DeCouto B S, Williams A M, Lohse K R, Creem-Regehr S H, Strayer D L, Fino P C
Department of Health and Kinesiology, College of Health, University of Utah, 250 S 1850 E, Salt Lake City, UT, 84112, USA.
Department of Psychology, College of Social and Behavioral Science, University of Utah, 380 1530 E, Salt Lake City, UT, 84112, USA.
Exp Brain Res. 2021 Jun;239(6):2001-2014. doi: 10.1007/s00221-021-06104-w. Epub 2021 Apr 28.
Scientists have predominantly assessed anxiety's impact on postural control when anxiety is created by the need to maintain balance (e.g., standing at heights). In the present study, we investigate how postural control and its mechanisms (i.e., vestibular function) are impacted when anxiety is induced by an unrelated task (playing a video game). Additionally, we compare watching and playing a game to dissociate postural adaptations caused by increased engagement rather than anxiety. Participants [N = 25, female = 8, M (SD) age = 23.5 (3.9)] held a controller in four standing conditions of varying surface compliance (firm or foam) and with or without peripheral visual occlusion across four blocks: quiet standing (baseline), watching the game with a visual task (watching), playing the game (low anxiety), and playing under anxiety (high anxiety). We measured sway area, sway frequency, root mean square (RMS) sway, anxiety, and mental effort. Limited sway differences emerged between anxiety blocks (only sway area on firm surface). The watching block elicited more sway than baseline (greater sway area and RMS sway; lower sway frequency), and the low anxiety block elicited more sway than the watching block (greater sway area and RMS sway; higher sway frequency). Mental effort was associated with increased sway area and RMS sway. Our findings indicate that anxiety, when generated through competition, has minimal impact on postural control. Postural control primarily adapts according to mental effort and more cognitively engaging task constraints (i.e., playing versus watching). We speculate increased sway reflects the prioritization of attention to game performance over postural control.
科学家们主要评估了在因需要保持平衡(如站在高处)而产生焦虑时,焦虑对姿势控制的影响。在本研究中,我们调查了由一项无关任务(玩电子游戏)诱发焦虑时,姿势控制及其机制(即前庭功能)是如何受到影响的。此外,我们比较了观看游戏和玩游戏的情况,以区分由参与度增加而非焦虑引起的姿势适应。参与者 [N = 25,女性 = 8,平均年龄M(标准差)= 23.5(3.9)] 在四种不同表面顺应性(硬或泡沫)的站立条件下,在有或没有周边视觉遮挡的情况下,分四个阶段手持控制器:安静站立(基线)、进行视觉任务观看游戏(观看)、玩游戏(低焦虑)和在焦虑状态下玩游戏(高焦虑)。我们测量了摆动面积、摆动频率、均方根(RMS)摆动、焦虑和心理努力程度。焦虑阶段之间出现的摆动差异有限(仅在硬表面上的摆动面积)。观看阶段比基线引发更多摆动(更大的摆动面积和RMS摆动;更低的摆动频率),低焦虑阶段比观看阶段引发更多摆动(更大的摆动面积和RMS摆动;更高的摆动频率)。心理努力程度与摆动面积和RMS摆动增加有关。我们的研究结果表明,通过竞争产生的焦虑对姿势控制的影响最小。姿势控制主要根据心理努力程度和认知要求更高的任务限制(即玩游戏与观看)进行调整。我们推测摆动增加反映了对游戏表现的关注优先于姿势控制。