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1.
Wiad Lek ; 77(5): 998-1003, 2024.
Article in English | MEDLINE | ID: mdl-39008589

ABSTRACT

OBJECTIVE: Aim: To study the dynamic muscular endurance of hand movement according to the tapping test in connection with the manifestations of cognitive qualities of cyber-athletes and students involved in computer games as a hobby. PATIENTS AND METHODS: Materials and Methods: Dynamic muscular endurance of the right and left hands of the examined subjects was studied (using the tapping test method), as well as the reaction to a moving object using the diagnostic complex "Diagnost-1". Correction tables (Landolt rings) were used to study voluntary attention. 45 students of the National University of Ukraine on Physical Education and Sport of both sexes, aged 17-26, took part in the study, among whom 10 are cyber-athletes (sports experience of 1-10 years), 15 amateurs (involved in computer games as a hobby) and 20 students who do not play computer games (control group). RESULTS: Results: In cyber-athletes and students involved in computer games, the dynamic muscular endurance of the movement of the hand of the subdominant hand was greater than in students who did not engage in computer games. A higher level of dynamic muscular endurance for the subdominant hand and less functional asymmetry according to the tapping test scores in cyber-athletes were associated with a more successful performance of the attention test. CONCLUSION: Conclusions: A higher level of dynamic muscular endurance for the subdominant arm and a smaller functional asymmetry according to the tapping test indicators in e-athletes can be considered as an indicator of functional readiness.


Subject(s)
Athletes , Physical Endurance , Humans , Female , Male , Adult , Young Adult , Physical Endurance/physiology , Athletes/psychology , Video Games , Adolescent , Ukraine , Students/psychology , Hand/physiology
2.
Wiad Lek ; 76(10): 2245-2251, 2023.
Article in English | MEDLINE | ID: mdl-37948721

ABSTRACT

OBJECTIVE: The aim: To investigate the prevalence of computer games among student athletes and the impact of computer game addiction on their lifestyle and cognitive functions. PATIENTS AND METHODS: Materials and methods: 125 students (age 17 to 26) took part in the study. Students were divided into groups: e-sportsmen (12 people), who have played for an average of 4,592 hours; athletes of various sports (31 people), who are fond of computer games; athletes (82 people), who do not play computer games. A lifestyle questionnaire and attention research methods based on Landolt rings (E. Landolt) were used. RESULTS: Results: We did not set the task of finding reliable differences between groups, but to find out general tendencies. Athletes, who indicated, that they are fond of computer games, show a lower level of weekly motoric activity compared to athletes, who are not fond of computer games. Cyber-sportsmen demonstrated insufficient physical activity in order to maintain physical fitness and a healthy lifestyle, 17% of cyber-sportsmen did not have any physical activity, that lasted for half an hour or more at any time of the week. Cyber-athletes showed a general tendency towards worsening of indicators of quality of life (sleep duration, insomnia, headaches), deterioration of attention, if compared to the athletes of other sports. CONCLUSION: Conclusions: Studies have shown that students, who combine computer games with a sufficient amount of motoric activity, have a tendency to better con-centration of attention. Studies of the necessary parameters of motoric activity and the alternation of mental, physical activity and rest for e-athletes should be prospective.


Subject(s)
Quality of Life , Video Games , Humans , Adolescent , Young Adult , Adult , Prospective Studies , Athletes/psychology , Students , Attention
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