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MINI REVIEW article

Front. Psychol.

Sec. Cognition

Beyond Immersion: The Cognitive Mechanics of Functional Ludomusicology in Esports Performance

  • The Grazyna and Kiejstut Bacewicz Academy of Music in Lodz, Łódź, Poland

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Abstract

In high-pressure esports, music is often treated as an immersion cue, yet converging evidence suggests it can also function as a cognitive ergogenic aid that modulates performance-relevant states through (i) arousal regulation, (ii) cognitive-load/attention allocation, and (iii) rhythmic entrainment. Quantitative syntheses from adjacent performance domains indicate that music produces small-to-moderate benefits in objective outcomes (e.g., a meta-analytic estimate of improved physical performance, g ≈ 0.31, and more positive affective valence, g ≈ 0.48). Evidence from sustained-attention paradigms further shows that listener-selected background music can yield measurable (albeit small) attentional gains, including faster reactions (≈ 7.8 ms improvement) and fewer false alarms (e.g., 0.660 vs. 0.710). Under mental-fatigue conditions, a recent systematic review reports that music can attenuate performance decrements—for example, reaction time increased in a no-music control condition (≈ 500 → 520 ms) but remained stable under music (≈ 502 → 498 ms) in a Go/NoGo task. However, benefits are boundary-conditioned: music with lyrics reliably impairs cognitive performance with small but credible effects (e.g., d ≈ −0.3 across memory/reading outcomes), whereas lyric-free instrumental music is often closer to null. Finally, because elite esports training and competition depend on rapid visuomotor execution, we highlight rhythmic entrainment as a plausible mechanism, while noting that tournament rules may restrict in-game music, shifting many applications to pre-/between-game windows. Together, this mini-review integrates quantitative evidence into a functional ludomusicology framework and outlines testable predictions for tailoring music by tempo, lyricality, rhythmic salience, and context (training vs. tournament).

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Keywords

arousal regulation, Cognition, cognitive performance, eSports, Game music

Received

03 December 2025

Accepted

11 February 2026

Copyright

© 2026 Wang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Xinxin Wang

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All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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