Corrective potential of esports technologies

The aim of this work was to decipher the cerebral mechanisms that are poorly studied at present and that participate in the recreational and psychocorrective processes that accompany video games during the training stages of a cyber athlete. A number of surveys were conducted at the Laboratory of Cognitive Problems of esports at the North Caucasus Federal University. Popular video games, the Bass – Darky test were used, cyber accuracy was recorded, correlation, approximation and semantic analysis of the data obtained were carried out. The explicit prerequisites for the psychocorrective properties of video game competitions have been identified. Cyber-precision depended on negativism, the connection is nonlinear, parabolic. With the growth of the neocortical form of aggression, the accuracy of the player increases. If the negativity of the subject shows a result exceeding 14 points, effectiveness of pressing the keys decreases. There is a direct correlation between the indirect aggression of an individual and cyber-accuracy. Some computer games can have a psychocorrective and rehabilitative effect due to the sublimation of aggressive emotions originated in brain structures which transform from deep brain structures to the neocortex, in order to achieve a result expressed in the cyber accuracy of the player.

Authors

Publication Details

Journal
Physical Education and University Sport
Published
2025-03-21
DOI
https://doi.org/10.18500/2782-4594-2025-4-1-11-16
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Corrective potential of esports technologies

Konstantin M. Smyshnov, German I. Vodolazhsky
1 citations
Physical Education and University Sport
Digital Games and Media
4.20
article

Corrective potential of esports technologies

Konstantin M. Smyshnov, German I. Vodolazhsky
article en
1 citations

Abstract

The aim of this work was to decipher the cerebral mechanisms that are poorly studied at present and that participate in the recreational and psychocorrective processes that accompany video games during the training stages of a cyber athlete. A number of surveys were conducted at the Laboratory of Cognitive Problems of esports at the North Caucasus Federal University. Popular video games, the Bass – Darky test were used, cyber accuracy was recorded, correlation, approximation and semantic analysis of the data obtained were carried out. The explicit prerequisites for the psychocorrective properties of video game competitions have been identified. Cyber-precision depended on negativism, the connection is nonlinear, parabolic. With the growth of the neocortical form of aggression, the accuracy of the player increases. If the negativity of the subject shows a result exceeding 14 points, effectiveness of pressing the keys decreases. There is a direct correlation between the indirect aggression of an individual and cyber-accuracy. Some computer games can have a psychocorrective and rehabilitative effect due to the sublimation of aggressive emotions originated in brain structures which transform from deep brain structures to the neocortex, in order to achieve a result expressed in the cyber accuracy of the player.

Physical Education and University SportVol. 4(1)
Openalex Percentile: Top 9%
Digital Games and Media
4.20
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.