This study examined the effectiveness of an educational protocol focused on eSports in enhancing cognitive skills, such as reaction speed, visual-motor reflexes, selective and sustained attention, and working memory, in a large sample of lower secondary school students. The study involved 1,200 lower secondary school students aged 11–14 years (mean age = 12.1 ± 0.9), recruited from ten Italian schools and randomly assigned to an experimental group (n = 600) and a control group (n = 600), with stratification by gender, academic performance, and socio-economic background. The experimental group participated in a structured programme of recreational and educational activities based on esports for four months, with weekly sessions aimed at enhancing specific cognitive functions (e.g. attention, memory, reaction) and social and interpersonal skills (inclusion, emotional regulation, cooperation), while the control group continued with their normal educational activities, carrying out standard curricular activities. The four-month intervention was evaluated using a mixed methodology that combined standardised psychometric tests with qualitative survey tools, including semi-structured interviews, direct observations, and feedback from teachers and parents. Quantitative results showed significant improvements in the experimental group compared to the control group (p<0.05). Qualitative results highlighted increased concentration, inclusiveness, motivation, and perceived well-being. Overall, the analysis suggests that esports can be an effective educational tool, capable of integrating cognitive and socio-emotional training and stimulating the use of digital technology in teaching.
Esports and cognitive function enhancement in lower secondary school students: a long-term experimental study
Gianluca Gravino;Davide Di Palma;
2026
Abstract
This study examined the effectiveness of an educational protocol focused on eSports in enhancing cognitive skills, such as reaction speed, visual-motor reflexes, selective and sustained attention, and working memory, in a large sample of lower secondary school students. The study involved 1,200 lower secondary school students aged 11–14 years (mean age = 12.1 ± 0.9), recruited from ten Italian schools and randomly assigned to an experimental group (n = 600) and a control group (n = 600), with stratification by gender, academic performance, and socio-economic background. The experimental group participated in a structured programme of recreational and educational activities based on esports for four months, with weekly sessions aimed at enhancing specific cognitive functions (e.g. attention, memory, reaction) and social and interpersonal skills (inclusion, emotional regulation, cooperation), while the control group continued with their normal educational activities, carrying out standard curricular activities. The four-month intervention was evaluated using a mixed methodology that combined standardised psychometric tests with qualitative survey tools, including semi-structured interviews, direct observations, and feedback from teachers and parents. Quantitative results showed significant improvements in the experimental group compared to the control group (p<0.05). Qualitative results highlighted increased concentration, inclusiveness, motivation, and perceived well-being. Overall, the analysis suggests that esports can be an effective educational tool, capable of integrating cognitive and socio-emotional training and stimulating the use of digital technology in teaching.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


