Journals / Akdeniz Spor Bilimleri Dergisi / 2026 / Cilt: 9 Sayı: 1

Transfer-Related Cognitive and Learning Profiles Across Predominant MOBA Roles in Novice Esports Players

Acemi Espor Oyuncularında Baskın MOBA Rollerine Göre Aktarım İlişkili Bilişsel ve Öğrenme Profilleri

Meriç Boynukara(VAN YÜZÜNCÜ YIL ÜNİVERSİTESİ)0000-0002-1718-282X
Pages
1–16
Publication Date
2026-10-22
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AI Summary & Key Takeaways

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⚡ TL;DR(Too Long; Didn't Read)

These findings suggest that functional role differentiation within MOBA gameplay should not be assumed to produce corresponding differentiation in transfer-related outcomes among novice players with relatively short role exposure.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Esports research increasingly recognizes that multiplayer online battle arena (MOBA) games contain differentiated team roles, yet it remains unclear whether these role differences correspond to cognitive and learning-related profiles beyond immediate gameplay.
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Key Findings & Data:Data came from the experimental arm of an eight-week quasi-experimental intervention requiring at least 18 hours of gameplay.
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Conclusion & Impact:These findings suggest that functional role differentiation within MOBA gameplay should not be assumed to produce corresponding differentiation in transfer-related outcomes among novice players with relatively short role exposure.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:EEG · E-spor · MOBA

Abstract

Esports research increasingly recognizes that multiplayer online battle arena (MOBA) games contain differentiated team roles, yet it remains unclear whether these role differences correspond to cognitive and learning-related profiles beyond immediate gameplay. This exploratory secondary analysis examined whether naturally emerging predominant roles were associated with post-intervention transfer-related outcomes among novice League of Legends players. Here, transfer-related refers to outcomes assessed beyond immediate gameplay and does not imply causal demonstration of transfer. Data came from the experimental arm of an eight-week quasi-experimental intervention requiring at least 18 hours of gameplay. Of 42 experimental participants, one predominantly played jungle and was excluded because this created a single-participant category. The final sample comprised 41 undergraduates classified as top lane (n = 5), mid lane (n = 15), marksman/ADC (n = 12), or support (n = 9). Outcomes included EEG-based attention-related engagement, working-memory-related theta activity, and theta/alpha-based cognitive load recorded during a standardized dual n-back task, together with 21st-century learner skills and content-specific learning performance. After z-standardization, Euclidean distances were analyzed using PERMANOVA with 9,999 permutations, principal coordinates analysis, and a multivariate dispersion diagnostic. The omnibus PERMANOVA did not detect statistically significant role-based differentiation, pseudo-F(3, 37) = 0.941, p = .526, R² = .071. PCoA showed substantial overlap, no statistically detectable dispersion differences were found, and the baseline sensitivity analysis was non-significant. These findings suggest that functional role differentiation within MOBA gameplay should not be assumed to produce corresponding differentiation in transfer-related outcomes among novice players with relatively short role exposure.

Özet

E-spor araştırmaları, çok oyunculu çevrim içi savaş arenası (MOBA) oyunlarının farklılaşmış takım rolleri içerdiğini giderek daha fazla ortaya koymaktadır. Ancak bu rol farklılıklarının oyun içi performansın ötesinde bilişsel ve öğrenmeyle ilişkili profillere karşılık gelip gelmediği belirsizliğini korumaktadır. Bu keşfedici ikincil analizde, League of Legends oynayan acemi oyuncular arasında doğal olarak ortaya çıkan baskın rollerin müdahale sonrası aktarımla ilişkili sonuçlarla bağlantılı olup olmadığı incelenmiştir. Burada aktarımla ilişkili ifadesi, oyun sırasında değil oyun dışında değerlendirilen sonuçları belirtmekte ve aktarımın nedensel olarak kanıtlandığı anlamına gelmemektedir. Veriler, en az 18 saatlik oyun süresi gerektiren sekiz haftalık yarı deneysel bir müdahalenin deney grubundan elde edilmiştir. Deney grubundaki 42 katılımcıdan biri ağırlıklı olarak jungle rolünü oynadığı ve bu durum tek katılımcılı bir kategori oluşturduğu için analiz dışı bırakılmıştır. Nihai örneklem; top lane (n = 5), mid lane (n = 15), marksman/ADC (n = 12) ve support (n = 9) rollerinde sınıflandırılan 41 lisans öğrencisinden oluşmuştur. Sonuç değişkenleri, standartlaştırılmış bir dual n-back görevi sırasında kaydedilen EEG temelli dikkatle ilişkili katılım, çalışma belleğiyle ilişkili teta etkinliği ve teta/alfa temelli bilişsel yük ile 21. yüzyıl öğrenen becerileri ve içeriğe özgü öğrenme performansını kapsamıştır. Değişkenler z-puanlarına dönüştürüldükten sonra Öklid uzaklıkları; 9.999 permütasyonlu PERMANOVA, temel koordinatlar analizi ve çok değişkenli yayılım tanı analizi kullanılarak incelenmiştir. Genel PERMANOVA testi, role dayalı istatistiksel olarak anlamlı bir farklılaşma göstermemiştir, pseudo-F(3, 37) = 0.941, p = .526, R² = .071. PCoA gruplar arasında belirgin bir örtüşme göstermiş, yayılım açısından istatistiksel olarak saptanabilir bir farklılık bulunmamış ve başlangıç düzeyi duyarlılık analizi anlamlı sonuç vermemiştir. Bulgular, MOBA oyunlarındaki işlevsel rol farklılaşmasının, görece kısa rol deneyimine sahip acemi oyuncularda aktarımla ilişkili sonuçlarda karşılık gelen bir farklılaşma oluşturacağı varsayımının doğrudan yapılmaması gerektiğini göstermektedir.

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Cite This Article

Boynukara, M., Dursun, Ö. Ö. (2026). Transfer-Related Cognitive and Learning Profiles Across Predominant MOBA Roles in Novice Esports Players. Akdeniz Spor Bilimleri Dergisi, Cilt: 9 Sayı: 1, 1–16. https://doi.org/10.38021/asbid.2039229

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