PSYCHOMOTOR FEATURES OF SHOOTER GAME PLAYERS
Abstract
Aim. The paper aims to identify the effect of esports on the psychomotor features of shooter game players aged 18–20 years. Materials and methods. The study involved 40 participants, both males and females, aged from 18 to 20 years. The subjects were divided into 2 groups depending on their esport game (Counter Strike, Warface). The average game time per week was 30 hours. The following research methods were used for the study: assessment of the accuracy of reproduction of a given force, assessment of motor skill learning, assessment of static and dynamic balance, assessment of neuromuscular fatigue. Results. After the game session it was found that the dynamics of motor skill learning in the Warface group significantly exceeded those of the Counter Strike group. A significant decrease in the muscle strength of the arm and hand was recorded in the Warface group. Muscle differentiation in the Counter Strike group improved with time, while in the Warface group a paradoxical decrease in the accuracy of reproduction of a given force was found. The dynamic balance of the subjects was characterized by normal values of the angle of displacement in the Fukuda test but excessive rotation in the Warface group. The static balance of both groups was significantly lower than reference values, however, after the game session, the Warface group performed significantly better than the Counter Strike group. Conclusion. Game sessions have a more pronounced effect on the psychomotor features of players from the Warface group, which resulted in improvement in some tests (Romberg test, motor skill learning) against deterioration in others (neuromuscular fatigue, Fukuda test).
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