Department of Sport Science, University of Rostock, Ulmenstraße 69, 18057, Rostock, Germany.
Psychol Res. 2020 Sep;84(6):1766-1776. doi: 10.1007/s00426-019-01184-4. Epub 2019 Apr 12.
Growing evidence suggests that the reliance on cognitive control processes during normal walking increases as the locomotor task gets more complex and challenging. The aims of the present study were to explore the (negative) effects of smartphone gaming on gait performance in healthy young adults, and to identify cognitive resources that might help to maintain high gait performance during dual-task walking. Gait speed and gait variability during walking at a self-selected comfortable speed were assessed in 40 healthy, young adults, and compared between single-task and dual-task walking (i.e., concurrent smartphone gaming) in undisturbed, simple and more challenging walking environments (i.e., stepping over an obstacle while walking). Based on single-task performance, dual-tasking costs were computed and linked to higher-level cognitive control processes, which were assessed for each individual. Cognitive function testing encompassed tests on the mental representation of the gait, working memory capacity, inhibitory control and cognitive flexibility. Our data revealed that gaming on a smartphone while walking strongly affected participants' gait performance (i.e., up to 26.8% lower gait speed and 60.2% higher gait variability), and decrements in gait performance were related to higher cognitive control processes. Cognitive resources that were associated with performance decrements in dual-task walking include response inhibition, cognitive flexibility, working memory, and a well-structured mental representation of the gait. From that, it appears that even in healthy young adults better cognitive resources may help to maintain high gait performance in situations, in which we have to deal with dual- or multi-task demands (e.g., using a smartphone) while walking.
越来越多的证据表明,在正常行走过程中,随着运动任务变得更加复杂和具有挑战性,对认知控制过程的依赖程度会增加。本研究的目的是探索智能手机游戏对健康年轻成年人步态表现的(负面)影响,并确定在双重任务行走时有助于维持高步态表现的认知资源。在 40 名健康的年轻成年人中,评估了以自我选择的舒适速度行走时的步态速度和行走时的步态变异性,并将其与单任务行走(即同时进行智能手机游戏)和双任务行走(即在行走时跨过障碍物)进行比较。在未受干扰的、简单的和更具挑战性的行走环境中。基于单任务表现,计算了双重任务成本,并将其与更高水平的认知控制过程相关联,这些过程针对每个个体进行评估。认知功能测试包括步态心理表象、工作记忆容量、抑制控制和认知灵活性测试。我们的数据显示,在行走时玩手机游戏强烈影响了参与者的步态表现(即,步态速度降低了 26.8%,步态变异性增加了 60.2%),并且步态表现的下降与更高的认知控制过程有关。与双重任务行走中表现下降相关的认知资源包括反应抑制、认知灵活性、工作记忆和步态的良好结构化心理表象。由此看来,即使是在健康的年轻成年人中,更好的认知资源也可能有助于在需要同时处理双重或多重任务的情况下(例如,使用智能手机)保持高步态表现。