Научная статья на тему 'Switching and concentration of attention of cybersportsmen of mass discharge'

Switching and concentration of attention of cybersportsmen of mass discharge Текст научной статьи по специальности «Науки о здоровье»

CC BY
3
0
i Надоели баннеры? Вы всегда можете отключить рекламу.
Журнал
Theory and Practice of Physical Culture
WOS
RSCI
Область наук
Ключевые слова
concentration of attention / switching of attention / computer sports / athletes of mass categories

Аннотация научной статьи по наукам о здоровье, автор научной работы — E.A. Kosmina, Yu.M. Makarov, N.V. Lutkova, O.N. Gural

Objective of the study was to identify the features of switching and concentration of attention among those involved in various disciplines of computer sports of mass categories. Methods and structure of the study. 175 young men from 18 to 25 years old, involved in computer sports and having sports categories from III to I, took part in the scientific work. Athletes were asked to perform five attempts each in the "attention switching" (modified Schulte tables) and "attention concentration" (modified Landolt test) exercises on the online training portal cyberten.ru developed by the authors. The mean value was calculated over five attempts. Results and conclusions. Significant differences (p<0.05) between the indicators of attention switching among athletes of the first and third sports category in the disciplines "fighting" and "sports simulator" were revealed, given the presence of a close to linear dependence on the sports category, this exercise can be included in the training. Significant differences (p<0.05) were found in the indicators of concentration of attention between those involved in "fighting", "competitive puzzles", "three-dimensional tactical combat" and "combat arena", "sports simulator", "technical simulator", "real-life strategy". time”, accompanied by a linear dependence of the increase in results from the sports category. Exercises aimed at developing concentration of attention can be recommended for training those involved in "fighting", "competitive puzzles" and "three-dimensional tactical combat".

i Надоели баннеры? Вы всегда можете отключить рекламу.
iНе можете найти то, что вам нужно? Попробуйте сервис подбора литературы.
i Надоели баннеры? Вы всегда можете отключить рекламу.

Текст научной работы на тему «Switching and concentration of attention of cybersportsmen of mass discharge»

SPORT PSYCHOLOGY

Switching and concentration of attention of cybersportsmen of mass discharge

UDC 796.015.1

PhD, Associate Professor E.A. Kosmina1 Dr. Hab., Professor Yu.M. Makarov1 Dr. Hab., Associate Professor N.V. Lutkova1 O.N. Gural2

1Lesgaft National State University of Physical Education,

Sports and Health, St. Petersburg

2Computer Sports Federation of Russia, Moscow

Corresponding author: [email protected]

Received by the editorial office on 08.04.2023

Abstract

Objective of the study was to identify the features of switching and concentration of attention among those involved in various disciplines of computer sports of mass categories.

Methods and structure of the study. 175 young men from 18 to 25 years old, involved in computer sports and having sports categories from III to I, took part in the scientific work. Athletes were asked to perform five attempts each in the "attention switching" (modified Schulte tables) and "attention concentration" (modified Landolt test) exercises on the online training portal cyberten.ru developed by the authors. The mean value was calculated over five attempts. Results and conclusions. Significant differences (p<0.05) between the indicators of attention switching among athletes of the first and third sports category in the disciplines "fighting" and "sports simulator" were revealed, given the presence of a close to linear dependence on the sports category, this exercise can be included in the training. Significant differences (p<0.05) were found in the indicators of concentration of attention between those involved in "fighting", "competitive puzzles", "three-dimensional tactical combat" and "combat arena", "sports simulator", "technical simulator", "real-life strategy". time", accompanied by a linear dependence of the increase in results from the sports category. Exercises aimed at developing concentration of attention can be recommended for training those involved in "fighting", "competitive puzzles" and "three-dimensional tactical combat".

Keywords: concentration of attention, switching of attention, computer sports, athletes of mass categories.

Introduction. The interest of modern researchers in the psychophysiology of cognitive processes in sports, such as attention, memory, thinking, is undeniable. Today, in foreign [1] and domestic [2] sources, one can increasingly find the point of view that cognitive abilities play an important role in generating sports results. Computer sports, being an intellectual sport, places high demands on such characteristics of attention as selectivity, switching, distribution, volume, stability and concentration. Each of the seven disciplines of computer sports will have its own requirements for the level of development of the above characteristics, due to different mechanics, duration and intensity of the game match. The average duration of one match in computer sports, depending on the discipline, can vary from 2 to 60 minutes. All of the above will influence

the content of training programs in various disciplines of computer sports at the stages of sports training. Objective of the study was to identify the features of switching and concentration of attention among those involved in various disciplines of computer sports of mass categories.

Methods and structure of the study. 175 young men from 18 to 25 years old, involved in computer sports and with sports ranks III to I, took part in the scientific work. The choice of contingent is due to the fact that currently the first sports category in computer sports is the highest. The titles "Master of Sports of Russia" and the sports category "Candidate Master of Sports" in computer sports were not awarded.

