Dariusz Jamro

Mr. Dariusz Jamro


Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

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

Representative Publications

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30 October 2024 in Brain Sciences
Verified
Journal Article
Open access
PDF file
MLMaciej Lachowicz
Maciej Lachowicz
ASAnna Julia Serweta-Pawlik
Anna Julia Serweta-Pawlik
AKAlicja Konopka-Lachowicz
Alicja Konopka-Lachowicz
DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes. Methods: The study involved 66 amateur e-athletes (45 men and 21 women, aged 19–41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days. Results: The results demonstrated that VR training significantly improved eye–hand coordination in the experimental group, although there were no notable effects on reaction time or motor time. Conclusions: These findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye–hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field.

DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
MDMałgorzata Dulnik
Małgorzata Dulnik
MLMaciej Lachowicz
Maciej Lachowicz
DLDariusz Lenart
Dariusz Lenart
Executive functions (EF) are crucial to a person’s unique abilities, enabling one to achieve goals, adapt to new situations and manage social interactions. EF are also very important for the effective performance of military tasks including the shooting performance (SP) of soldiers. The aim of this study was to investigate the association of EF with SP and gender differences in the level of these traits among cadets of the General Tadeusz Kosciuszko Military University of Land Forces in Wroclaw i.e., 156 persons (19 females and 137 males). The level of EF and processes related to attention was measured with usage of the Color Trails Test (CTT-1 and CTT-2). SP was assessed on the basis of scores from four different small arms and rifle shootings at a fixed target and at emerging targets. The relations between explained and explanatory variables were assessed using Spearman correlation. The variation in the mean values of CTT scores and SP of men and women was compared using the Mann–Whitney U test for independent samples. The results of the present study did not reveal any significant differences between women and men in the level of EF and SP. The key finding of the present study is that the higher SP of males in all shooting events of the study and of females in pistol shooting were significantly correlated with higher executive functions.

15 April 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
MLMaciej Lachowicz
Maciej Lachowicz
ASAnna Julia Serweta-Pawlik
Anna Julia Serweta-Pawlik
AKAlicja Konopka-Lachowicz
Alicja Konopka-Lachowicz
DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
This study investigates the efficacy of VR-based cognitive training using the game Beat Saber in enhancing cognitive functions in amateur e-athletes. Participants were divided into two groups, undergoing either 8-day or 28-day training. Significant improvements were observed in reaction time (RT) and eye–hand coordination (EHC) for both groups. Notably, cognitive gains in EHC were maintained over time, indicating the durability of training effects. The lack of significant differences between the short-term and long-term training outcomes suggests that even brief, intensive VR training can lead to substantial cognitive improvements, potentially obviating the need for extended training periods. The findings underscore the potential of immersive VR games like Beat Saber as effective tools for cognitive training. This study also highlights the relevance of VR technology beyond entertainment, demonstrating its application in cognitive enhancement. Given the rising popularity of esports and VR, integrating such technologies into cognitive training programs offers a promising avenue for improving cognitive functions in younger populations familiar with virtual environments. The results suggest that VR-based interventions can enhance cognitive functions which are crucial for both competitive esports and general cognitive functioning, making VR a versatile tool in various training contexts. Further research is recommended to explore the generalizability of these findings to other VR games and different populations.

24 September 2021 in Healthcare
Verified
Journal Article
Open access
PDF file
DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
MLMaciej Lachowicz
Maciej Lachowicz
DLDariusz Lenart
Dariusz Lenart
A professional soldier should be characterized not only by high physical fitness but also by high intellectual and cognitive skills. Therefore, it is important to focus on the future commanding cadre-cadets that are educated in military academies. The aim of the study was to look for correlations between the level of physical fitness and attention and academic achievements (AA) in different subjects among cadets studying at military academies. The research group consisted of students of a military academy in Poland, i.e., 228 cadets, including 31 women and 197 men. Correlations between explained and explanatory variables were assessed using Pearson’s correlation. Correlations between AA and somatic parameters and motor components were analysed using optimal regression, using the best subset method. A statistical difference was found between men and women in terms of the level of somatic and motor development; men also performed significantly better in practical military subjects. In the female group, dominant hand strength is a significant determinant of AA in civilian and theoretical military subjects. The findings suggest the need for specialized training aimed at bridging the major differences in physical fitness between men and women by placing greater emphasis on muscle strength development.

27 January 2022 in Healthcare
Verified
Journal Article
Open access
PDF file
DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
MLMaciej Lachowicz
Maciej Lachowicz
DLDariusz Lenart
Dariusz Lenart
MDMałgorzata Dulnik
Małgorzata Dulnik
The level of combat training (CT) of the future commander-leader is of critical importance to the armed forces in national defense. This study aimed to search for the relationship between the level of alternating attention, physical fitness and shooting accuracy (SA), and academic achievements in practical military subjects (PMS). The study group consisted of 137 cadets of the Military University of Land Forces. The measure of alternating attention in the study was the Color Trails Test results. Motor components were assessed by measuring hand static strength, endurance run, and time of a speed and agility run. SA and PMS were taken as measures of cadets’ CT. Significantly higher PMS were associated with higher levels of strength and better endurance in cadets. The physical fitness of the cadets did not significantly affect the cadets’ SA. The main result of the study is the revelation of the level of alternating attention as a strong determinant of cadets’ SA. The authors suggest that the main emphasis should be put on the physical preparation of a modern soldier, focused on the development of strength and endurance skills. It is also reasonable to introduce cognitive stimulation exercises to shooting training.

15 July 2026 in Medical Sciences
Verified
Journal Article
Open access
PDF file
MLMaciej Lachowicz
Maciej Lachowicz
DJDariusz Jamro
Dariusz Jamro
AZAnna Zawadka
Anna Zawadka
ZTZofia Tomala
Zofia Tomala
GZGrzegorz Zurek
Grzegorz Zurek
Background: Competitive esports represents a rapidly developing digital performance environment in which players must regulate attention, affect, psychophysiological activation, and performance under dynamic, high-demand conditions. Although cognitive overload and related states are increasingly relevant to esports research, these constructs have not been consistently defined, operationalized, or measured. Objective: This scoping review aimed to map empirical evidence on cognitive overload and related states in competitive esports, with emphasis on cognitive demands, psychophysiological and neurophysiological markers, coping and recovery approaches, game genres, and performance outcomes. Methods: The review followed Joanna Briggs Institute guidance and PRISMA-ScR reporting principles. Searches were conducted in Scopus, PubMed, Web of Science, and EBSCOhost on 5 May 2026. Eligible studies were peer-reviewed empirical articles involving ranked, collegiate, semi-professional, professional, elite, or otherwise competitive esports players and included at least one objective or semi-objective indicator relevant to overload-related states. Results: Forty-eight studies were included. Evidence was distributed across in-game performance, stress and arousal, cardiometabolic load, mental workload, sleep and recovery, perceptual-cognitive processing, neurophysiological markers, and intervention-oriented approaches. Heart rate (HR), heart rate variability (HRV), eye-tracking, sleep or wearable measures, electroencephalography (EEG), event-related potential (ERP), cortisol, pupil diameter, electrodermal activity (EDA), cognitive tasks, and in-game metrics were used across the literature. However, these measures were rarely integrated into unified, multimodal models. Conclusions: Cognitive overload in esports is best understood as a dynamic, multidimensional state emerging from interactions between game demands, competitive context, player regulation, and performance consequences. Future research should develop genre-sensitive, multimodal, and time-synchronized models that distinguish workload, stress, fatigue, arousal, tilt, and performance decline.