Background <p>Esports has become a global phenomenon, yet its cognitive and vestibular demands are less studied than in traditional sports. We compared visuospatial/short-term memory, reaction time, and functional vestibulo-ocular reflex (VOR) between e-athletes and non-athletes.</p> Methods <p>In this comparative cross-sectional study, eighteen e-athletes and eighteen age-matched controls (17–27 years) with normal/corrected vision and no neurological or psychiatric disorders were assessed. Cognitive performance was measured with the Stroop Test and Corsi Block Test (forward/backward spans). Functional VOR was evaluated using the Functional Head Impulse Test (fHIT). Group differences were tested with Mann–Whitney U (two-tailed, α = 0.05).</p> Results <p>E-athletes showed faster responses and fewer errors on the Stroop Test (Stroop V time: 15.80 ± 2.01&#xa0;s vs. 18.42 ± 1.26&#xa0;s, <i>p</i> &lt; 0.001; Stroop IV errors: 0.27 ± 0.46 vs. 0.94 ± 0.53, <i>p</i> = 0.001) and higher Corsi spans (forward: 7.11 ± 0.83 vs. 5.66 ± 0.68, <i>p</i> &lt; 0.001; backward: 5.83 ± 0.85 vs. 4.00 ± 0.78, <i>p</i> &lt; 0.001). No significant differences between-group were observed on fHIT outcomes (<i>p</i> &gt; 0.05).</p> Conclusions <p>E-athletes exhibited superior attentional control and visuospatial memory, with no evidence of differences in functional VOR. Intensive gaming may selectively relate to executive and memory functions without influencing vestibular performance. Larger studies are warranted to confirm these findings and inform training/health applications.</p> Trial registration <p>NCT07211191–22 / 09 / 2025.</p>

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Comparison of functional vestibulo-ocular reflex and cognitive functions in e-athletes and non-athletes

  • Gül Ölçek,
  • Yuşa Başoğlu,
  • İlayda Başoğlu,
  • Sude Tomaç

摘要

Background

Esports has become a global phenomenon, yet its cognitive and vestibular demands are less studied than in traditional sports. We compared visuospatial/short-term memory, reaction time, and functional vestibulo-ocular reflex (VOR) between e-athletes and non-athletes.

Methods

In this comparative cross-sectional study, eighteen e-athletes and eighteen age-matched controls (17–27 years) with normal/corrected vision and no neurological or psychiatric disorders were assessed. Cognitive performance was measured with the Stroop Test and Corsi Block Test (forward/backward spans). Functional VOR was evaluated using the Functional Head Impulse Test (fHIT). Group differences were tested with Mann–Whitney U (two-tailed, α = 0.05).

Results

E-athletes showed faster responses and fewer errors on the Stroop Test (Stroop V time: 15.80 ± 2.01 s vs. 18.42 ± 1.26 s, p < 0.001; Stroop IV errors: 0.27 ± 0.46 vs. 0.94 ± 0.53, p = 0.001) and higher Corsi spans (forward: 7.11 ± 0.83 vs. 5.66 ± 0.68, p < 0.001; backward: 5.83 ± 0.85 vs. 4.00 ± 0.78, p < 0.001). No significant differences between-group were observed on fHIT outcomes (p > 0.05).

Conclusions

E-athletes exhibited superior attentional control and visuospatial memory, with no evidence of differences in functional VOR. Intensive gaming may selectively relate to executive and memory functions without influencing vestibular performance. Larger studies are warranted to confirm these findings and inform training/health applications.

Trial registration

NCT07211191–22 / 09 / 2025.