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Kısa Süreli Aksiyon Gözlem Terapisinin Engelli E-Spor Oyuncularında Reaksiyon Zamanı Üzerine Akut Etkisi

Year 2026, Volume: 17 Issue: 1, 133 - 145, 19.03.2026
https://doi.org/10.17155/omuspd.1817539
https://izlik.org/JA64DX72NR

Abstract

Engelli e-spor oyuncularının reaksiyon süresini iyileştirmeye yönelik zihinsel temelli uygulamalara ihtiyaç duyulmaktadır. Bu doğrultuda yapılan çalışmada, aksiyon gözlem temelli kısa süreli bir uygulamanın, sedanter yaşam tarzına sahip engelli e-spor oyuncularının işitsel ve görsel reaksiyon süreleri üzerindeki etkileri araştırılmıştır. Araştırma, 18–35 yaş aralığında, en az 6 aydır aktif e-spor faaliyeti yürüten, farklı engel türlerine sahip 36 gönüllü bireyden oluşmuştur. Katılımcılara önce basit reaksiyon testi uygulanmış, ardından e-spor motor görevlerinin yer aldığı 10 dakikalık video izletilmiş ve sonrasında aynı test koşullarında tekrar ölçüm alınmıştır. Reaksiyon süresi verileri bilgisayar tabanlı test sistemiyle toplanmış, analizler SPSS 25.0 yazılımı kullanılarak gerçekleştirilmiştir. Elde edilen bulgulara göre, işitsel reaksiyon süresi ortalama 435.3 ms’den 331.2 ms’ye; görsel reaksiyon süresi ise 464.7 ms’den 355.1 ms’ye düşerek istatistiksel olarak anlamlı bir azalma göstermiştir (p<0,001). Cinsiyet ve spor geçmişi değişkenlerine göre anlamlı farklılık saptanmamış; ancak klavye-fare kullanıcılarının diğer e-spor aracı gruplarına kıyasla daha düşük reaksiyon sürelerine sahip olduğu bulunmuştur (p<0.05). Bu sonuçlar, kısa süreli aksiyon gözlem uygulamalarının, motor yanıt hızını etkileyen bilişsel süreçleri aktive edebileceğini göstermektedir. Elde edilen bulgular doğrultusunda, bu tür uygulamaların e-spor performansını artırma potansiyeline sahip olduğu düşünülmektedir.

Ethical Statement

Araştırma için Artvin Çoruh Üniversitesi Bilimsel Araştırma ve Yayın Etiği Kurulu’ndan 16.04.2025 tarihli ve E-18457941-050.99-175394 karar sayısı ile etik kurul izni alınmıştır.”

