Abstract
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Materials and Methods
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Abstract
Factors influencing brain function and cognitive performance can be critical to athletic performance of esports athletes. This review aims to discuss the potential beneficial effects of micronutrients, i.e., vitamins, minerals and biologically active substances on cognitive functions of e-athletes. Minerals (iodine, zinc, iron, magnesium) and vitamins (B vitamins, vitamins E, D, and C) are significant factors that positively influence cognitive functions. Prevention of deficiencies of the listed ingredients and regular examinations can support cognitive processes. The beneficial effects of caffeine, creatine, and probiotics have been documented so far. There are many plant products, herbal extracts, or phytonutrients that have been shown to affect precognitive activity, but more research is needed. Beetroot juice and nootropics can also be essential nutrients for cognitive performance. For the sake of players’ eyesight, it would be useful to use lutein, which, in addition to improving vision and protecting against eye diseases, can also affect cognitive functions. In supporting the physical and mental abilities of e-athletes the base is a well-balanced diet with adequate hydration. There is a lack of sufficient evidence that has investigated the relationship between dietary effects and improved performance in esports. Therefore, there is a need for randomized controlled trials involving esports players.
Introduction
The increasingly frequent incidence of neurodegenerative diseases and the lack of an effective method for their treatment have resulted in an increased interest in dietary supplements to improve cognitive functions and prevent their decline [1]. A micronutrient deficit can lead to a decrease in cognitive abilities, which also deteriorate with age. Not only the elderly but also young and middle-aged people are exposed to micronutrient deficiencies due to their demanding lifestyles and insufficient diets [2]. Therefore, it is suggested that e-athletes may also be at risk. In general opinion, esports (electronic sport) is a relatively new and rapidly growing sport involving players competing in video game tournaments. Although the genesis of e-tournaments was in the 1970s, the first professional competition started in 1997 [3]. Currently, this discipline is becoming more and more popular among players and viewers [4]. The global audience for esports competitions in 2019 had 443 million viewers, which translated into a market value of USD 68.2 billion [5]. It is estimated that the popularity of esports will grow in subsequent years [6]. Although women participate in esports, men continue to dominate the field [7].