Laura E Schwager, Nathaniel J Helwig, Emily M Rogers, Nile F Banks, Justin P Alpers, Sydni L Schulte, Christopher M Lockwood, Nathaniel D M Jenkins
{"title":"新型能量饮料可改善成年游戏玩家的认知功能和情绪,但不会影响心肌需氧量或心室复极化:一项随机、双盲、安慰剂对照、交叉试验。","authors":"Laura E Schwager, Nathaniel J Helwig, Emily M Rogers, Nile F Banks, Justin P Alpers, Sydni L Schulte, Christopher M Lockwood, Nathaniel D M Jenkins","doi":"10.1080/27697061.2023.2207096","DOIUrl":null,"url":null,"abstract":"<p><strong>Objectives: </strong>To examine the efficacy of acute consumption of a novel energy drink (C4S) versus placebo for improving cognitive and gaming performance and mood. Secondarily, we examined the cardiovascular safety profile of acute C4S consumption.</p><p><strong>Methods: </strong>Forty-five healthy, young adult video gamers completed two experimental visits in randomized order where they consumed either C4S or a placebo and then completed a validated battery of neurocognitive tests, played five video games, and completed a mood state survey. Blood pressure (BP), heart rate (HR), oxygen saturation, and electrocardiogram measurements were taken at baseline and repeated throughout each visit.</p><p><strong>Results: </strong>Acute consumption of C4S improved cognitive flexibility (absolute mean or median difference [95% CI] = +4.3 [2.2-6.4]; <i>p</i> < 0.001; <i>d</i> = 0.63), executive function (+4.3 [2.3-6.3]; <i>p <</i> 0.001; <i>d =</i> 0.63), sustained attention (+2.1 [0.6-3.6]; <i>p = 0</i>.01; <i>d =</i> 0.44), motor speed (+2.9 [0.8-4.9]; <i>p <</i> 0.001; <i>d =</i> 0.44), psychomotor speed (+3.9 [0.1-7.7]; <i>p =</i> 0.04; <i>d =</i> 0.32) working memory (+1.0 [0.1-1.9]; <i>p =</i> 0.02; <i>d =</i> 0.35), and performance in the two-dimensional visuospatial game Tetris (+463 [-419-2,065] pts; <i>p =</i> 0.049; <i>d =</i> 0.30) compared to placebo. C4S also improved Fatigue-Inertia (-1 [-3-0]; <i>p =</i> 0.004; <i>d =</i> 0.45), Vigor-Activity (+2.4 [1.3-3.6]; <i>p <</i> 0.001; <i>d =</i> 0.64), Friendliness (+0 [0-1]; <i>p =</i> 0.04; <i>d =</i> 0.32), and Total Mood Disturbance (-3 [-6-0]; <i>p</i> = 0.002; <i>d =</i> 0.44). BP increased slightly in C4S versus placebo, while HR decreased from baseline to post-drink in the C4S condition. Rate-pressure-product was higher in C4S versus placebo independent of time but did not increase from baseline. There was no effect on corrected QT interval.</p><p><strong>Conclusion: </strong>Acute consumption of C4S was efficacious for cognitive performance, visuospatial gaming performance, and mood enhancement, and had no effect on myocardial oxygen demand or ventricular repolarization, despite being associated with increases in BP.</p>","PeriodicalId":29768,"journal":{"name":"Journal of the American Nutrition Association","volume":" ","pages":"33-47"},"PeriodicalIF":6.8000,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Novel Energy Drink Improves Cognitive Function and Mood, without Influencing Myocardial Oxygen Demand or Ventricular Repolarization in Adult Gamers: A Randomized, Double-Blind, Placebo-Controlled, Crossover Trial.\",\"authors\":\"Laura E Schwager, Nathaniel J Helwig, Emily M Rogers, Nile F Banks, Justin P Alpers, Sydni L Schulte, Christopher M Lockwood, Nathaniel D M Jenkins\",\"doi\":\"10.1080/27697061.2023.2207096\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objectives: </strong>To examine the efficacy of acute consumption of a novel energy drink (C4S) versus placebo for improving cognitive and gaming performance and mood. Secondarily, we examined the cardiovascular safety profile of acute C4S consumption.</p><p><strong>Methods: </strong>Forty-five healthy, young adult video gamers completed two experimental visits in randomized order where they consumed either C4S or a placebo and then completed a validated battery of neurocognitive tests, played five video games, and completed a mood state survey. Blood pressure (BP), heart rate (HR), oxygen saturation, and electrocardiogram measurements were taken at baseline and repeated throughout each visit.</p><p><strong>Results: </strong>Acute consumption of C4S improved cognitive flexibility (absolute mean or median difference [95% CI] = +4.3 [2.2-6.4]; <i>p</i> < 0.001; <i>d</i> = 0.63), executive function (+4.3 [2.3-6.3]; <i>p <</i> 0.001; <i>d =</i> 0.63), sustained attention (+2.1 [0.6-3.6]; <i>p = 0</i>.01; <i>d =</i> 0.44), motor speed (+2.9 [0.8-4.9]; <i>p <</i> 0.001; <i>d =</i> 0.44), psychomotor speed (+3.9 [0.1-7.7]; <i>p =</i> 0.04; <i>d =</i> 0.32) working memory (+1.0 [0.1-1.9]; <i>p =</i> 0.02; <i>d =</i> 0.35), and performance in the two-dimensional visuospatial game Tetris (+463 [-419-2,065] pts; <i>p =</i> 0.049; <i>d =</i> 0.30) compared to placebo. C4S also improved Fatigue-Inertia (-1 [-3-0]; <i>p =</i> 0.004; <i>d =</i> 0.45), Vigor-Activity (+2.4 [1.3-3.6]; <i>p <</i> 0.001; <i>d =</i> 0.64), Friendliness (+0 [0-1]; <i>p =</i> 0.04; <i>d =</i> 0.32), and Total Mood Disturbance (-3 [-6-0]; <i>p</i> = 0.002; <i>d =</i> 0.44). BP increased slightly in C4S versus placebo, while HR decreased from baseline to post-drink in the C4S condition. Rate-pressure-product was higher in C4S versus placebo independent of time but did not increase from baseline. There was no effect on corrected QT interval.