References

  • Adam, J. J., Paas, F. G. W. C., Buekers, M. J., Wuyts, I. J., Spijkers, W. A. C., & Wallmeyer, P. (1999). Gender differences in choice reaction time: evidence for differential strategies. Ergonomics, 42(2), 327–335. https://doi.org/10.1080/001401399185685
  • Alexander, G.E.,& Crutcher, M. D.(1990).Functional architecture of basal ganglia circuits: neural substrates of parallel processing. Trends in Neurosciences, 13(7),266–271.https://doi.org/10.1016/0166-2236(90)90107L
  • Aziz-Zadeh, L., Iacoboni, M., Zaidel, E., Wilson, S., & Mazziotta, J. (2004). Left hemisphere motor facilitation in response to manual action sounds. The European Journal of Neuroscience, 19(9), 2609–2612. https://doi.org/10.1111/J.0953-816X.2004.03348.X
  • Baytar, R., & Temur, H. B. (2022). Reaksiyon zamanının farklı değişkenlere göre incelenmesi. İnönü Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 9(1), 15–29.
  • Behm, D. G., Bambury, A., Cahill, F., & Power, K. (2004). Effect of acute static stretching on force, balance, reaction time, and movement time. Medicine and Science in Sports and Exercise, 36(8), 1397–1402. https://doi.org/10.1249/01.MSS.0000135788.23012.5F
  • Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387–398. https://doi.org/10.1016/j.actpsy.2008.09.005
  • Buccino, G., Solodkin, A., & Small, S. L. (2006). Functions of the mirror neuron system: implications for neurorehabilitation. Cognitive and Behavioral Neurology : Official Journal of the Society for Behavioral and Cognitive Neurology, 19(1), 55–63. https://doi.org/10.1097/00146965-200603000-00007
  • Bucur, B., & Madden, D. J. (2010). Effects of Adult Age and Blood Pressure on Executive Function and Speed of Processing. Experimental Aging Research, 36(2), 153. https://doi.org/10.1080/03610731003613482
  • Bull, F. C., Al-Ansari, S. S., Biddle, S., Borodulin, K., Buman, M. P., Cardon, G., Carty, C., Chaput, J.-P., Chastin, S., & Chou, R. (2020). World Health Organization 2020 guidelines on physical activity and sedentary behaviour. British Journal of Sports Medicine, 54(24), 1451–1462.
  • Calvo-Merino, B., Grèzes, J., Glaser, D. E., Passingham, R. E., & Haggard, P. (2006). Seeing or Doing? Influence of Visual and Motor Familiarity in Action Observation. Current Biology, 16(19), 1905–1910. https://doi.org/10.1016/j.cub.2006.07.065
  • Campbell, M. J., Toth, A. J., Moran, A. P., Kowal, M., & Exton, C. (2018). eSports: A new window on neurocognitive expertise? Progress in Brain Research, 240, 161–174. https://doi.org/10.1016/BS.PBR.2018.09.006
  • Cohen, J. (2013). Statistical Power Analysis for the Behavioral Sciences. Statistical Power Analysis for the Behavioral Sciences. https://doi.org/10.4324/9780203771587
  • Deary, I. J., & Der, G. (2005). Reaction time explains IQ’s association with death. Psychological Science, 16(1), 64–69. https://doi.org/10.1111/J.0956-7976.2005.00781.X
  • Der, G., & Deary, I. J. (2006). Age and sex differences in reaction time in adulthood: results from the United Kingdom Health and Lifestyle Survey. Psychology and Aging, 21(1), 62–73. https://doi.org/10.1037/0882-7974.21.1.62
  • Doğar, Y., & Şen, İ. (2019). Farklı el tercihinde bulunan sporcuların el reaksiyon sürelerinin karşılaştırılması ve reaksiyon süresinin zeka seviyesiyle ilişkisi. Spor Eğitim Dergisi, 3(3), 10–19.
  • Erdfelder, E., Faul, F., & Buchner, A. (1996). GPOWER: A general power analysis program. Behavior Research Methods, Instruments, & Computers, 28, 1–11.
  • Ertavukcu, A., Sanioğlu, A., Şahin, İ. H., & Ertavukcu, S. (2021). Reaksiyon zamanı ve reaksiyon zamanının ölçülmesi. Ulusal Kinesyoloji Dergisi, 2(2), 55–66.
  • Ertelt, D., Small, S., Solodkin, A., Dettmers, C., McNamara, A., Binkofski, F., & Buccino, G. (2007). Action observation has a positive impact on rehabilitation of motor deficits after stroke. NeuroImage, 36(SUPPL. 2). https://doi.org/10.1016/j.neuroimage.2007.03.043
  • Yılmaz, Ö. F., Koyunlu, A., Avci, N., Cağdanlıoğlu, M. B. (2024). Investigation of Visual and Auditory Reaction Times of Female and Male Students at Different Educational Grades. Spor ve Performans Araştırmaları Dergisi, 15(1), 131–141. https://doi.org/10.17155/OMUSPD.1374087
  • Faul, F., Erdfelder, E., Lang, A. G., & Buchner, A. (2007). G*Power 3: a flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behavior Research Methods, 39(2), 175–191. https://doi.org/10.3758/BF03193146
