SENSOMOTOR AND COGNITIVE FEATURES OF CYBER SPORTSMEN IN DIFFERENT DISCIPLINES
Cybersport (eSports) is a brand new sporting activity. As in any other sport, it is absolutely necessary to define its general and specific characteristic, to determine its physiological, psychological and pedagogical nature, to educe key success factors in this kind of sports. It can be assumed that the characteristics of sensomotor reactions and cognitive processes are professionally important qualities in eSports. These spheres of players in computer games are attended in recent studies. At the same time, the data are not differentiated with respect to different computer games. The main aim of this study was to determine the features of sensomotor and cognitive areas of cyber players in two disciplines - Dota 2 and The World of Tanks. Our study have shown that there are certain qualities of cyber players in different disciplines due to the specifics of computer games. However there are not sensomotor differences, all cyber players demonstrate high speed of complex reactions and make fewer mistakes in implementation than non-athletes. At the same time we observed differences in cognitive style “field dependence-field independence” between groups of athletes, as well as in specific cognitive functions.