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支持运动与电子竞技表现之间认知联系的汇聚证据:一项双系统综述

Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review.

作者信息

Toth Adam J, Ramsbottom Niall, Kowal Magdalena, Campbell Mark J

机构信息

The Department of Physical Education and Sport Science, University of Limerick, V94 T9PX Limerick, Ireland.

Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, V94 NYD3 Limerick, Ireland.

出版信息

Brain Sci. 2020 Nov 15;10(11):859. doi: 10.3390/brainsci10110859.

DOI:10.3390/brainsci10110859
PMID:33203067
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7696945/
Abstract

(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.

摘要

(1)背景:在过去三十年里,随着电子竞技的流行,对动作视频游戏(AVG)的研究激增。具体而言,越来越多的证据表明增强认知能力对电子竞技成功表现的重要性。然而,由于玩AVG的久坐性质,年轻人对AVG的参与度增加引发了越来越多的担忧。虽然有证据支持锻炼对老年人、儿童和临床人群的认知总体有益,但几乎没有研究综合现有关于锻炼对年轻人最佳电子竞技表现所需认知能力的影响的知识。(2)方法:我们进行了一项双系统综述,以确定电子竞技表现所必需的认知能力(第一阶段)以及锻炼增强上述认知能力的功效(第二阶段)。(3)结果:我们证明了四种特定认知能力对AVG游戏的重要性(注意力、任务切换、信息处理和记忆能力)以及不同类型和时长的体育锻炼对每种能力的影响。(4)结论:这些结果共同凸显了锻炼不仅在对抗游戏的久坐性质方面可以发挥的作用,还在促进游戏表现的认知方面的潜在作用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/60d5ec5967a5/brainsci-10-00859-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/aacaa88c1776/brainsci-10-00859-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/98a74a134d91/brainsci-10-00859-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/227308bcc297/brainsci-10-00859-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/8ce63b68b7fc/brainsci-10-00859-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/c9d7f0339ffe/brainsci-10-00859-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/60d5ec5967a5/brainsci-10-00859-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/aacaa88c1776/brainsci-10-00859-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/98a74a134d91/brainsci-10-00859-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/227308bcc297/brainsci-10-00859-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/8ce63b68b7fc/brainsci-10-00859-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/c9d7f0339ffe/brainsci-10-00859-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3552/7696945/60d5ec5967a5/brainsci-10-00859-g006.jpg

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