  • Gazzola, V., & Keysers, C. (2009). The observation and execution of actions share motor and somatosensory voxels in all tested subjects: single-subject analyses of unsmoothed fMRI data. Cerebral Cortex (New York, N.Y. : 1991), 19(6), 1239–1255. https://doi.org/10.1093/CERCOR/BHN181
  • Goodale, M. A., & Milner, A. D. (1992). Separate visual pathways for perception and action. Trends in Neurosciences, 15(1), 20–25. https://doi.org/10.1016/0166-2236(92)90344-8
  • Gravetter, F. J., Forzano, L.-A. B., & Rakow, T. (2009). Research methods for the behavioral sciences. Wadsworth Cengage Learning Belmont, CA.
  • Green, C. S., & Bavelier, D. (2007). Action-Video-Game Experience Alters the Spatial Resolution of Vision. Psychological Science, 18(1), 88. https://doi.org/10.1111/J.1467-9280.2007.01853.X
  • Hallmann, K., & Giel, T. (2018). eSports – Competitive sports or recreational activity? Sport Management Review, 21(1), 14–20. https://doi.org/10.1016/J.SMR.2017.07.011
  • Hillman, C. H., Erickson, K. I., & Kramer, A. F. (2008). Be smart, exercise your heart: exercise effects on brain and cognition. Nature Reviews Neuroscience 2008 9:1, 9(1), 58–65. https://doi.org/10.1038/nrn2298
  • Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An exploration of mental skills among competitive league of legend players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1–21. https://doi.org/10.4018/IJGCMS.2017040101
  • Horlings, C. G. C., Carpenter, M. G., Honegger, F., & Allum, J. H. J. (2009). Vestibular and proprioceptive contributions to human balance corrections: aiding these with prosthetic feedback. Wiley Online Library, 1164, 1–12. https://doi.org/10.1111/j.1749-6632.2009.03872.x
  • Jeannerod, M. (2001). Neural simulation of action: A unifying mechanism for motor cognition. NeuroImage, 14(1 II). https://doi.org/10.1006/nimg.2001.0832
  • Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport.” Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517
  • Kim, J. H., & Lee, B. H. (2013). Action observation training for functional activities after stroke: a pilot randomized controlled trial. NeuroRehabilitation, 33(4), 565–574. https://doi.org/10.3233/NRE-130991 Kosinski, R. J. (2008). A literature review on reaction time. Clemson University, 10(1), 337–344.
  • Lee, J., Yu, J., Hong, J., Lee, D., Kim, J., & Kim, S. (2022). The Effect of Augmented Reality-Based Proprioceptive Training Program on Balance, Positioning Sensation and Flexibility in Healthy Young Adults: A Randomized Controlled Trial. Healthcare (Basel, Switzerland), 10(7). https://doi.org/10.3390/healthcare10071202
  • Montolio-Vila, A., Argilés, M., Quevedo, L., Sunyer-Grau, B., & Erickson, G. (2024). Effect of Action Video Games in Eye Movement Behavior: A Systematic Review. Journal of Eye Movement Research, 17(3), 10.16910/jemr.17.3.6. https://doi.org/10.16910/JEMR.17.3.6
  • Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 13(1), 319–352.
  • Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture, 15(1), 32–50. https://doi.org/10.1177/1555412019840892
  • Rizzolatti, G., & Sinigaglia, C. (2010). The functional role of the parieto-frontal mirror circuit: Interpretations and misinterpretations. Nature Reviews Neuroscience, 11(4), 264–274. https://doi.org/10.1038/NRN2805;SUBJMETA Silverman, I. W. (2006). Sex differences in simple visual reaction time: A historical meta-analysis. Sex Roles, 54(1), 57–68.
  • Starkes, J. L., & Ericsson, K. A. (2003). Expert performance in sports: Advances in research on sport expertise.
  • Tallis, J., Duncan, M. J., Clarke, N. D., Morris, R. O., & Tamilio, R. A. (2024). Are caffeine effects equivalent between different modes of administration: the acute effects of 3 mg.kg−1 caffeine on the muscular strength and power of male university Rugby Union players. Journal of the International Society of Sports Nutrition, 21(1). https://doi.org/10.1080/15502783.2024.2419385
  • Thomas, A. G., Dennis, A., Bandettini, P. A., & Johansen-Berg, H. (2012). The effects of aerobic activity on brain structure. Frontiers in Psychology, 3(MAR). https://doi.org/10.3389/FPSYG.2012.00086
  • Vogt, S., Rienzo, F. Di, Collet, C., Collins, A., & Guillot, A. (2013). Multiple roles of motor imagery during action observation. Frontiers in Human Neuroscience, 7(NOV). https://doi.org/10.3389/FNHUM.2013.00807
  • Zatorre, R. J., Belin, P., & Penhune, V. B. (2002). Structure and function of auditory cortex: Music and speech. Trends in Cognitive Sciences, 6(1), 37–46. https://doi.org/10.1016/S1364-6613(00)01816-7

