Comparison of Psychological and Cognitive Characteristics between Professional Internet Game Players and Professional Baseball Players
Autor: | Jea Woog Lee, Jae Jun Nam, Doug Hyun Han, Kyoung Doo Kang, Jin Oh Kang |
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Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
cognitive functions
Health Toxicology and Mutagenesis media_common.quotation_subject Population lcsh:Medicine Baseball 050105 experimental psychology Article 03 medical and health sciences 0302 clinical medicine Cognition London medicine Humans 0501 psychology and cognitive sciences education esports players media_common education.field_of_study Internet biology Athletes 05 social sciences lcsh:R Public Health Environmental and Occupational Health Novelty seeking temperament biology.organism_classification anxiety Sport psychology character Video Games Anxiety Temperament and Character Inventory Temperament pro-baseball players medicine.symptom Psychology 030217 neurology & neurosurgery Clinical psychology |
Zdroj: | International Journal of Environmental Research and Public Health, Vol 17, Iss 4797, p 4797 (2020) International Journal of Environmental Research and Public Health Volume 17 Issue 13 |
ISSN: | 1661-7827 1660-4601 |
Popis: | The esports industry is increasing in popularity and is now played at the professional level. We hypothesized that esports players may have a significant advantage over the general population in terms of psychological and cognitive characteristics, which may be similar to that of professional baseball players. We recruited three participant groups: esports players (n = 55), pro-baseball players (n = 57), and age- and sex-matched healthy comparison subjects (n = 60). We assessed psychological status using the Korean versions of Temperament and Character Inventory and State and Trait Anxiety Inventory and cognitive functions using the modified Tower of London, Emotional Perception, and Mental Rotation tests. Esports players had similar psychological characteristics to pro-baseball players (higher novelty seeking [p < 0.01 *, ŋ = 0.818], self-directedness [p < 0.01 *, ŋ = 0.757], and self-transcendence scores [p < 0.01 *, ŋ = 0.853], and decreased state anxiety scores [p < 0.01 *, ŋ = 0.808]), which differed from those of the general population. However, esports players showed higher working memory [p < 0.01 *, ŋ = 0.823] and slower emotional perception than pro-baseball players [p < 0.01 *, ŋ = 0.812]. In conclusion, esports and pro-baseball players had similar psychological but different cognitive characteristics. |
Databáze: | OpenAIRE |
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