高频rtms和全身振动运动对有或没有久坐行为的电子竞技选手认知效率的联合影响:一项随机对照试验

IF 2.6 3区 心理学 Q2 BEHAVIORAL SCIENCES
Shan He, Lu Leng, Dongdong Gao, Yu Chen, Weiji Deng, Jiarui Wu, Peilun Li, Yilin Chen, Jinglin Huang, Guoqing Liu, Jiarui Su, Jianwei Peng, Wenhuang Guo, Junfeng Zhang, Junhao Huang
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引用次数: 0

摘要

本研究探讨了高频重复经颅磁刺激(HF-rTMS)、全身振动训练(WBVT)以及高频重复经颅磁刺激和全身振动训练相结合的干预对有或无久坐行为的电子竞技选手认知表现的影响。方法将128名参与者随机分为HF-rTMS组、WBVT组、HF-rTMS + WBVT组和对照组,包括久坐和不久坐的电子竞技选手。干预措施每天进行2周,并进行测试前、测试中和测试后评估。认知功能通过数字符号替代测试(DSST)来评估反应时间和准确性,游戏表现通过第一人称射击游戏(FPS)得分来衡量。结果在基线时,久坐的参与者在DSST中的反应时间比不久坐的参与者明显增加。HF-rTMS和WBVT的干预都显著提高了认知处理的速度和准确性,与不久坐的电子竞技选手相比,这些改善在久坐的电子竞技选手中更为明显。值得注意的是,在这些干预措施中,HF-rTMS和WBVT的组合被发现在提高认知表现方面最有效。此外,在所有干预组中,坐着和不坐着的电子竞技选手的FPS得分都有所提高,而HF-rTMS和WBVT的结合对游戏表现的影响最为显著。结论研究表明,久坐行为对电子竞技选手的认知功能有不利影响。此外,高频rtms和WBVT,特别是结合使用,有效地提高了电子竞技选手的认知表现,对那些久坐不动的生活方式的效果更为明显。这些发现提出了在电子竞技环境中增强认知的潜在策略,强调了基于个人生活方式因素的量身定制干预措施的必要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Combined Effect of HF-rTMS and Whole-Body Vibration Exercise on Cognitive Efficiency in Esports Players With or Without Sedentary Behaviors: A Randomized Controlled Trial

Combined Effect of HF-rTMS and Whole-Body Vibration Exercise on Cognitive Efficiency in Esports Players With or Without Sedentary Behaviors: A Randomized Controlled Trial

Background

The present study investigated the effects of high-frequency repetitive transcranial magnetic stimulation (HF-rTMS), whole-body vibration training (WBVT), and a combination of HF-rTMS and WBVT interventions on cognitive performance in esports players with or without sedentary behaviors.

Methods

A total of 128 participants, including sedentary and non-sedentary esports players, were randomly assigned to the HF-rTMS group, the WBVT group, the HF-rTMS + WBVT group, or the control group. The interventions were administered daily for 2 weeks, and pretest, mid-test, and posttest assessments were conducted. Cognitive function was assessed using the Digit Symbol Substitution Test (DSST) for response time and accuracy, and gaming performance was measured using first-person shooter (FPS) scores.

Results

At baseline, sedentary players demonstrated significantly increased response time in DSST compared to non-sedentary participants. The interventions, both HF-rTMS and WBVT, significantly enhanced cognitive processing speed and accuracy, with these improvements being more pronounced in sedentary esports players compared to non-sedentary esports players. Notably, the combination of HF-rTMS and WBVT was found to be the most effective in boosting cognitive performance among these interventions. Furthermore, FPS scores showed an overall increase in all intervention groups in both sedentary and non-sedentary esports players, and the combination of HF-rTMS and WBVT showed the most pronounced effect on in gaming performance.

Conclusion

The study demonstrated that sedentary behavior had a detrimental effect on the cognitive function in esports players. Furthermore, HF-rTMS and WBVT, especially in combination, effectively enhanced cognitive performance in esports players, with a more pronounced effect in those with sedentary lifestyles. These findings suggested potential strategies for cognitive enhancement in the esports context, highlighting the need for tailored interventions based on individual lifestyle factors.

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来源期刊
Brain and Behavior
Brain and Behavior BEHAVIORAL SCIENCES-NEUROSCIENCES
CiteScore
5.30
自引率
0.00%
发文量
352
审稿时长
14 weeks
期刊介绍: Brain and Behavior is supported by other journals published by Wiley, including a number of society-owned journals. The journals listed below support Brain and Behavior and participate in the Manuscript Transfer Program by referring articles of suitable quality and offering authors the option to have their paper, with any peer review reports, automatically transferred to Brain and Behavior. * [Acta Psychiatrica Scandinavica](https://publons.com/journal/1366/acta-psychiatrica-scandinavica) * [Addiction Biology](https://publons.com/journal/1523/addiction-biology) * [Aggressive Behavior](https://publons.com/journal/3611/aggressive-behavior) * [Brain Pathology](https://publons.com/journal/1787/brain-pathology) * [Child: Care, Health and Development](https://publons.com/journal/6111/child-care-health-and-development) * [Criminal Behaviour and Mental Health](https://publons.com/journal/3839/criminal-behaviour-and-mental-health) * [Depression and Anxiety](https://publons.com/journal/1528/depression-and-anxiety) * Developmental Neurobiology * [Developmental Science](https://publons.com/journal/1069/developmental-science) * [European Journal of Neuroscience](https://publons.com/journal/1441/european-journal-of-neuroscience) * [Genes, Brain and Behavior](https://publons.com/journal/1635/genes-brain-and-behavior) * [GLIA](https://publons.com/journal/1287/glia) * [Hippocampus](https://publons.com/journal/1056/hippocampus) * [Human Brain Mapping](https://publons.com/journal/500/human-brain-mapping) * [Journal for the Theory of Social Behaviour](https://publons.com/journal/7330/journal-for-the-theory-of-social-behaviour) * [Journal of Comparative Neurology](https://publons.com/journal/1306/journal-of-comparative-neurology) * [Journal of Neuroimaging](https://publons.com/journal/6379/journal-of-neuroimaging) * [Journal of Neuroscience Research](https://publons.com/journal/2778/journal-of-neuroscience-research) * [Journal of Organizational Behavior](https://publons.com/journal/1123/journal-of-organizational-behavior) * [Journal of the Peripheral Nervous System](https://publons.com/journal/3929/journal-of-the-peripheral-nervous-system) * [Muscle & Nerve](https://publons.com/journal/4448/muscle-and-nerve) * [Neural Pathology and Applied Neurobiology](https://publons.com/journal/2401/neuropathology-and-applied-neurobiology)
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