The Acute Effect Of Short-Term Actıon Observatıon Therapy On Reactıon Tıme In Dısabled E-Sports Athletes

Year 2026, Volume: 17 Issue: 1, 133 - 145, 19.03.2026
https://doi.org/10.17155/omuspd.1817539
https://izlik.org/JA64DX72NR

Abstract

There is a growing need for mental-based strategies to improve reaction time in disabled e-sports athletes. In this context, the present study investigated the effects of a short-term action observation–based application on auditory and visual reaction times in sedentary disabled individuals actively engaged in e-sports. The sample consisted of 36 volunteers aged between 18 and 35 years, all of whom had at least six months of active e-sports experience and represented various types of disabilities (physical disabilities and mild hearing impairments). Participants initially completed a simple reaction time test, followed by viewing a 10-minute video displaying motor tasks frequently encountered in e-sports. Subsequently, post-test reaction time measurements were conducted under identical conditions. Reaction time data were collected via a computer-based system and analyzed using SPSS 25.0 software. According to the findings, auditory reaction time significantly decreased from a pre-test mean of 435.3 ms to a post-test mean of 331.2 ms, while visual reaction time dropped from 464.7 ms to 355.1 ms (p<0,001). No significant differences were observed based on gender or prior sports experience. However, participants using a keyboard and mouse demonstrated significantly shorter reaction times compared to those using game consoles or mobile devices (p<0,05). These findings suggest that short-term action observation applications may activate cognitive processes involved in motor response and improve reaction time. Based on the results, such methods have the potential to enhance performance in the e-sports domain.

Ethical Statement

For the research, ethical committee approval was obtained from the Artvin Çoruh University Scientific Research and Publication Ethics Committee with decision number E-18457941-050.99-175394 dated 16.04.2025.”

