Analysis of general physical performance of students-eSportsmen

I. I. Kornishin, О. А. Petrova, А. В. Grachev
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Abstract

Nowadays, eSports – competitive activities in computer games – are an integral part of sports culture. There are a number of studies confirming the similarities between traditional sports and eSports, athletes and eSportsmen, computer game play and physical exercise. In order to improve their performance, eSportsmen use the same methods as traditional athletes: following a daily regime, a clear training schedule, having a coach and a psychologist. At the same time, there is a perception that eSports has a negative impact on players’ physical fitness: hypodynamia, hours of daily gaming sessions and monotonous low-amplitude movements are not associated with a healthy lifestyle. This study analyzed the physical performance of ten men (aged between 19 and 21) who had been involved in eSports for 5 years. The method used was the Harvard-step test, which requires men to climb a 50 cm high bench at a given speed for 5 minutes. Before and after performing the test, biological indicators such as heart rate, blood pressure and a number of other indicators are recorded for the first 30 seconds, during the second, third and fourth minutes. The results showed that most of the subjects in this group performed above average on the step test, indicating that the physical performance of young eSportsmen is at a relatively high level, which contradicts the common perception of their poor physical fitness.
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学生一般体能表现分析-运动员
如今,电子竞技(电脑游戏中的竞技活动)已成为体育文化不可分割的一部分。许多研究证实,传统体育与电子竞技、运动员与电竞选手、电脑游戏与体育锻炼之间存在相似之处。为了提高成绩,电子竞技运动员采用了与传统运动员相同的方法:遵循日常制度、明确的训练时间表、配备教练和心理学家。与此同时,有一种观点认为电子竞技对运动员的体能有负面影响:低动力症、每天数小时的游戏时间和单调的低振幅运动与健康的生活方式无关。本研究分析了 10 名参与电子竞技 5 年的男性(年龄在 19 至 21 岁之间)的体能表现。采用的方法是哈佛台阶测试,要求男性以一定的速度爬上 50 厘米高的长凳,持续 5 分钟。在进行测试之前和之后,分别记录前 30 秒、第二、第三和第四分钟的心率、血压等生物指标。结果显示,该组大多数受试者在台阶测试中的表现高于平均水平,这表明青年电竞选手的体能表现处于相对较高的水平,这与人们普遍认为他们体能较差的看法相矛盾。
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