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Biofeedback training can enhance esports players’ shooting performance in an aiming task

Focusing on cortical activity and gaze movement

Bibliographic Data

ID21563804
AuthorsInhyeok Jeong (0000-0002-1343-7442, Kochi University of Technology), Naotsugu Kaneko (0000-0002-1587-9287, Tokyo University of the Arts, corresponding author), Donghyun Kim (0000-0003-3711-5103), Ryogo Takahashi (0009-0005-5835-6880, Tokyo University of the Arts), Seitaro Iwama (0000-0002-3485-7438, Keio University), Mayu Dohata (0009-0008-7026-4032, Tokyo University of the Arts), Junichi Ushiba (0000-0003-1161-983X, Keio University), Kimitaka Nakazawa (0000-0001-5483-8659, Tokyo University of the Arts, corresponding author)
Year2026
Volume175
Pages108836
Publication date2026-02-01
Open AccessYes
TypeARTICLE
VenueComputers in Human Behavior (JOURNAL)
Journal identifiersISSN: 0747-5632 • E-ISSN: 1873-7692
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.chb.2025.108836
OpenAlexW4415321717
LanguageEN
References cited38

High-skilled esports players have unique cortical activity and gaze control, both of which are closely linked to their performance. To enhance key aspects of esports performance—shot time and accuracy—the current study implemented two training methods: a cortical activity-based method (Experiment 1) and a gaze control-based method (Experiment 2). In Experiment 1, a three-channel electroencephalogram headset was used to provide participants with real-time feedback on central lobe activity associated with sustained attention. Twenty-one participants were randomly assigned to the training group (10 participants) and sham group (11 participants). The training group received auditory feedback based on the power of theta and alpha power, while the sham group received auditory feedback not related to central lobe activity. In Experiment 2, an eye-tracker was used to measure the gaze movement and provide feedback. The feedback was provided to help participants maintain their gaze on-center. Twenty-one participants were randomly assigned to the training group (11 participants) and the sham group (10 participants). The training group received warning sounds when their gaze deviated from the off-center, promoting centralized gaze control, whereas the sham group received no such feedback. Participants‘ age and gaming experience were controlled to minimize confounding factors. The results demonstrated a significant decrease in shot time for the training group in both Experiment 1 (Mdn = -30.3ms) and Experiment 2 (Mdn = -47.2ms), with no significant changes in the sham group (all p > .05). Therefore, biofeedback training methods can reduce shot time, one of the critical performance indicators in esports

Auditory feedback · Biofeedback · Gaze · Headset · Visual feedback · Heart Rate Variability and Autonomic Control · Sport Psychology and Performance · Sports Performance and Training

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