References

  • Adam, J. J., Paas, F. G. W. C., Buekers, M. J., Wuyts, I. J., Spijkers, W. A. C., & Wallmeyer, P. (1999). Gender differences in choice reaction time: evidence for differential strategies. Ergonomics, 42(2), 327–335. https://doi.org/10.1080/001401399185685
  • Alexander, G.E.,& Crutcher, M. D.(1990).Functional architecture of basal ganglia circuits: neural substrates of parallel processing. Trends in Neurosciences, 13(7),266–271.https://doi.org/10.1016/0166-2236(90)90107L
  • Aziz-Zadeh, L., Iacoboni, M., Zaidel, E., Wilson, S., & Mazziotta, J. (2004). Left hemisphere motor facilitation in response to manual action sounds. The European Journal of Neuroscience, 19(9), 2609–2612. https://doi.org/10.1111/J.0953-816X.2004.03348.X
  • Baytar, R., & Temur, H. B. (2022). Reaksiyon zamanının farklı değişkenlere göre incelenmesi. İnönü Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 9(1), 15–29.
  • Behm, D. G., Bambury, A., Cahill, F., & Power, K. (2004). Effect of acute static stretching on force, balance, reaction time, and movement time. Medicine and Science in Sports and Exercise, 36(8), 1397–1402. https://doi.org/10.1249/01.MSS.0000135788.23012.5F
  • Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387–398. https://doi.org/10.1016/j.actpsy.2008.09.005
  • Buccino, G., Solodkin, A., & Small, S. L. (2006). Functions of the mirror neuron system: implications for neurorehabilitation. Cognitive and Behavioral Neurology : Official Journal of the Society for Behavioral and Cognitive Neurology, 19(1), 55–63. https://doi.org/10.1097/00146965-200603000-00007
  • Bucur, B., & Madden, D. J. (2010). Effects of Adult Age and Blood Pressure on Executive Function and Speed of Processing. Experimental Aging Research, 36(2), 153. https://doi.org/10.1080/03610731003613482
  • Bull, F. C., Al-Ansari, S. S., Biddle, S., Borodulin, K., Buman, M. P., Cardon, G., Carty, C., Chaput, J.-P., Chastin, S., & Chou, R. (2020). World Health Organization 2020 guidelines on physical activity and sedentary behaviour. British Journal of Sports Medicine, 54(24), 1451–1462.
  • Calvo-Merino, B., Grèzes, J., Glaser, D. E., Passingham, R. E., & Haggard, P. (2006). Seeing or Doing? Influence of Visual and Motor Familiarity in Action Observation. Current Biology, 16(19), 1905–1910. https://doi.org/10.1016/j.cub.2006.07.065
  • Campbell, M. J., Toth, A. J., Moran, A. P., Kowal, M., & Exton, C. (2018). eSports: A new window on neurocognitive expertise? Progress in Brain Research, 240, 161–174. https://doi.org/10.1016/BS.PBR.2018.09.006
  • Cohen, J. (2013). Statistical Power Analysis for the Behavioral Sciences. Statistical Power Analysis for the Behavioral Sciences. https://doi.org/10.4324/9780203771587
  • Deary, I. J., & Der, G. (2005). Reaction time explains IQ’s association with death. Psychological Science, 16(1), 64–69. https://doi.org/10.1111/J.0956-7976.2005.00781.X
  • Der, G., & Deary, I. J. (2006). Age and sex differences in reaction time in adulthood: results from the United Kingdom Health and Lifestyle Survey. Psychology and Aging, 21(1), 62–73. https://doi.org/10.1037/0882-7974.21.1.62
  • Doğar, Y., & Şen, İ. (2019). Farklı el tercihinde bulunan sporcuların el reaksiyon sürelerinin karşılaştırılması ve reaksiyon süresinin zeka seviyesiyle ilişkisi. Spor Eğitim Dergisi, 3(3), 10–19.
  • Erdfelder, E., Faul, F., & Buchner, A. (1996). GPOWER: A general power analysis program. Behavior Research Methods, Instruments, & Computers, 28, 1–11.
  • Ertavukcu, A., Sanioğlu, A., Şahin, İ. H., & Ertavukcu, S. (2021). Reaksiyon zamanı ve reaksiyon zamanının ölçülmesi. Ulusal Kinesyoloji Dergisi, 2(2), 55–66.
  • Ertelt, D., Small, S., Solodkin, A., Dettmers, C., McNamara, A., Binkofski, F., & Buccino, G. (2007). Action observation has a positive impact on rehabilitation of motor deficits after stroke. NeuroImage, 36(SUPPL. 2). https://doi.org/10.1016/j.neuroimage.2007.03.043
  • Yılmaz, Ö. F., Koyunlu, A., Avci, N., Cağdanlıoğlu, M. B. (2024). Investigation of Visual and Auditory Reaction Times of Female and Male Students at Different Educational Grades. Spor ve Performans Araştırmaları Dergisi, 15(1), 131–141. https://doi.org/10.17155/OMUSPD.1374087
  • Faul, F., Erdfelder, E., Lang, A. G., & Buchner, A. (2007). G*Power 3: a flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behavior Research Methods, 39(2), 175–191. https://doi.org/10.3758/BF03193146
  • Gazzola, V., & Keysers, C. (2009). The observation and execution of actions share motor and somatosensory voxels in all tested subjects: single-subject analyses of unsmoothed fMRI data. Cerebral Cortex (New York, N.Y. : 1991), 19(6), 1239–1255. https://doi.org/10.1093/CERCOR/BHN181
  • Goodale, M. A., & Milner, A. D. (1992). Separate visual pathways for perception and action. Trends in Neurosciences, 15(1), 20–25. https://doi.org/10.1016/0166-2236(92)90344-8
