Niall Ramsbottom

Mr. Niall Ramsbottom

University of Limerick
orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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16 June 2021 in JMIR Serious Games
Verified
Journal Article
Open access
MKMagdalena Kowal
Magdalena Kowal
ECEoin Conroy
Eoin Conroy
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
TSTim Smithies
Tim Smithies
ATAdam Toth
Adam Toth
Mark CampbellMark Campbell
Mark Campbell
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.

15 November 2020 in Brain Sciences
Verified
Journal Article
Open access
PDF file
ATAdam Toth
Adam Toth
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
MKMagdalena Kowal
Magdalena Kowal
Mark CampbellMark Campbell
Mark Campbell
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.

5 May 2020 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
TSTim D. Smithies
Tim D. Smithies
ATAdam Toth
Adam Toth
ECEoin Conroy
Eoin Conroy
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
MKMagdalena Kowal
Magdalena Kowal
MCMark J. Campbell
Mark J. Campbell
Life After Esports: A Grand Field Challenge

1 January 2020 in Psychology of Sport and Exercise
Verified
Journal Article
Closed access
EMEoghan McNeill
Eoghan McNeill
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
ATAdam Toth
Adam Toth
MCMark J. Campbell
Mark J. Campbell

29 September 2021 in Scientific Reports
Verified
Journal Article
Open access
PDF file
TSTim D. Smithies
Tim D. Smithies
Mark CampbellMark Campbell
Mark Campbell
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
ATAdam Toth
Adam Toth
Notational analysis is a popular tool for understanding what constitutes optimal performance in traditional sports. However, this approach has been seldom used in esports. The popular esport “Rocket League” is an ideal candidate for notational analysis due to the availability of an online repository containing data from millions of matches. The purpose of this study was to use Random Forest models to identify in-match metrics that predicted match outcome (performance indicators or “PIs”) and/or in-game player rank (rank indicators or “RIs”). We evaluated match data from 21,588 Rocket League matches involving players from four different ranks. Upon identifying goal difference (GD) as a suitable outcome measure for Rocket League match performance, Random Forest models were used alongside accompanying variable importance methods to identify metrics that were PIs or RIs. We found shots taken, shots conceded, saves made, and time spent goalside of the ball to be the most important PIs, and time spent at supersonic speed, time spent on the ground, shots conceded and time spent goalside of the ball to be the most important RIs. This work is the first to use Random Forest learning algorithms to highlight the most critical PIs and RIs in a prominent esport.

1 July 2020 in Psychology of Sport and Exercise
Verified
Journal Article
Closed access
EMEoghan McNeill
Eoghan McNeill
ATAdam Toth
Adam Toth
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
MCMark J. Campbell
Mark J. Campbell