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Profile of the quality and sleep patterns in professional/college athletes of e-sports (League of Legends)

Full text
Author(s):
Matheus Antonio Gomes
Total Authors: 1
Document type: Master's Dissertation
Press: Limeira, SP.
Institution: Universidade Estadual de Campinas (UNICAMP). Faculdade de Ciências Aplicadas
Defense date:
Examining board members:
Andrea Maculano Esteves; Alcides José Scaglia; Daniel Paulino Venancio
Advisor: Andrea Maculano Esteves
Abstract

Currently, electronic games called e-Sports are gaining international and national prominence. The players of e-Sports as well as the athletes of other preparations must be prepared, sporting. However, training performed with these athletes occurs in their presentations on a computer and most often in a night time period and/or is extended to the same. The objective of the study was to evaluate the quality and profile of the sleep-wake cycle pattern in professional and college League of Legends athletes in two periods of the regular season of the modality. For this, 21 athletes were discharged into 3 groups: G1= 9 professional athletes (series A), G2= 6 professional athletes (series B) and G3= 6 college athletes. The athletes used the actigraph, a noninvasive method used in the non-dominant fist responsible for measuring the sleep-wake cycle activity, during 7 consecutive days and responded to the questionnaires of sleepiness (Epworth), subjective quality of sleep (Pittsburgh), physical activity and leisure (Godin-Shephard), chronotype (also applied in their parents), in addition to the use of sleep diary along with the actigrapher in two periods of the season. Results showed that the League of Legends athletes had poor sleep quality in both periods (pre-competitive and competitive), with the greatest aggravation during the competitive period, reduced sleep time (around 6 hours), moderate efficiency (between 85 and 90%), high sleep latency (between 20 and 30 minutes) and considerable periods of time after sleep onset. The athletes showed predominantly evening chronotype, significantly different from their parents. In addition, significant associations were found in the pre-competitive period for: Pittsburgh score with sleepiness score (r=0,50), sleep start time (r=-0,58) and final sleep schedule (r=-0,58), final sleep schedule with total waking time (r=-0,60) and wake time after sleep onset (r=0,54). In the competitive period, the significant associations were: Pittsburgh score with sleepiness score (r=0,61), chronotype score with sleep start time (r=-0,60) total sleep time (r=0,51) and total waking time (r=-0,48), level of physical activity and leisure and total sleep time sono (r=0,50) and total waking time (r=-0,49), wake time after sleep onset with sleep efficiency (r=-0,96), sleep start time (r=0,48) and final sleep schedule (r=0,68), sleep efficiency with sleep start time (r=-0,54) and final sleep schedule (r=-0,65). It can be concluded from the findings that League of Legends professional and college athletes have predominance by evening chronotype and the quality and quantity of sleep is characterized as bad, especially during the competition period. This study has great importance to increase the knowledge of the influence of electronic devices on sleep and to understand the profile of the pattern of the sleep-wake cycle of e-Sports athletes (AU)

FAPESP's process: 17/09316-1 - Profile of quality and sleep pattern in professional e-sports athletes
Grantee:Matheus Antonio Gomes
Support Opportunities: Scholarships in Brazil - Master