COMPARING THE PSYCHOPHYSIOLOGICAL EFFECTS OF ACTIVE PLAYING AND PASSIVE SPECTATORSHIP IN ESPORTS: A RANDOMIZED CROSS-OVER STUDY

Author(s): SENATORE, T.1, ZHANG, M.2, PAN, R.2, CHEN, Y.2, MARCORA, S.1, Institution: CAPITAL UNIVERSITY OF PHYSICAL EDUCATION AND SPORTS, Country: CHINA, Abstract-ID: 2573

Introduction
The rapid growth of eSports participation is well established; however, increasing attention is being directed toward the expanding phenomenon of spectatorship. While eSports performance requires prolonged perceptual–cognitive processing and emotional engagement, the psychophysiological demands of active gameplay compared with passive viewing remain poorly quantified. This study compared acute cognitive, psychophysiological, and perceived workload responses following two hours of competitive first-person shooter gameplay (Valorant) versus passive spectating.
Methods
Fourteen amateur esports players completed two experimental sessions (Play vs Watch) in a randomized crossover design. Before and after each session, participants performed a psychomotor vigilance task (PVT) and a game-specific shooting accuracy test, and completed measures of perceived fatigue (ROF), mood (BRUMS), and boredom (MSBS). Perceived workload (NASA-TLX) was assessed post-session only. Heart rate (HR) was recorded before, during, and after each condition.
Results
Subjective fatigue increased significantly in both conditions (p < 0.001). PVT analysis revealed a greater number of lapses in Watch compared with Play (p = 0.029). Total mood disturbance increased in both conditions (p < 0.001), while tension was higher during Play (p = 0.048). A time × condition interaction emerged for anger, which increased only after Play (p = 0.021), with significant post-condition differences (p = 0.029). Boredom increased in both conditions (p = 0.009). Perceived workload was substantially higher during Play, particularly for mental demand (p < 0.001), performance (p = 0.007), and frustration (p < 0.001). HR responses showed a significant time × condition interaction (p = 0.039): HR remained stable during Play but decreased during Watch.
Discussion
As expected, active gameplay was more demanding than passive spectating. This effect was indicated by both higher perceived workload during Play compared to Watch and HR. The latter remained stable during gameplay but decreased during spectating, indicating higher cardiovascular activation in the active condition. Emotional responses further differentiated the conditions, with higher levels of frustration, tension, and anger observed during Play, likely reflecting competitive pressure. Contrary to expectations, perceived fatigue increased similarly in both conditions. This may be explained by the concurrent rise in boredom, suggesting that fatigue was at least in part driven by reduced engagement rather than workload alone. In particular, the intermittent structure of the game—characterized by passive observation following early elimination—likely introduced prolonged periods of monotony even during active play. Overall, while gameplay imposes greater psychophysiological demands, boredom-related processes appear to play a key role in the fatigue responses.