The Effect of Executive Function Load on Reaction Time in E-Sports Players

Objective: This study aimed to examine the effect of executive function load on reaction time in e-sports players and to compare their performance with an age-matched control group.Materials and Methods: This cross-sectional controlled study included 30 competitive e-sports players and 30 healthy age-matched controls. Reaction time was assessed using the BlazePod system under four conditions: simple reaction time (SRT), choice reaction time (CRT), motor dual-task reaction time (MDRT), and cognitive dual-task reaction time (CDRT). Descriptive statistics were reported as mean ± standard deviation. Group differences were analyzed using independent samples t-tests. A 2 × 4 mixed-design ANOVA was conducted with group (e-sports vs. control) as the between-subject factor and task condition as the within-subject factor. Bonferroni-adjusted post-hoc tests were applied where appropriate. Statistical significance was set at p < 0.05.Results: E-sports players demonstrated significantly shorter reaction times than controls in all conditions: SRT (291.5 ± 67.3 vs. 413.4 ± 94.1 ms, p

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Publication Details

Journal
Balıkesır Health Sciences Journal
Published
2026-06-30
DOI
https://doi.org/10.53424/balikesirsbd.1913129
Primary Topic
Sport Psychology and Performance
Type
article
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article

The Effect of Executive Function Load on Reaction Time in E-Sports Players

Ayşe Numanoğlu Akbaş, Cevher Savcun Demirci, Utku Berberoğlu, Serdar Demirci et al.
Balıkesır Health Sciences Journal
Sport Psychology and Performance
article

The Effect of Executive Function Load on Reaction Time in E-Sports Players

Ayşe Numanoğlu Akbaş, Cevher Savcun Demirci, Utku Berberoğlu, Serdar Demirci, Arda Aktaş, Sudenaz Yılmaz
article en

Abstract

Objective: This study aimed to examine the effect of executive function load on reaction time in e-sports players and to compare their performance with an age-matched control group.Materials and Methods: This cross-sectional controlled study included 30 competitive e-sports players and 30 healthy age-matched controls. Reaction time was assessed using the BlazePod system under four conditions: simple reaction time (SRT), choice reaction time (CRT), motor dual-task reaction time (MDRT), and cognitive dual-task reaction time (CDRT). Descriptive statistics were reported as mean ± standard deviation. Group differences were analyzed using independent samples t-tests. A 2 × 4 mixed-design ANOVA was conducted with group (e-sports vs. control) as the between-subject factor and task condition as the within-subject factor. Bonferroni-adjusted post-hoc tests were applied where appropriate. Statistical significance was set at p < 0.05.Results: E-sports players demonstrated significantly shorter reaction times than controls in all conditions: SRT (291.5 ± 67.3 vs. 413.4 ± 94.1 ms, p

Balıkesır Health Sciences JournalVol. 15(2)
Balıkesir University (TR), Ankara Fizik Tedavi ve Rehabilitasyon Eğitim ve Araştırma Hastanesi (TR)
Openalex Percentile: Top 4%
Sport Psychology and Performance
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