Since the computer sports discipline "tactical three-dimensional combat" was included in the All-

SPORT PSYCHOLOGY

Russian Register of Sports only on May 25, 2022, in order to assign sports categories in this discipline, changes will be made to the Unified All-Russian Sports Classification (URSC) in the near future [3]. Therefore, the study involved those involved in "tactical three-dimensional combat", who currently do not have a sports category, but fulfill the standards for its assignment; the requirements of the URSC for the "combat arena" discipline were taken as a basis. The characteristics of the sample are presented in Table 1.

The subjects were asked to complete five attempts each in the "switching of attention" (modified Schulte tables) and "concentration of attention" (modified Landolt test) exercises on the online training portal cyberten.ru developed by the authors. The average value over five trials was calculated.

Research results and discussion. Figure 1 shows the results in the "Switching of attention" exercise; the best results were demonstrated by those involved in the "battle arena" of the 1st sports category 10.8 ± 1.1 s. This may be due to the in-game features of the game "Dota 2", in which players have to keep a large number of dynamic objects in their field of attention, this also explains the fairly high performance of those engaged in the "fighting game" of 11.2 ± 0.4 s, and the "sports simulator" 11.1±0.9 s and "3D tactical combat" 11.7±0.6 s. In the disciplines "fighting game", "sports simulator" and "battle arena", a linear improvement in performance can be traced with the growth of the sports category of e-sportsmen.

There were no significant differences in the indicators of attention switching when comparing athletes of the same category of different disciplines of computer sports (p>0.05), however, significant differences were identified within the disciplines "sports simulator" and "fighting game", between athletes of the first and third sports categories (p< 0.05). It is advisable to consider the results in the "switching attention" exercise together with the "concentration of attention" exercise (Fig. 2), since all characteristics of attention represent a functional unity.

In all disciplines of computer sports, there is an increase in performance in the "concentration of attention" exercise with an increase in sports category, and the best results in the exercise under study were demonstrated by those involved in "fighting games" 741.1 ± 23.7 points, "competitive puzzles" 781.3 ± 27.9 points, "tactical three-dimensional combat" 640.2±7.2 points. In the same disciplines, significant differences (p<0.05) were revealed between the indicators of concentration of attention of players of the

Table 1. Number of computer sports enthusiasts who took part in the study

Discipline 1 sports category 2 sports category 3 sports category

Battle Arena (BA) 10 14 12

Competitive Puzzles (CP) 5 6 6

Real-time strategy (RTS) 4 6 7

Technical simulator (TS) 5 6 6

Sports simulator (SS) 8 8 8

Tactical 3D Combat (TDC) 14 12 12

Fighting (F) 10 8 8

Total 56 60 59

http://www.tpfk.ru

35

SPORT PSYCHOLOGY

same categories in comparison with other disciplines, for each sports category.

The analysis took into account two indicators: significantly higher results compared to other disciplines and a linear improvement in results with increasing sports category. Based on data analysis, the "switching attention" exercise can be recommended for those involved in "fighting games" and sports simulation", and "attention concentration" for "fighting games", "competitive puzzles" and "3D tactical combat".

Conclusions. Significant differences (p<0.05) were revealed between the indicators of attention switching among athletes of sports category I and III in the disciplines "Fighting" and "Sports Simulator", taking into account the close to linear dependence on sports category, this exercise can be recommended as a training exercise. According to the results of the study, significant differences (p<0.05) were found in the indicators of concentration of attention between those involved in "fighting game", "competitive puzzles" and "three-dimensional tactical combat" and "combat arena", "sports simulator", "technical simulator", "strategy in real time" about a linear dependence of the increase in results on the sports category. Exercises aimed at developing concentration can be recommended as training for those involved in "fight-

ing games", "competitive puzzles" and "3D tactical combat".

References

1. Kosmina E.A., Gural O.N. Takticheskiy trekhmernyy boy - novaya distsiplina kompyuter-nogo sporta [Tactical three-dimensional combat - a new discipline of computer sports]. Fizich-eskaya kultura i sport kak odno iz osnovnykh napravleniy molodezhnoy politiki v Rossiyskoy Federatsii [Physical culture and sport as one of the main directions of youth policy in the Russian Federation]. Proceedings national scientific-practical conference, Moscow, June 24, 2022. Moscow: GTSOLIFK publ., 2022. pp. 410-414.

2. Salamatova N.L., Lee S. Kognitivnyye sposob-nosti kak faktor otbora perspektivnykh detey v vidy sporta s kontaktnym vzaimodeystviyem [Cognitive abilities as a factor in the selection of promising children in sports with contact interaction]. Mir sporta. 2020. No. 3 (80). pp. 94-98.

3. Vaeyens R. et al. Talent identification and development programs in sport. Sports medicine. 2008. Vol. 38. No. 9. pp. 703-714.

i Надоели баннеры? Вы всегда можете отключить рекламу.