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单次有氧运动、运动游戏和视频游戏对认知控制的影响。

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

机构信息

Department of Kinesiology & Community Health, 317 Louise Freer Hall, 906 South Goodwin Avenue, University of Illinois, Urbana, IL 61801, USA.

出版信息

Clin Neurophysiol. 2011 Aug;122(8):1518-25. doi: 10.1016/j.clinph.2011.01.049. Epub 2011 Feb 24.

DOI:10.1016/j.clinph.2011.01.049
PMID:21353635
Abstract

OBJECTIVE

The effects of single bouts of aerobic exercise, exergaming, and action videogame play on event-related brain potentials (ERPs) and task performance indices of cognitive control were investigated using a modified flanker task that manipulated demands of attentional inhibition.

METHODS

Participants completed four counterbalanced sessions of 20 min of activity intervention (i.e., seated rest, seated videogame play, and treadmill-based and exergame-based aerobic exercise at 60% HR(max)) followed by cognitive testing once heart rate (HR) returned to within 10% of pre-activity levels.

RESULTS

Results indicated decreased RT interference following treadmill exercise relative to seated rest and videogame play. P3 amplitude was increased following treadmill exercise relative to rest, suggesting an increased allocation of attentional resources during stimulus engagement. The seated videogame and exergame conditions did not differ from any other condition.

CONCLUSIONS

The 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 be derived following short bouts of aerobic exergaming or seated videogame participation.

SIGNIFICANCE

Although exergames may increase physical activity participation, they may not exert the same benefits to brain and cognition as more traditional physical activity behaviors.

摘要

目的

本研究采用改良版的侧抑制任务,通过操纵注意力抑制的需求,探究单次有氧运动、健身游戏和动作视频游戏对事件相关脑电位(ERPs)和认知控制任务绩效指标的影响。

方法

参与者完成四项平衡的活动干预(即坐姿休息、坐姿视频游戏、以 60%最大心率(HR(max))为基础的跑步机有氧运动和基于健身游戏的有氧运动)各 20 分钟,随后在心率(HR)恢复到活动前水平的 10%以内时进行一次认知测试。

结果

结果表明,与坐姿休息和视频游戏相比,跑步机运动后 RT 干扰减少。与休息相比,跑步机运动后 P3 振幅增加,这表明在刺激参与期间分配了更多的注意力资源。坐姿视频游戏和健身游戏条件与任何其他条件均无差异。

结论

这些发现表明,单次跑步机运动可能通过增加注意力资源的分配和在认知要求高的任务中进行更好的干扰控制,从而改善认知控制。然而,进行短暂的有氧健身游戏或坐姿视频游戏参与可能不会产生类似的益处。

意义

尽管健身游戏可能会增加身体活动的参与度,但它们可能不会像更传统的身体活动行为那样对大脑和认知产生相同的益处。

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