Study of the psychomotor abilities of athletes in cyclic sports, martial arts and esports

S. Рiatysotska, Viacheslav Mulyk, Anatolyi Huba, Nataliia Dolgopolova, A. Yefremenko, Y. Zhernovnikova
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引用次数: 1

Abstract

Purpose: to conduct a comparative analysis of psychomotor abilities in athletes of cyclic sports (short track), martial arts (karate, taekwondo) and esports (CS:GO). Materials, participants and methods: The study involved athletes of percussion martial arts (n=10, age 18,9±0,12, candidates for master of sports), elite players of semi-professional CS:GO teams (n=10, age 19,2±0,50), short track speed skaters (n=10, age 19±0,09, masters of sports). The choice reaction time, the frequency of local movements (60-second tapping test), and the reaction time to a change in the size of the object (Size-test) were determined. Research results. Esports athletes have the best reaction time of choice and tapping test compared to other athletes. The wrestlers showed the best reaction to distinguishing the size of an object in the Size-Test. Skaters have high rates of complex reaction time and frequency of movements. The duration of the tapping test has a likely inverse relationship with the frequency of tapping. Conclusions. It was found that esports athletes have a significantly better choice reaction time (p<0,05) than martial arts athletes. The results of short track skaters do not have significant differences with martial arts and esports athletes (p>0.05). The results of the tapping test in terms of the total number of movements and the average number for 5 s in esports athletes tend to be higher compared to short track speed skaters and martial arts athletes. The fastest response time to a change in the size of an object in the Size-test was shown by martial arts athletes, the slowest by short-track skaters. This reflects the trend towards better results of this type of reaction in martial arts athletes compared to short track speed skaters and esports athletes.
循环运动、武术和电子竞技运动员心理运动能力的研究
目的:对循环运动(短道速滑)、武术(空手道、跆拳道)和电子竞技(CS:GO)运动员的心理运动能力进行比较分析。材料、对象与方法:研究对象为打击乐武术运动员(n=10,年龄分别为18、9±0,12,体育硕士候选人)、半职业CS:GO优秀选手(n=10,年龄分别为19、2±0,50)、短道速滑运动员(n=10,年龄分别为19±0,09,体育硕士)。选择反应时间、局部运动频率(60秒轻拍测试)和对物体大小变化的反应时间(尺寸测试)。研究的结果。与其他运动员相比,电子竞技运动员对选择和敲击测试的反应时间最好。在尺寸测试中,摔跤手在区分物体大小方面表现出最好的反应。滑冰运动员的复杂反应时间和动作频率都很高。敲击试验的持续时间可能与敲击频率成反比关系。结果发现,电子竞技运动员在选择反应时间上有显著优势(p0.05)。电子竞技运动员的轻击测试结果在总动作数和平均5秒数上都要高于短道速滑运动员和武术运动员。在尺寸测试中,武术运动员对物体尺寸变化的反应速度最快,短道速滑运动员的反应速度最慢。这反映出与短道速滑运动员和电子竞技运动员相比,武术运动员的这种反应效果更好。
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