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).
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
- Conditions the study is for
- Cognitive Function, E-sports Performance, Reaction Time
- What is being tested?
- Web-Based Visual Training
- Type of treatment
- Lifestyle or therapy programme
- 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.
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.
- Conditions
- Cognitive Function, E-sports Performance, Reaction Time, Balance
- 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 group | Role | What they receive |
|---|---|---|
| Single-Session Web-Based Visual Training | Experimental | Not described Receives: Behavioral: Web-Based Visual Training |
| Control group | No intervention | Not described |
What is being measured
The primary outcome is the main question the study is designed to answer.
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)
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
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.
- First posted6 May 2026
- Study start15 Mar 2026
- Primary completion29 Mar 2026
- Study completion28 Apr 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (14)Papers the sponsor has linked to this study.
- Other trials for Cognitive FunctionStudies 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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 30 participants (actual)
Sponsor and investigators
- Lead sponsor
- Balikesir University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Ebru Tekin, Balikesir University
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 37800783Ünver, 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 32593750Rossoni 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 36828319Pappas, 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 32841263Lachowicz 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 38632364Khanal, 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 35886550Franks 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 35470342Bavelier, 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.
Study at a glance
From the registry record, last updated by the sponsor on 6 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Web-Based Visual Training on Balance, Reaction Time, and Cognitive Function in Professional Esports Players
- ClinicalTrials.gov ID
- NCT07570693
- Acronym / sponsor ID
- 2026/48
- Conditions
- Cognitive Function, E-sports Performance, Reaction Time, Balance
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 30 participants (actual)
- Lead sponsor
- Balikesir UniversityUniversity, hospital or other
- Study start
- 15 Mar 2026 (actual)
- Primary completion
- 29 Mar 2026 (actual)
- Study completion
- 28 Apr 2026 (actual)
- First posted
- 6 May 2026 (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.
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Single-Session Web-Based Visual Training | Experimental | Behavioral: Web-Based Visual Training |
| Control group | No intervention | – |
Who may qualify
- Ages
- 12 to 30 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
Key inclusion criteria (4 listed)
- 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)
Key exclusion criteria (3 listed)
- Diagnosis of attention deficit disorder
- Presence of vestibular disorders affecting balance
- History of lower extremity injury within the last 6 months
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 |
|---|---|---|
| Web-Based Visual TrainingParticipants 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. | Behavioural | Single-Session Web-Based Visual Training |
Primary outcome
Reaction Time
Time frame: Baseline and immediately post-intervention
Reaction time will be measured using an LED-based system. The average reaction time (ms) and the number of correct responses will be recorded.
2 secondary outcomes
Balance
Time frame: Baseline and immediately post-intervention
Cognitive Function
Time frame: Baseline and immediately post-intervention
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 6 May 2026.
- Background: PubMed 37800783Zhang 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.
- BackgroundÜnver, F., Özkan, F., & Ülkar, B. (2005). Ön çapraz bağ tamiri yapılan kişilerde postüral kontrolün incelenmesi. Fizyoterapi Rehabilitasyon, 16(1), 17-24.
- Background: PubMed 32593750Sainz 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.
- Background: PubMed 36828319Rossoni 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.
- BackgroundPappas, 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
- Background: PubMed 32841263Nagorsky 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.
- Background: PubMed 38632364Lachowicz 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.
- BackgroundKhanal, S. (2015). Impact of visual skills training on sports performance: Current and future perspectives. Advances in Ophthalmology and Visual System, 2(1), 32.
- BackgroundKarrer, 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
- BackgroundJeon, 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.
- Background: PubMed 35886550Jankovic 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.
- Background: PubMed 35470342Franks 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.
- Individual participant dataSharing planned: No
Related trials for Cognitive Function
Enrolling by invitationPhase 4
Effects of Ciprofol on Perioperative Neurocognitive Function in Elderly Patients Undergoing Daytime Surgery
PND, POCD - Postoperative Cognitive Dysfunction
Recruiting
The Effects of Successful OSA Treatment on Memory and AD Biomarkers in Older Adults Study
Obstructive Sleep Apnea, Cognitive Decline
RecruitingObservational study
Development and Validation of Risk Prediction Models for Stroke and Cognitive Impairment in Moyamoya Disease and Moyamoya Syndrome
Moyamoya Disease, Moyamoya Syndrome
RecruitingObservational study
Health, Imaging, and Cognition Across the Menopausal Transition
Menopause
Recruiting
The Efficacy of an IADL-based Non-immersive Virtual Reality Training Program to Enhance ADL Performance and Cognitive Function for Persons at Risk of Dementia
Cognitive Enhancement, Subjective Cognitive Decline (SCD)
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.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
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.