  • Gravetter, F. J., Forzano, L.-A. B., & Rakow, T. (2009). Research methods for the behavioral sciences. Wadsworth Cengage Learning Belmont, CA.
  • Green, C. S., & Bavelier, D. (2007). Action-Video-Game Experience Alters the Spatial Resolution of Vision. Psychological Science, 18(1), 88. https://doi.org/10.1111/J.1467-9280.2007.01853.X
  • Hallmann, K., & Giel, T. (2018). eSports – Competitive sports or recreational activity? Sport Management Review, 21(1), 14–20. https://doi.org/10.1016/J.SMR.2017.07.011
  • Hillman, C. H., Erickson, K. I., & Kramer, A. F. (2008). Be smart, exercise your heart: exercise effects on brain and cognition. Nature Reviews Neuroscience 2008 9:1, 9(1), 58–65. https://doi.org/10.1038/nrn2298
  • Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An exploration of mental skills among competitive league of legend players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1–21. https://doi.org/10.4018/IJGCMS.2017040101
  • Horlings, C. G. C., Carpenter, M. G., Honegger, F., & Allum, J. H. J. (2009). Vestibular and proprioceptive contributions to human balance corrections: aiding these with prosthetic feedback. Wiley Online Library, 1164, 1–12. https://doi.org/10.1111/j.1749-6632.2009.03872.x
  • Jeannerod, M. (2001). Neural simulation of action: A unifying mechanism for motor cognition. NeuroImage, 14(1 II). https://doi.org/10.1006/nimg.2001.0832
  • Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport.” Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517
  • Kim, J. H., & Lee, B. H. (2013). Action observation training for functional activities after stroke: a pilot randomized controlled trial. NeuroRehabilitation, 33(4), 565–574. https://doi.org/10.3233/NRE-130991 Kosinski, R. J. (2008). A literature review on reaction time. Clemson University, 10(1), 337–344.
  • Lee, J., Yu, J., Hong, J., Lee, D., Kim, J., & Kim, S. (2022). The Effect of Augmented Reality-Based Proprioceptive Training Program on Balance, Positioning Sensation and Flexibility in Healthy Young Adults: A Randomized Controlled Trial. Healthcare (Basel, Switzerland), 10(7). https://doi.org/10.3390/healthcare10071202
  • Montolio-Vila, A., Argilés, M., Quevedo, L., Sunyer-Grau, B., & Erickson, G. (2024). Effect of Action Video Games in Eye Movement Behavior: A Systematic Review. Journal of Eye Movement Research, 17(3), 10.16910/jemr.17.3.6. https://doi.org/10.16910/JEMR.17.3.6
  • Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 13(1), 319–352.
  • Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture, 15(1), 32–50. https://doi.org/10.1177/1555412019840892
  • Rizzolatti, G., & Sinigaglia, C. (2010). The functional role of the parieto-frontal mirror circuit: Interpretations and misinterpretations. Nature Reviews Neuroscience, 11(4), 264–274. https://doi.org/10.1038/NRN2805;SUBJMETA Silverman, I. W. (2006). Sex differences in simple visual reaction time: A historical meta-analysis. Sex Roles, 54(1), 57–68.
  • Starkes, J. L., & Ericsson, K. A. (2003). Expert performance in sports: Advances in research on sport expertise.
  • Tallis, J., Duncan, M. J., Clarke, N. D., Morris, R. O., & Tamilio, R. A. (2024). Are caffeine effects equivalent between different modes of administration: the acute effects of 3 mg.kg−1 caffeine on the muscular strength and power of male university Rugby Union players. Journal of the International Society of Sports Nutrition, 21(1). https://doi.org/10.1080/15502783.2024.2419385
  • Thomas, A. G., Dennis, A., Bandettini, P. A., & Johansen-Berg, H. (2012). The effects of aerobic activity on brain structure. Frontiers in Psychology, 3(MAR). https://doi.org/10.3389/FPSYG.2012.00086
  • Vogt, S., Rienzo, F. Di, Collet, C., Collins, A., & Guillot, A. (2013). Multiple roles of motor imagery during action observation. Frontiers in Human Neuroscience, 7(NOV). https://doi.org/10.3389/FNHUM.2013.00807
  • Zatorre, R. J., Belin, P., & Penhune, V. B. (2002). Structure and function of auditory cortex: Music and speech. Trends in Cognitive Sciences, 6(1), 37–46. https://doi.org/10.1016/S1364-6613(00)01816-7
There are 41 citations in total.

Details

Primary Language English
Subjects Physical Training, Sports and Physical Activity For Disabled, Physical Activity and Health
Journal Section Research Article
Authors

Muhammed Yildiz 0000-0002-6639-970X

Submission Date November 4, 2025
Acceptance Date March 5, 2026
Publication Date March 19, 2026
DOI https://doi.org/10.17155/omuspd.1817539
IZ https://izlik.org/JA64DX72NR
Published in Issue Year 2026 Volume: 17 Issue: 1

Cite

APA Yildiz, M. (2026). The Acute Effect Of Short-Term Actıon Observatıon Therapy On Reactıon Tıme In Dısabled E-Sports Athletes. Spor Ve Performans Araştırmaları Dergisi, 17(1), 133-145. https://doi.org/10.17155/omuspd.1817539