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The effects of single bouts of aerobic exercise, videogame play, and exergaming on cognitive control

机译:单次有氧运动,视频游戏和exergaming对认知控制的影响

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摘要

The effects of single bouts of aerobic exercise, action videogame playing, and exergaming on event-related brain potentials and task performance indices of cognitive control were studied. Thirty-six young adults performed a modified flanker task during four separate, counterbalanced sessions, using a within-subjects design. Participants were trained on the flanker and gaming tasks prior to completing the experimental conditions, and then completed a cardiorespiratory fitness assessment. Each session consisted of 20 minutes of activity followed by cognitive testing once heart rate (HR) returned to within 10% of pre-exercise levels. The experimental activities consisted of seated rest, seated videogame play, treadmill-based aerobic exercise, and exergame-based aerobic exercise; the latter two conditions occurring at an intensity of 60% of maximum HR. Task performance indicated decreased reaction time interference following treadmill exercise relative to seated rest and videogame play. Further, P3 amplitude replicated previous research as it was larger following treadmill exercise compared to rest, suggesting an increased allocation of attentional resources during the cognitive control task. The seated videogame and exergame did not differ from any other condition. These findings indicate that single bouts of treadmill exercise may improve cognitive control through an increase in the allocation of attentional resources and greater interference control during cognitively demanding tasks. However, similar benefits may not occur following single sessions of aerobic exergaming or seated videogame participation.
机译:研究了单次有氧运动,动作视频游戏和运动对有事件相关的脑电势和认知控制任务绩效指标的影响。三十六名年轻人使用对象内部设计在四个单独的,平衡的游戏中执行了改良的侧翼任务。在完成实验条件之前,对参与者进行了侧翼和游戏任务的培训,然后完成了心肺健康评估。每节课包括20分钟的活动,一旦心率(HR)恢复到锻炼前水平的10%以内,就进行认知测试。实验活动包括就座休息,就座电子游戏,基于跑步机的有氧运动和基于运动前的有氧运动。后两个条件以最大HR的60%的强度发生。任务表现表明,相对于坐姿休息和视频游戏而言,跑步机运动后的反应时间干扰减少。此外,P3幅度重复了先前的研究,因为在跑步机运动后,P3幅度要比休息时更大,这表明在认知控制任务中注意力资源的分配增加了。坐着的电子游戏和exergame与其他任何条件都没有不同。这些发现表明,跑步机运动的一次锻炼可以通过增加注意力资源的分配和在对认知要求较高的任务期间进行更好的干扰控制来改善认知控制。但是,有氧运动或坐着参加电子游戏后,可能不会产生类似的好处。

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    OLeary Kevin C.;

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  • 年度 2010
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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