How to Cite
Rightmire, Z. B., Agostinelli, P., Murrah, W., Roper, J., Roberts, M., & Sefton, J. (2025). Eight-Weeks of HIIT Improves eSport Performance Scores in Super Smash Brothers Ultimate Competitors. International Journal of Esports, 3(3). Retrieved from https://www.ijesports.org/article/140/html
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Published: 16 May 2025
Reviewers (Double-Blinded)
Peer reviewed by 4 anonymous reviewers
Open Access Original Research Article

Eight-Weeks of HIIT Improves eSport Performance Scores in Super Smash Brothers Ultimate Competitors

by Zachary Benjamin Rightmire*, Philip Agostinelli, William Murrah, Jaimie Roper, Michael Roberts, JoEllen Sefton
*Correspondence to Zachary Benjamin Rightmire, PhD, United States
Email: zbrightmire@ua.edu

Received: 22 Aug 2023 / Published: 16 May 2025

Abstract

Introduction: Multiple theoretical frameworks of gaming competence pose that specific cognitive variables contribute to success in eSports. These variables have also been shown to improve due to chronic endurance training. Research on exercise, cognition, and eSports points to a potential benefit of endurance training on eSport performance. However, these relationships have not been tested in an experimental model. Aim: The primary aim of this study was to interrogate the effects of chronic endurance training on eSport and visuomotor performance in Super Smash Brothers Ultimate competitors as a part of a larger e-sport project Methods: Participants were randomized into the exercise or control group, completed eight weeks of high intensity interval training (HIIT), and then participated in three semi-round robin SSBU competitions. Results: There was no significant effect of chronic endurance training (p=0.13) However, chronic training combined with an acute bout of HIIT points to a combined effect of acute and chronic endurance training on eSport performance (p<0.001). Conclusion:  These findings serve as preliminary evidence of a positive effect of endurance exercise on eSport performance.

Keywords: Fighting games, visuomotor performance, cognitive performance, E-athlete, acute exercise, chronic exercise; Fighting games, visuomotor performance, cognitive performance, E-athlete, acute exercise, chronic exercise