NCT07570693

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

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
30

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Mar 2026

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

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

Completed
14 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 29, 2026

Completed
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

April 28, 2026

Completed
2 days until next milestone

First Submitted

Initial submission to the registry

April 30, 2026

Completed
6 days until next milestone

First Posted

Study publicly available on registry

May 6, 2026

Completed
Last Updated

May 6, 2026

Status Verified

April 1, 2026

Enrollment Period

14 days

First QC Date

April 30, 2026

Last Update Submit

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

EXPERIMENTAL
Behavioral: Web-Based Visual Training

Control group

NO INTERVENTION

Interventions

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.

Single-Session Web-Based Visual Training

Eligibility Criteria

Age12 Years - 30 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64)

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)

Location

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

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

    BACKGROUND
  • Sainz, 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

    BACKGROUND
  • Rossoni, 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

    BACKGROUND
  • 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

    BACKGROUND
  • Nagorsky, 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

    BACKGROUND
  • Lachowicz, 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

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

    BACKGROUND
  • 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

    BACKGROUND
  • 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.

    BACKGROUND
  • Janković, 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

    BACKGROUND
  • Franks, 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

    BACKGROUND
  • 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

    BACKGROUND
  • Barnett, 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

Locations