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The Effects of Aerobic Exercise and Gaming on Cognitive Performance

机译:有氧运动和游戏对认知能力的影响

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摘要

The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test. A mixed design was utilized. While video gaming, biking, simultaneous gaming and biking conditions improved selective attention and processing speed (p < 0.05), only the bike condition improved the highest order of cognitive performance, executive function (p < 0.01). There were no changes in cognitive performance for the control condition. Previous studies have shown that if tasks approach the limits of attentional capacity there is an increase in the overall chance for errors, known as the dual-task deficit. Simultaneous biking and gaming may have surpassed attentional capacity limits, ultimately increasing errors during the executive function tests of our cognitive performance battery. The results suggest that the fatiguing effects of a combined physically and mentally challenging task that extends after the exercise cessation may overcome the eventual beneficial cognitive effects derived from the physical exercise.
机译:我们研究的目的是研究视频游戏,有氧运动(骑自行车)以及这两种活动的组合对认知表现的影响:选择性注意,处理速度和执行功能。该研究是一项随机临床试验,有40名受试者(平均年龄23.7±1.8岁)被随机分配到以下四种30分钟条件之一:视频游戏,骑自行车,同时游戏和骑自行车以及控制条件。使用Stroop测验和Trails B测验对病情前后的认知能力进行了测量。使用了混合设计。虽然视频游戏,骑自行车,同时进行的游戏和骑自行车的状况改善了选择性注意力和处理速度(p <0.05),但只有骑车状况才改善了最高的认知表现,执行功能(p <0.01)。对照条件的认知表现没有变化。先前的研究表明,如果任务接近注意能力的极限,则出现双误的总体机会就会增加,这就是双任务缺陷。骑自行车和游戏同时进行可能已经超过了注意能力的限制,最终增加了我们对认知功能的执行功能测试中的错误。结果表明,在运动停止后继续进行的具有身体和精神挑战性任务的疲劳效应可能会克服源自体育锻炼的最终有益认知效应。

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