Objective evaluation of seat discomfort on eRacing performance.

IF 1.5 4区 医学 Q3 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Work-A Journal of Prevention Assessment & Rehabilitation Pub Date : 2026-01-01 Epub Date: 2024-12-04 DOI:10.1177/10519815241290330
Frederique J Vanheusden, Molly O Ogilvie
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Abstract

BackgroundWhile physical and mental health training guidelines have received much attention and scientific scrutinisation for traditional sports, these guidelines have not yet been developed for electronic sports (eSports). One important factor for developing these guidelines is to find appropriate ways to objectively measure performance and wellbeing of eSport participants through a combination of behavioural and physiological measurements.ObjectiveTo determine the effect of perceived discomfort on stress levels and task performance during racing simulation (eRacing) activities using physiological and behavioural measurements.MethodsDiscomfort and stress were analysed using questionnaires, electro-encephalography, electrocardiography, and galvanic skin response while 17 participants engaged in off-line Assetto Corsa racing simulation competitions.ResultsDiscomfort slightly increased with prolonged seating, and perceived task difficulty significantly increased stress and self-assessed task performance. While significant differences could be observed in electro-encephalographic (EEG) alpha-, beta-band activity and galvanic skin responses (GSR) data, these were not correlated to perceived stress, discomfort, or performance.ConclusionsThis study showed the potential for using physiological measurements to monitor eSport player performance before, after and during eRacing activities. While no significant correlations with behavioural assessments were found, further studies could build on the suggested physiological markers to determine effects of competitive environments on eSport participants' wellbeing.

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座椅不适对赛车性能的客观评价。
背景:虽然传统体育的身心健康训练指南已经受到了很多关注和科学的审查,但这些指南尚未针对电子竞技(电子竞技)制定。制定这些指导方针的一个重要因素是找到适当的方法,通过结合行为和生理测量来客观衡量电子竞技参与者的表现和健康。目的:通过生理和行为测量来确定感知不适对赛车模拟(赛车)活动中压力水平和任务表现的影响。方法:采用问卷调查、脑电图、心电图、皮肤电反应等方法对17名参与者进行离线Assetto Corsa赛车模拟比赛时的不适和应激进行分析。结果:不适感随座位时间延长而轻微增加,感知任务难度显著增加压力和自我评估任务表现。虽然在脑电图(EEG) α -、β -带活性和皮肤电反应(GSR)数据中可以观察到显著差异,但这些与感知到的压力、不适或表现无关。结论:这项研究显示了使用生理测量来监测电子竞技运动员在比赛前后和比赛期间的表现的潜力。虽然没有发现与行为评估的显著相关性,但进一步的研究可以建立在建议的生理标记的基础上,以确定竞争环境对电子竞技参与者健康的影响。
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来源期刊
Work-A Journal of Prevention Assessment & Rehabilitation
Work-A Journal of Prevention Assessment & Rehabilitation PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH-
CiteScore
3.00
自引率
30.40%
发文量
739
期刊介绍: WORK: A Journal of Prevention, Assessment & Rehabilitation is an interdisciplinary, international journal which publishes high quality peer-reviewed manuscripts covering the entire scope of the occupation of work. The journal''s subtitle has been deliberately laid out: The first goal is the prevention of illness, injury, and disability. When this goal is not achievable, the attention focuses on assessment to design client-centered intervention, rehabilitation, treatment, or controls that use scientific evidence to support best practice.
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