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Cognitive FunctionNCT07570693

Visual Training Effects in Esports Players

A study testing Web-Based Visual Training in people with Cognitive Function and E-sports Performance, run by Balikesir University at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This randomized controlled study aims to investigate the acute effects of a single session of web-based visual training on balance, reaction time, and cognitive function in professional e-sports players. Participants will be randomly assigned to either a web-based visual training group or a control group. Read more about this study

Who is it for?
Ages 12 to 30 yearsHealthy volunteers can take part
What is being tested?
Web-Based Visual Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
30 participants
Where
1 siteTurkey (Türkiye)
Study dates
15 Mar 2026to 28 Apr 2026
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 12 to 30 years
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult

Who may be able to join

  • Aged between 12 and 30 years
  • Living in Balıkesir, Türkiye
  • Professional e-sports player
  • At least 2 years of regular e-sports training and/or participation in competitions Willing to participate and provide informed consent (parental consent required for participants under 18 years)

Who cannot join

  • Diagnosis of attention deficit disorder
  • Presence of vestibular disorders affecting balance
  • History of lower extremity injury within the last 6 months

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Balikesir University

    Balıkesir, Bigadiç

Other trials in Turkey (Türkiye)

About this study

Official title: The Effect of Web-Based Visual Training on Balance, Reaction Time, and Cognitive Function in Professional Esports Players

This randomized controlled study aims to investigate the acute effects of a single session of web-based visual training on balance, reaction time, and cognitive function in professional e-sports players. Participants will be randomly assigned to either a web-based visual training group or a control group. The intervention group will receive a single approximately 25-minute session including eye relaxation, eye movement exercises, convergence-divergence, accommodation, figure-ground perception, and visual attention exercises. The control group will receive no intervention. Balance, reaction time, and cognitive function will be assessed at baseline and immediately after the intervention.

Being tested
Web-Based Visual Training

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Web-Based Visual TrainingBehavioural

    Participants received a single session of web-based visual training lasting approximately 25 minutes. The session included eye relaxation, eye movement exercises, convergence-divergence, accommodation, figure-ground perception, and visual attention exercises.

Study groups in NCT07570693
Study groupRoleWhat they receive
Single-Session Web-Based Visual TrainingExperimentalNot described
Receives: Behavioral: Web-Based Visual Training
Control groupNo interventionNot described

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Reaction Time

    Reaction time will be measured using an LED-based system. The average reaction time (ms) and the number of correct responses will be recorded.

    Measured: Baseline and immediately post-intervention

Secondary outcomes (2)
  1. Balance

    Balance will be assessed using the One-Leg Balance Test. The duration of maintaining single-leg stance will be recorded.

    Measured: Baseline and immediately post-intervention

  2. Cognitive Function

    Cognitive function will be assessed through selective attention performance during the LED-based reaction task. The number of correct responses will be recorded.

    Measured: Baseline and immediately post-intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted6 May 2026
  2. Study start15 Mar 2026
  3. Primary completion29 Mar 2026
  4. Study completion28 Apr 2026

Resources

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
Other
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
30 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07570693
Sponsor's protocol ID
2026/48
Status last verified
Apr 2026
First submitted
30 Apr 2026
Last updated
6 May 2026
Results posted
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • Zhang W, Wang X, Li X, Yan H, Song Y, Li X, Zhang W, Ma G. Effects of acute moderate-intensity aerobic exercise on cognitive function in E-athletes: A randomized controlled trial. Medicine (Baltimore). 2023 Oct 6;102(40):e35108. doi: 10.1097/MD.0000000000035108.

    PubMed 37800783
  • Ünver, F., Özkan, F., & Ülkar, B. (2005). Ön çapraz bağ tamiri yapılan kişilerde postüral kontrolün incelenmesi. Fizyoterapi Rehabilitasyon, 16(1), 17-24.

  • Sainz I, Collado-Mateo D, Coso JD. Effect of acute caffeine intake on hit accuracy and reaction time in professional e-sports players. Physiol Behav. 2020 Oct 1;224:113031. doi: 10.1016/j.physbeh.2020.113031. Epub 2020 Jun 25.

    PubMed 32593750
  • Rossoni A, Vecchiato M, Brugin E, Tranchita E, Adami PE, Bartesaghi M, Cavarretta E, Palermi S. The eSports Medicine: Pre-Participation Screening and Injuries Management-An Update. Sports (Basel). 2023 Feb 1;11(2):34. doi: 10.3390/sports11020034.

    PubMed 36828319
  • Pappas, C., Turner, T., Wulf, G., & Ketcham, C. J. (2019). Reaction time and cognitive control mechanisms among esports athletes: Evidence for a training advantage. Psychology of Sport and Exercise, 41, 157-162. https://doi.org/10.1016/j.psychsport.2018.12.008

  • Nagorsky E, Wiemeyer J. The structure of performance and training in esports. PLoS One. 2020 Aug 25;15(8):e0237584. doi: 10.1371/journal.pone.0237584. eCollection 2020.

    PubMed 32841263
  • Lachowicz M, Zurek A, Jamro D, Serweta-Pawlik A, Zurek G. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Sci Rep. 2024 Apr 17;14(1):8904. doi: 10.1038/s41598-024-59539-w.

    PubMed 38632364
  • Khanal, S. (2015). Impact of visual skills training on sports performance: Current and future perspectives. Advances in Ophthalmology and Visual System, 2(1), 32.

  • Karrer, T. M., McDonnell, J. V., & Bavelier, D. (2020). Action video gaming and its impact on cognition: A systematic review. Psychological Bulletin, 146(2), 128-159. https://doi.org/10.1037/bul0000220

  • Jeon, S., Kim, Y., & Park, H. (2022). Perceptual-motor abilities of professional esports gamers and amateurs. Journal of Electronic Gaming and Esports, 1(1), 49-61.

  • Jankovic D, Cvorovic A, Dopsaj M, Prcic I, Kukic F. Effects of the Task Complexity on the Single Movement Response Time of Upper and Lower Limbs in Police Officers. Int J Environ Res Public Health. 2022 Jul 17;19(14):8695. doi: 10.3390/ijerph19148695.

    PubMed 35886550
  • Franks RR, King D, Bodine W, Chisari E, Heller A, Jamal F 4th, Luksch J, Quinn K, Singh R, Solomon M. AOASM Position Statement on Esports, Active Video Gaming, and the Role of the Sports Medicine Physician. Clin J Sport Med. 2022 May 1;32(3):e221-e229. doi: 10.1097/JSM.0000000000001034.

    PubMed 35470342
  • Bavelier, D., & Green, C. S. (2019). Enhancing attention and cognitive control in video game players. Trends in Cognitive Sciences, 23(4), 269-282. https://doi.org/10.1016/j.tics.2019.01.009

  • Barnett, A. (2018). Vision skills that boost esports performance. Vizual Edge.

Questions about this trial

What is this clinical trial studying?

A study testing Web-Based Visual Training in people with Cognitive Function and E-sports Performance, run by Balikesir 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 4 inclusion and 3 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 6 May 2026. 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: Baseline and immediately post-intervention). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT07570693, which also lists 14 linked publications.

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 6 May 2026.

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