Douris Peter C, Handrakis John P, Apergis Demitra, Mangus Robert B, Patel Rima, Limtao Jessica, Platonova Svetlana, Gregorio Aladino, Luty Elliot
Department of Physical Therapy, New York Institute of Technology, Old Westbury, New York, USA.
J Hum Kinet. 2018 Mar 23;61:73-83. doi: 10.1515/hukin-2017-0134. eCollection 2018 Mar.
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.
我们这项研究的目的是调查电子游戏、有氧运动(骑自行车)以及这两种活动的组合对认知表现各方面的影响:选择性注意力、处理速度和执行功能。该研究是一项随机临床试验,40名受试者(平均年龄23.7±1.8岁)被随机分配到四种30分钟的条件之一:电子游戏、骑自行车、同时进行游戏和骑自行车,以及一个对照条件。使用斯特鲁普测试和连线测验B在条件前后测量认知表现。采用了混合设计。虽然电子游戏、骑自行车、同时进行游戏和骑自行车的条件改善了选择性注意力和处理速度(p<0.05),但只有骑自行车的条件改善了最高阶的认知表现,即执行功能(p<0.01)。对照条件下的认知表现没有变化。先前的研究表明,如果任务接近注意力容量的极限,错误的总体可能性就会增加,这被称为双任务缺陷。同时骑自行车和玩游戏可能超过了注意力容量的极限,最终在我们认知表现测试组的执行功能测试中增加了错误。结果表明,一项在运动停止后仍持续的身心双重挑战任务的疲劳效应,可能会克服体育锻炼最终产生的有益认知效应。