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Peer-reviewedCC BY-NC-ND 4.0Sports Medicine - Open

Implementation and Training-Related Outcomes of High-Intensity Interval Training and Cognitive-Motor Training in Professional League of Legends and Valorant Players: A First Exploratory Ecological Study Across In-Game, Cognitive, and Physiological Domains

  1. 1Université Paris Cité, Institut des Sciences du Sport-Santé de Paris (I3SP), URP 3625, 75015 Paris, France
  2. 2Univ. Artois, Univ. Lille, Univ. Littoral Côte d’Opale, ULR 7369 - URePSSS - Unité de Recherche Pluridisciplinaire Sport Santé Société, 62800 Liévin, France
  3. 3Department of Physical Education - (CEDU), College of Education, United Arab Emirates University, P.O. Box No. 15551, Al Ain, Abu Dhabi, United Arab Emirates

Abstract

Background: Esports performance relies on in-game, cognitive, and physiological capacities. Its growing professionalization has led to increasing interest in structured out-of-game training interventions as part of performance-support strategies for elite players. However, the feasibility and effects of such interventions in world-class professional players remain unexplored. The present exploratory ecological study examined the implementation of high-intensity interval training (HIIT) and cognitive-motor training (CMT), together with training-related changes in in-game performance, executive functions, and cardiovascular outcomes, under competitive-season constraints in professional League of Legends (LOL; n = 5) and Valorant (VLR; n = 5) players. Data were collected at the team training facility in Berlin, Germany, between May and July 2024.

Results: Both interventions could be implemented during the competitive season, with 100.00% retention and 98.75% compliance during the first training phase. However, their delivery required substantial adaptations to competitive schedules, players’ day-to-day states, and recovery needs. Moreover, competitive and logistical constraints reduced crossover retention and compliance to 60.00% and 81.25%, respectively. HIIT was perceived as more demanding and CMT as more enjoyable. At the group level, mean reaction time (RT) on the repeatedly administered Dots Task decreased by 10.42% from baseline to the first training phase in the full sample (pFDR = .008; d = 1.37), reflecting an improvement in task-based executive processing speed, although the contribution of the interventions could not be isolated. No consistent group-level improvements were observed in in-game performance or cardiovascular outcomes. Single-case analyses revealed heterogeneous response patterns. In-game changes emerged mainly in specific game- and role-relevant metrics, including performance scores, kill participation, and deaths, with patterns varying across game titles, players, and training phases. RT reductions appeared more consistent across task conditions during HIIT phases and more condition-specific during CMT phases. Cardiovascular responses showed favorable but heterogeneous patterns in resting heart rate (RHR) and heart rate variability (HRV) indices. Overall, responses appeared strongly context-dependent, varying according to game title, player role, individual profile, and daily player state.

Conclusions: Structured HIIT and CMT can be implemented in world-class professional LOL and VLR players during an active competitive season and may support performance-related outcomes. However, training-related outcomes appear to be heterogeneous and context-dependent and must be contextualized within the complex environment of professional esports. These findings provide preliminary ecological evidence informing structured, individualized, and context-sensitive training approaches in professional esports.

Supplementary Information: The online version contains supplementary material available at https://doi.org/10.1186/s40798-026-01134-6.

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BibTeX
@article{thillier2026implementation,
  title = {{Implementation and Training-Related Outcomes of High-Intensity Interval Training and Cognitive-Motor Training in Professional League of Legends and Valorant Players: A First Exploratory Ecological Study Across In-Game, Cognitive, and Physiological Domains}},
  author = {Clément Thillier and Nicolas Besombes and Nounagnon Frutueux Agbangla and Damien Vitiello},
  journal = {Sports Medicine - Open},
  year = {2026},
  month = oct,
  doi = {10.1186/s40798-026-01134-6},
  url = {https://doi.org/10.1186/s40798-026-01134-6},
  note = {CC BY-NC-ND 4.0},
}
RIS
TY  - JOUR
TI  - Implementation and Training-Related Outcomes of High-Intensity Interval Training and Cognitive-Motor Training in Professional League of Legends and Valorant Players: A First Exploratory Ecological Study Across In-Game, Cognitive, and Physiological Domains
AU  - Clément Thillier
AU  - Nicolas Besombes
AU  - Nounagnon Frutueux Agbangla
AU  - Damien Vitiello
PY  - 2026
DA  - 2026/10/26
JO  - Sports Medicine - Open
DO  - 10.1186/s40798-026-01134-6
UR  - https://doi.org/10.1186/s40798-026-01134-6
AB  - Background: Esports performance relies on in-game, cognitive, and physiological capacities. Its growing professionalization has led to increasing interest in structured out-of-game training interventions as part of performance-support strategies for elite players. However, the feasibility and effects of such interventions in world-class professional players remain unexplored. The present exploratory ecological study examined the implementation of high-intensity interval training (HIIT) and cognitive-motor training (CMT), together with training-related changes in in-game performance, executive functions, and cardiovascular outcomes, under competitive-season constraints in professional League of Legends (LOL; n = 5) and Valorant (VLR; n = 5) players. Data were collected at the team training facility in Berlin, Germany, between May and July 2024.  Results: Both interventions could be implemented during the competitive season, with 100.00% retention and 98.75% compliance during the first training phase. However, their delivery required substantial adaptations to competitive schedules, players’ day-to-day states, and recovery needs. Moreover, competitive and logistical constraints reduced crossover retention and compliance to 60.00% and 81.25%, respectively. HIIT was perceived as more demanding and CMT as more enjoyable. At the group level, mean reaction time (RT) on the repeatedly administered Dots Task decreased by 10.42% from baseline to the first training phase in the full sample (pFDR = .008; d = 1.37), reflecting an improvement in task-based executive processing speed, although the contribution of the interventions could not be isolated. No consistent group-level improvements were observed in in-game performance or cardiovascular outcomes. Single-case analyses revealed heterogeneous response patterns. In-game changes emerged mainly in specific game- and role-relevant metrics, including performance scores, kill participation, and deaths, with patterns varying across game titles, players, and training phases. RT reductions appeared more consistent across task conditions during HIIT phases and more condition-specific during CMT phases. Cardiovascular responses showed favorable but heterogeneous patterns in resting heart rate (RHR) and heart rate variability (HRV) indices. Overall, responses appeared strongly context-dependent, varying according to game title, player role, individual profile, and daily player state.  Conclusions: Structured HIIT and CMT can be implemented in world-class professional LOL and VLR players during an active competitive season and may support performance-related outcomes. However, training-related outcomes appear to be heterogeneous and context-dependent and must be contextualized within the complex environment of professional esports. These findings provide preliminary ecological evidence informing structured, individualized, and context-sensitive training approaches in professional esports.  Supplementary Information: The online version contains supplementary material available at https://doi.org/10.1186/s40798-026-01134-6.
SN  - 2199-1170
SN  - 2198-9761
ER  -