evaluated with a computer-aided Microgate-Optojump measuring device. Evaluation; using a fixed chair, the athlete's feet should be made in full contact position on the floor.
8 secondary outcomes
Corsi Block Task
Time frame: Begining of the study, 6 weeks after the baseline
Stroop Test
Time frame: Begining of the study, 6 weeks after the baseline
Wisconsin Card Sorting Test
Time frame: Begining of the study, 6 weeks after the baseline
Fitts Law Test:
Time frame: Begining of the study, 6 weeks after the baseline
Digit Span Test
Time frame: Begining of the study, 6 weeks after the baseline
Beck Depression Inventory
Time frame: Begining of the study, 6 weeks after the baseline
Beck Anxiety Inventory
Time frame: Begining of the study, 6 weeks after the baseline
20 Meter Shuttle Run Test:
Time frame: Begining of the study, 6 weeks after the baseline
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 27 Sep 2022.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Beyza Çoban, PT principal investigator
Bahçeşehir University, Graduate Education Institute, Physical Therapy and Rehabilitation
Sena Vargel, PhD (c), PT study chair
Bahçeşehir University, Health Sciences Faculty, Physiotherapy and Rehabilitation
Selen Gür Özmen, MD, Associate Prof. study chair
Bahçeşehir University, Health Sciences Faculty, Physiotherapy and Rehabilitation
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Aerobic exercise in people with Screen Time and Performance Enhancing, run by Bahçeşehir University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 6 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 27 Sep 2022. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Reaction Time (time frame: Begining of the study, 6 weeks after the baseline). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 27 Sep 2022; AzTrials last refreshed its copy on 7 Nov 2026.