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Completed

NCT Number: NCT07570693

Visual Training Effects in Esports Players

This randomized controlled study aims to investigate the acute effects of a single session of web-based visual training on balance, reaction time, and cognitive function in professional e-sports players. Participants will be randomly assigned to either a web-based visual training group or a control group. The intervention group will receive a single approximately 25-minute session including eye relaxation, eye movement exercises, convergence-divergence, accommodation, figure-ground perception, and visual attention exercises. The control group will receive no intervention. Balance, reaction time, and cognitive function will be assessed at baseline and immediately after the intervention.

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Key information

Age range

12 year–30 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Balikesir University

Balıkesir, Bigadiç, Turkey (Türkiye)

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Aged between 12 and 30 years
  • Living in Balıkesir, Türkiye
  • Professional e-sports player
  • At least 2 years of regular e-sports training and/or participation in competitions Willing to participate and provide informed consent (parental consent required for participants under 18 years)

Exclusion criteria

  • Diagnosis of attention deficit disorder
  • Presence of vestibular disorders affecting balance
  • History of lower extremity injury within the last 6 months

Treatment and study plan

Web-Based Visual Training

Behavioral

Participants received a single session of web-based visual training lasting approximately 25 minutes. The session included eye relaxation, eye movement exercises, convergence-divergence, accommodation, figure-ground perception, and visual attention exercises.

Primary outcomes

  1. Reaction Time

    Time frame: Baseline and immediately post-intervention

    Reaction time will be measured using an LED-based system. The average reaction time (ms) and the number of correct responses will be recorded.

Secondary outcomes

  1. Balance

    Time frame: Baseline and immediately post-intervention

    Balance will be assessed using the One-Leg Balance Test. The duration of maintaining single-leg stance will be recorded.

  2. Cognitive Function

    Time frame: Baseline and immediately post-intervention

    Cognitive function will be assessed through selective attention performance during the LED-based reaction task. The number of correct responses will be recorded.

Sponsors and collaborators

Lead sponsor

Balikesir University

Other

Registry information

Official study title

The Effect of Web-Based Visual Training on Balance, Reaction Time, and Cognitive Function in Professional Esports Players

Important dates

Study start
2026
Primary completion
2026
Study completion
2026
First posted
May 6, 2026
Registry last updated
May 6, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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