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玩还是不玩?主动玩视频游戏与青少年食物相关抑制控制的电生理指标之间的关系。

To play or not to play? The relationship between active video game play and electrophysiological indices of food-related inhibitory control in adolescents.

机构信息

Department of Exercise Sciences, Brigham Young University, Provo, UT, USA.

Department of Psychology, Brigham Young University, Provo, UT, USA.

出版信息

Eur J Neurosci. 2021 Feb;53(3):876-894. doi: 10.1111/ejn.15071. Epub 2020 Dec 19.

DOI:10.1111/ejn.15071
PMID:33259696
Abstract

Sedentary behaviors, such as computer use and sedentary video games, are barriers to physical activity, contribute to overweight and obesity among adolescents, and can adversely affect eating behaviors. Active video games may increase daily physical activity levels among adolescents and improve food-related inhibitory control. We compared the effects of acute bouts of active and sedentary video gaming on event-related potential (ERP) indices of food-related inhibitory control, energy expenditure, and ad libitum eating. In a within-subjects design, 59 adolescent participants (49% female, M  = 13.29 ± 1.15) completed two separate counterbalanced, 60-min long video gaming sessions separated by seven days. Immediately after, participants completed two go/no-go tasks with high- and low-calorie images and N2 and P3 ERP amplitudes were measured. Participants also completed a Stroop task and were given high- and low-calorie snacks to consume ad libitum. Results indicated that active relative to sedentary video games significantly increased energy expenditure on multiple measures (e.g., METs, heart rate, kcals burned) and participants consumed more calories after the active compared to the sedentary video game session. N2 amplitudes were larger when participants inhibited to high- compared to low-calorie foods, suggesting that high-calorie foods necessitate increased the recruitment of inhibitory control resources; however, there were non-significant differences for the N2 or P3 amplitudes, accuracy or response times, and Stroop performance between active versus sedentary video game sessions. Overall, sixty minutes of active video gaming increased energy expenditure and food consumption but did not significantly alter neural or behavioral measures of inhibitory control to food stimuli.

摘要

久坐行为,如使用电脑和玩久坐视频游戏,是身体活动的障碍,会导致青少年超重和肥胖,并可能对饮食行为产生不利影响。活跃的视频游戏可能会增加青少年的日常身体活动水平,并改善与食物相关的抑制控制。我们比较了急性活跃和久坐视频游戏对与食物相关的抑制控制、能量消耗和随意进食的事件相关电位(ERP)指数的影响。在一项被试内设计中,59 名青少年参与者(49%为女性,M  = 13.29  ± 1.15)完成了两次单独的、平衡的、时长 60 分钟的视频游戏,间隔七天。之后,参与者立即完成了两个高、低卡路里图片的 Go/No-go 任务,并测量了 N2 和 P3 ERP 振幅。参与者还完成了 Stroop 任务,并被给予高、低卡路里的零食随意食用。结果表明,与久坐视频游戏相比,活跃的视频游戏在多个指标(如代谢当量、心率、消耗的卡路里)上显著增加了能量消耗,参与者在活跃视频游戏后比在久坐视频游戏后消耗了更多的卡路里。当参与者抑制高卡路里食物而不是低卡路里食物时,N2 振幅更大,这表明高卡路里食物需要更多的抑制控制资源;然而,活跃视频游戏与久坐视频游戏之间在 N2 或 P3 振幅、准确性或反应时间以及 Stroop 表现方面没有显著差异。总的来说,60 分钟的活跃视频游戏增加了能量消耗和食物摄入,但并没有显著改变对食物刺激的神经或行为抑制控制测量。

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