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The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players

机译:能量饮料消费对传奇英雄联赛球员认知和身体表现的影响

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摘要

To examine the cognitive and physical changes associated with consuming an energy drink concurrent to video gaming, we examined a convenience sample of nine elite League of Legends (LoL) e-sport players (21 ± 2 y, BMI 25.6 ± 3.4 kg/m2) consuming an energy drink (ReloadTM) or placebo (Placebo) in a randomized, double-blind, placebo-controlled cross-over trial. Participants completed the same test battery prior to treatment consumption and after playing each of three competitive LoL games. Primary outcomes included measures of attention (Erikson Flanker Test), reaction time (Go/No-Go test) and working memory (n-back test). Secondary outcomes examined fatigue (hand grip strength and finger tap speed). Statistical analysis was performed by repeated-measures analysis of variance (RM-ANOVA) and reported as the mean (standard deviation [SD]) or mean change (95% confidence interval [CI]). Participants reported sleeping 8.1 (1.2) hight, playing LoL 10.3 (2.1) h/d, playing other video games 1.8 (2.8) h/d, and exercising 4.2 (1.7) times per week. Overall, we observed no significant time, group, or group-by-time interactions for any measured performance index with the exception of a significant improvement for the n-back test, where the Reload group demonstrated a significant within-group improvement: Reload [−171 ms (95% CI, −327.91, −14.09), p < 0.004], Placebo [−92 ms (95% CI, −213.63, 29.63)]. However, no between-group differences were noted (38.50 ms, 95% CI, −141.89, 64.89, p = 0.803). Our findings suggest that elite eSport athletes do not demonstrate a mental or physical improvement in performance relative to the treatment supplement or indices measured in this study.
机译:为了检查与视频游戏同时消耗能量饮料相关的认知和身体变化,我们检查了九名精英英雄联盟(LoL)电子竞技运动员的便利性样本(21±2岁,BMI 25.6±3.4 kg / m < sup> 2 )在一项随机,双盲,安慰剂对照的交叉试验中消耗能量饮料(Reload TM )或安慰剂(安慰剂)。在参加三项竞技性LoL游戏中的每项游戏之前,参加者在使用治疗之前都要完成相同的测试电池。主要结果包括注意力测量(Erikson Flanker测试),反应时间(通过/不通过测试)和工作记忆(正反测试)。次要结果检查疲劳(手握强度和手指敲击速度)。通过重复测量方差分析(RM-ANOVA)进行统计分析,并报告为平均值(标准差[SD])或平均值变化(95%置信区间[CI])。参与者报告说,他们每小时睡眠8.1(1.2)小时,每天玩LoL 10.3(2.1)小时,玩其他视频游戏1.8(2.8)h / d,每周锻炼4.2(1.7)次。总体而言,我们没有观察到任何衡量的性能指标发生明显的时间,组或组间交互作用,除了n-back测试有显着改善外,其中Reload组显示了组内显着改善:Reload [ -171 ms(95%CI,-327.91,-14.09),p <0.004],安慰剂[-92 ms(95%CI,-213.63,29.63)]。但是,没有发现组间差异(38.50 ms,95%CI,-141.89,64.89,p = 0.803)。我们的发现表明,相对于本研究中测量的治疗补充剂或指标,精英电子竞技运动员没有表现出精神或身体上的改善。

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