{"title":"Comparative study of effect of high intensity interval training and playing mobile games on reaction time in young adults using a Stroop test.","authors":"Arun Chutani, Sonali S Pande","doi":"10.4103/jfmpc.jfmpc_266_25","DOIUrl":null,"url":null,"abstract":"<p><strong>Background and aim: </strong>Enhanced cognitive abilities are imperative across all facets of life, right from decision making, hazard avoidance to athletic performance and procedural efficiency. The impact of mobile technology on cognition has been an area of profound scientific inquiry. The present study aimed to examine and compare the effects of high-intensity interval training (HIIT) and playing endless running mobile games on cognitive functions in 60 young adults, aged 18-25 years. They were divided into two groups, Group 1 practiced HIIT alone for 4 weeks, while Group 2 practiced HIIT coupled with playing mobile game, during the same period. Stroop Colour and Word test, a widely used test in cognitive psychology, was used to assess the cognitive performance which efficaciously measures selective attention, processing speed, and interference resolution.</p><p><strong>Materials and methods: </strong>ANOVA, <i>post hoc</i> range tests and pairwise comparisons were used for analyses of Stroop test scores and <i>P <</i> 0.05 was considered statistically significant.</p><p><strong>Results: </strong>Significant improvements in reaction time, at the end of 4 weeks was observed in the complete study group, suggesting positive effects of practicing HIIT on cognitive domain. However, comparing the reaction time scores between the two test groups, HIIT-only (group 1) and HIIT-plus-mobile game (group 2) exhibited no significant differences suggesting no added benefits of adding mobile games to practicing HIIT.</p><p><strong>Conclusion: </strong>This novel study demonstrates that high-intensity interval training (HIIT) by itself, is an effective method for augmenting cognitive performance indices, like reaction time, in young adult population of 18-25 years, with mobile games providing no additional benefits. Limitation: Further study is indicated in a larger cohort to explore the long-term impact of HIIT on broader range of cognitive abilities.</p>","PeriodicalId":15856,"journal":{"name":"Journal of Family Medicine and Primary Care","volume":"14 8","pages":"3368-3375"},"PeriodicalIF":1.0000,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12488140/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Family Medicine and Primary Care","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4103/jfmpc.jfmpc_266_25","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/9/24 0:00:00","PubModel":"Epub","JCR":"Q4","JCRName":"PRIMARY HEALTH CARE","Score":null,"Total":0}
引用次数: 0
Abstract
Background and aim: Enhanced cognitive abilities are imperative across all facets of life, right from decision making, hazard avoidance to athletic performance and procedural efficiency. The impact of mobile technology on cognition has been an area of profound scientific inquiry. The present study aimed to examine and compare the effects of high-intensity interval training (HIIT) and playing endless running mobile games on cognitive functions in 60 young adults, aged 18-25 years. They were divided into two groups, Group 1 practiced HIIT alone for 4 weeks, while Group 2 practiced HIIT coupled with playing mobile game, during the same period. Stroop Colour and Word test, a widely used test in cognitive psychology, was used to assess the cognitive performance which efficaciously measures selective attention, processing speed, and interference resolution.
Materials and methods: ANOVA, post hoc range tests and pairwise comparisons were used for analyses of Stroop test scores and P < 0.05 was considered statistically significant.
Results: Significant improvements in reaction time, at the end of 4 weeks was observed in the complete study group, suggesting positive effects of practicing HIIT on cognitive domain. However, comparing the reaction time scores between the two test groups, HIIT-only (group 1) and HIIT-plus-mobile game (group 2) exhibited no significant differences suggesting no added benefits of adding mobile games to practicing HIIT.
Conclusion: This novel study demonstrates that high-intensity interval training (HIIT) by itself, is an effective method for augmenting cognitive performance indices, like reaction time, in young adult population of 18-25 years, with mobile games providing no additional benefits. Limitation: Further study is indicated in a larger cohort to explore the long-term impact of HIIT on broader range of cognitive abilities.
背景和目的:增强认知能力在生活的各个方面都是必不可少的,从决策、避免危险到运动表现和程序效率。移动技术对认知的影响一直是一个深刻的科学探究领域。本研究旨在检查和比较高强度间歇训练(HIIT)和无休止地玩跑步手机游戏对60名18-25岁年轻人认知功能的影响。他们被分为两组,第一组单独进行HIIT训练4周,第二组在同一时间内进行HIIT训练并玩手机游戏。Stroop color and Word test是认知心理学中广泛使用的一种测试方法,它可以有效地测量被试的选择性注意、处理速度和干扰解决能力。材料与方法:Stroop测验成绩的分析采用方差分析、事后极差检验和两两比较,P < 0.05为差异有统计学意义。结果:在4周结束时,在完整研究组中观察到反应时间的显著改善,表明练习HIIT对认知领域有积极作用。然而,比较两个测试组之间的反应时间得分,仅HIIT(第1组)和HIIT加手机游戏(第2组)没有显着差异,这表明在HIIT练习中加入手机游戏没有额外的好处。结论:这项新研究表明,在18-25岁的年轻人中,高强度间歇训练(HIIT)本身是提高认知表现指标(如反应时间)的有效方法,而手机游戏并没有提供额外的好处。局限性:需要在更大的队列中进行进一步的研究,以探索HIIT对更广泛的认知能力的长期影响。