</p><p><strong>Conclusion: </strong>Acute consumption of C4S was efficacious for cognitive performance, visuospatial gaming performance, and mood enhancement, and had no effect on myocardial oxygen demand or ventricular repolarization, despite being associated with increases in BP.</p>\",\"PeriodicalId\":29768,\"journal\":{\"name\":\"Journal of the American Nutrition Association\",\"volume\":\" \",\"pages\":\"33-47\"},\"PeriodicalIF\":6.8000,\"publicationDate\":\"2024-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of the American Nutrition Association\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/27697061.2023.2207096\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2023/5/15 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q1\",\"JCRName\":\"NUTRITION & DIETETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of the American Nutrition Association","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/27697061.2023.2207096","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/5/15 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"NUTRITION & DIETETICS","Score":null,"Total":0}
引用次数: 0
摘要
研究目的研究急性饮用新型能量饮料(C4S)与安慰剂相比在改善认知、游戏表现和情绪方面的疗效。其次,我们还考察了急性饮用 C4S 的心血管安全性:45名健康的年轻成年视频游戏玩家按照随机顺序完成了两次实验访问,他们在访问中饮用了C4S或安慰剂,然后完成了一系列经过验证的神经认知测试,玩了五款视频游戏,并完成了一项情绪状态调查。在基线时测量血压(BP)、心率(HR)、血氧饱和度和心电图,并在每次访问期间重复测量:结果:急性服用 C4S 可改善认知灵活性(绝对平均值或中位数差异 [95% CI] = +4.3 [2.2-6.4]; p d = 0.63)、执行功能(+4.3 [2.3-6.3]; p 0.001; d = 0.63)、持续注意力(+2.1 [0.6-3.6]; p = 0.01; d = 0.44)、运动速度(+2.9 [0.8-4.9]; p 0.001; d = 0.44)、精神运动速度(+3.9 [0.1-7.7]; p = 0.04; d = 0.32)、工作记忆(+1.0 [0.1-1.9]; p = 0.02; d = 0.35)以及二维视觉空间游戏俄罗斯方块的表现(+463 [-419-2,065] pts; p = 0.049; d = 0.30)。C4S 还改善了疲劳-惰性(-1 [-3-0];p = 0.004;d = 0.45)、活力-活动(+2.4 [1.3-3.6];p 0.001;d = 0.64)、友好度(+0 [0-1];p = 0.04;d = 0.32)和总情绪紊乱(-3 [-6-0];p = 0.002;d = 0.44)。C4S 与安慰剂相比,血压略有升高,而 C4S 条件下心率从基线到饮酒后有所下降。与安慰剂相比,C4S 的速率-压力乘积与时间无关,但与基线相比没有增加。对校正 QT 间期没有影响:结论:急性饮用 C4S 对认知能力、视觉空间游戏能力和情绪改善有效,对心肌需氧量或心室复极没有影响,尽管与血压升高有关。
Novel Energy Drink Improves Cognitive Function and Mood, without Influencing Myocardial Oxygen Demand or Ventricular Repolarization in Adult Gamers: A Randomized, Double-Blind, Placebo-Controlled, Crossover Trial.
Objectives: To examine the efficacy of acute consumption of a novel energy drink (C4S) versus placebo for improving cognitive and gaming performance and mood. Secondarily, we examined the cardiovascular safety profile of acute C4S consumption.
Methods: Forty-five healthy, young adult video gamers completed two experimental visits in randomized order where they consumed either C4S or a placebo and then completed a validated battery of neurocognitive tests, played five video games, and completed a mood state survey. Blood pressure (BP), heart rate (HR), oxygen saturation, and electrocardiogram measurements were taken at baseline and repeated throughout each visit.
Results: Acute consumption of C4S improved cognitive flexibility (absolute mean or median difference [95% CI] = +4.3 [2.2-6.4]; p < 0.001; d = 0.63), executive function (+4.3 [2.3-6.3]; p < 0.001; d = 0.63), sustained attention (+2.1 [0.6-3.6]; p = 0.01; d = 0.44), motor speed (+2.9 [0.8-4.9]; p < 0.001; d = 0.44), psychomotor speed (+3.9 [0.1-7.7]; p = 0.04; d = 0.32) working memory (+1.0 [0.1-1.9]; p = 0.02; d = 0.35), and performance in the two-dimensional visuospatial game Tetris (+463 [-419-2,065] pts; p = 0.049; d = 0.30) compared to placebo. C4S also improved Fatigue-Inertia (-1 [-3-0]; p = 0.004; d = 0.45), Vigor-Activity (+2.4 [1.3-3.6]; p < 0.001; d = 0.64), Friendliness (+0 [0-1]; p = 0.04; d = 0.32), and Total Mood Disturbance (-3 [-6-0]; p = 0.002; d = 0.44). BP increased slightly in C4S versus placebo, while HR decreased from baseline to post-drink in the C4S condition. Rate-pressure-product was higher in C4S versus placebo independent of time but did not increase from baseline. There was no effect on corrected QT interval.
Conclusion: Acute consumption of C4S was efficacious for cognitive performance, visuospatial gaming performance, and mood enhancement, and had no effect on myocardial oxygen demand or ventricular repolarization, despite being associated with increases in BP.