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玩电子游戏或在智能手机上使用社交媒体应用程序会导致业余拳击手出现精神疲劳,并损害其决策能力。

Playing videogames or using social media applications on smartphones causes mental fatigue and impairs decision-making performance in amateur boxers.

作者信息

Fortes Leonardo Sousa, Gantois Petrus, de Lima-Júnior Dalton, Barbosa Bruno Teixeira, Ferreira Maria Elisa Caputo, Nakamura Fabio Yuzo, Albuquerque Maicon R, Fonseca Fabiano Souza

机构信息

Department of Physical Education, Universidade Federal da Paraíba, João Pessoa, Brazil.

Department of Foundations of Physical Education, Universidade Federal de Juiz de Fora, Juiz de Fora, Brazil.

出版信息

Appl Neuropsychol Adult. 2023 Mar-Apr;30(2):227-238. doi: 10.1080/23279095.2021.1927036. Epub 2021 Jun 1.

Abstract

This study aimed to analyze the effect of playing videogames and using social media applications on smartphones on decision-making and countermovement jump (CMJ) performance in amateur boxers. Twenty one boxers were enrolled in the study and were randomly assigned to all three experimental conditions [smartphone (30SMA), videogame (30VID), and control (CON)]. CMJ was measured before and 30-min after each experimental condition. The athletes ran simulated combat recorded for decision-making analysis. The boxers watched coaching videos (CON), used social media applications on smartphones (30SMA), and played video games (30VID) for 30 min just before the combat simulation. Both attack and defense decision-making performance were worse in both 30SMA and 30VID conditions compared to the CON condition ( = 0.001). Regarding CMJ, despite no condition effect ( = 0.96) been obtained, a time effect ( = 0.001) was observed; So, it was found a decrease in CMJ performance after all experimental conditions ( = 0.001), with no difference between them. Using social media applications on smartphones and playing video game impairs decision-making performance in amateur boxers, with no harms for CMJ performance.

摘要

本研究旨在分析玩电子游戏和使用智能手机上的社交媒体应用程序对业余拳击手决策能力和反向移动跳(CMJ)表现的影响。21名拳击手参与了该研究,并被随机分配到所有三种实验条件下[智能手机组(30SMA)、电子游戏组(30VID)和对照组(CON)]。在每种实验条件之前和之后30分钟测量CMJ。运动员进行模拟战斗录像用于决策分析。拳击手在战斗模拟前30分钟观看教学视频(CON组)、使用智能手机上的社交媒体应用程序(30SMA组)以及玩电子游戏(30VID组)。与CON组相比,30SMA组和30VID组的攻击和防御决策表现均较差(P = 0.001)。关于CMJ,尽管未获得条件效应(P = 0.96),但观察到时间效应(P = 0.001);因此,发现在所有实验条件后CMJ表现均下降(P = 0.001),且它们之间无差异。在智能手机上使用社交媒体应用程序和玩电子游戏会损害业余拳击手的决策表现,但对CMJ表现无损害。

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