Visual Training Effects in Esports Players
The Effect of Web-Based Visual Training on Balance, Reaction Time, and Cognitive Function in Professional Esports Players
1 other identifier
interventional
30
1 country
1
Brief 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. 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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Mar 2026
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
Study Start
First participant enrolled
March 15, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 29, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
April 28, 2026
CompletedFirst Submitted
Initial submission to the registry
April 30, 2026
CompletedFirst Posted
Study publicly available on registry
May 6, 2026
CompletedMay 6, 2026
April 1, 2026
14 days
April 30, 2026
April 30, 2026
Conditions
Outcome Measures
Primary Outcomes (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.
Baseline and immediately post-intervention
Secondary Outcomes (2)
Balance
Baseline and immediately post-intervention
Cognitive Function
Baseline and immediately post-intervention
Study Arms (2)
Single-Session Web-Based Visual Training
EXPERIMENTALControl group
NO INTERVENTIONInterventions
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.
Eligibility Criteria
You may qualify if:
- 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)
You may not qualify if:
- Diagnosis of attention deficit disorder
- Presence of vestibular disorders affecting balance
- History of lower extremity injury within the last 6 months
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Balikesir University
Balıkesir, Bigadiç, Turkey (Türkiye)
Related Publications (14)
Zhang, W., Wang, X., Li, X., et al. (2023). Effects of acute moderate-intensity aerobic exercise on cognitive function in e-athletes: A randomized controlled trial. Medicine, 102(40), e35108. https://doi.org/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.
BACKGROUNDSainz, I., Collado-Mateo, D., & Del Coso, J. (2020). Effect of acute caffeine intake on hit accuracy and reaction time in professional e-sports players. Physiology & Behavior, 224, 113031. https://doi.org/10.1016/j.physbeh.2020.113031
BACKGROUNDRossoni, A., Vecchiato, M., Brugin, E., et al. (2023). The esports medicine: Pre-participation screening and injuries management-An update. Sports, 11(2), 34. https://doi.org/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
BACKGROUNDNagorsky, E., & Wiemeyer, J. (2020). The structure of performance and training in esports. PLoS One, 15(8), e0237584. https://doi.org/10.1371/journal.pone.0237584
BACKGROUNDLachowicz, M., Żurek, A., Jamro, D., Serweta-Pawlik, A., & Żurek, G. (2024). Changes in concentration performance and alternating attention after short-term virtual reality training in e-athletes: A pilot study. Scientific Reports, 14(1), 8904. https://doi.org/10.1038/s41598-024-58904-6
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.
BACKGROUNDJanković, D., Čvorović, A., Dopsaj, M., Prćić, I., & Kukić, F. (2022). Effects of the task complexity on the single movement response time of upper and lower limbs in police officers. International Journal of Environmental Research and Public Health, 19(14), 8695. https://doi.org/10.3390/ijerph19148695
BACKGROUNDFranks, R. R., King, D., Bodine, W., Chisari, E., Heller, A., Jamal, F. IV, Luksch, J., Quinn, K., Singh, R., & Solomon, M. (2022). AOASM position statement on esports, active video gaming, and the role of the sports medicine physician. Clinical Journal of Sport Medicine, 32, e221-e229. https://doi.org/10.1097/JSM.0000000000000991
BACKGROUNDBavelier, 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
BACKGROUNDBarnett, A. (2018). Vision skills that boost esports performance. Vizual Edge.
BACKGROUND
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Lecturer
Study Record Dates
First Submitted
April 30, 2026
First Posted
May 6, 2026
Study Start
March 15, 2026
Primary Completion
March 29, 2026
Study Completion
April 28, 2026
Last Updated
May 6, 2026
Record last verified: 2026-04
Data Sharing
- IPD Sharing
- Will not share