Exercise & Sport Nutrition Laboratory, Human Clinical Research Facility, Department of Health & Kinesiology, Texas A&M University, College Station, TX 77843, USA.
Texas A&M AgriLife Extension, Texas A&M University, College Station, TX 77843, USA.
Nutrients. 2021 Oct 24;13(11):3758. doi: 10.3390/nu13113758.
Inositol stabilized arginine silicate (ASI) ingestion has been reported to increase nitric oxide levels while inositol (I) has been reported to enhance neurotransmission. The current study examined whether acute ASI + I (Inositol-enhanced bonded arginine silicate) ingestion affects cognitive function in e-sport gamers. In a double blind, randomized, placebo controlled, and crossover trial, 26 healthy male (n = 18) and female (n = 8) experienced gamers (23 ± 5 years, 171 ± 11 cm, 71.1 ± 14 kg, 20.7 ± 3.5 kg/m) were randomly assigned to consume 1600 mg of ASI + I (nooLVL, Nutrition 21) or 1600 mg of a maltodextrin placebo (PLA). Prior to testing, participants recorded their diet, refrained from consuming atypical amounts of stimulants and foods high in arginine and nitrates, and fasted for 8 h. During testing sessions, participants completed stimulant sensitivity questionnaires and performed cognitive function tests (i.e., Berg-Wisconsin Card Sorting task test, Go/No-Go test, Sternberg Task Test, Psychomotor Vigilance Task Test, Cambridge Brain Sciences Reasoning and Concentration test) and a light reaction test. Participants then ingested treatments in a randomized manner. Fifteen minutes following ingestion, participants repeated tests (Pre-Game). Participants then played their favorite video game for 1-h and repeated the battery of tests (Post-Game). Participants observed a 7-14-day washout period and then replicated the study with the alternative treatment. Data were analyzed by General Linear Model (GLM) univariate analyses with repeated measures using weight as a covariate, paired -tests (not adjusted to weight), and mean changes from baseline with 95% Confidence Intervals (CI). Pairwise comparison revealed that there was a significant improvement in Sternberg Mean Present Reaction Time (ASI + I vs. PLA; < 0.05). In Post-Game assessments, 4-letter Absent Reaction Time ( < 0.05), 6-letter Present Reaction Time ( < 0.01), 6-letter Absent Reaction Time ( < 0.01), Mean Present Reaction Time ( < 0.02), and Mean Absent Reaction Time ( < 0.03) were improved with ASI + I vs. PLA. There was a non-significant trend in Pre-Game Sternberg 4-letter Present Reaction time in ASI + I vs. PLA ( < 0.07). ASI + I ingestion better maintained changes in Go/No-Go Mean Accuracy and Reaction Time, Psychomotor Vigilance Task Reaction Time, and Cambridge Post-Game Visio-spatial Processing and Planning. Results provide evidence that ASI + I ingestion prior to playing video games may enhance some measures of short-term and working memory, reaction time, reasoning, and concentration in experienced gamers.
肌醇稳定的硅酸精氨酸(ASI)的摄入已被报道能增加一氧化氮水平,而肌醇(I)已被报道能增强神经递质的传递。本研究探讨了急性 ASI+I(肌醇增强型键合精氨酸硅酸)摄入是否会影响电子竞技玩家的认知功能。在一项双盲、随机、安慰剂对照和交叉试验中,26 名健康男性(n=18)和女性(n=8)经验丰富的电子竞技玩家(23±5 岁,171±11cm,71.1±14kg,20.7±3.5kg/m)被随机分配摄入 1600mg 的 ASI+I(nooLVL,Nutrition 21)或 1600mg 的麦芽糊精安慰剂(PLA)。在测试前,参与者记录了他们的饮食,避免摄入非典型数量的兴奋剂和富含精氨酸和硝酸盐的食物,并禁食 8 小时。在测试期间,参与者完成了兴奋剂敏感性问卷,并进行了认知功能测试(即伯格威斯康星卡片分类任务测试、Go/No-Go 测试、斯特恩伯格任务测试、精神运动警觉任务测试、剑桥脑科学推理和注意力测试)和光反应测试。然后,参与者以随机的方式摄入治疗。摄入后 15 分钟,参与者重复测试(赛前)。然后,参与者玩他们最喜欢的视频游戏 1 小时,并重复进行测试。参与者观察了 7-14 天的洗脱期,然后用替代治疗重复研究。数据通过使用体重作为协变量的广义线性模型(GLM)单变量分析和重复测量进行分析,配对检验(未根据体重调整),以及基于 95%置信区间(CI)的基线平均变化。成对比较显示,斯特恩伯格平均现在反应时间(ASI+I 与 PLA 相比;<0.05)有显著改善。在赛后评估中,4 个字母缺失反应时间(<0.05)、6 个字母现在反应时间(<0.01)、6 个字母缺失反应时间(<0.01)、平均现在反应时间(<0.02)和平均缺失反应时间(<0.03)在 ASI+I 与 PLA 相比得到改善。在赛前,ASI+I 与 PLA 相比,斯特恩伯格的 4 个字母现在反应时间有一个非显著的趋势(<0.07)。ASI+I 摄入更好地维持了 Go/No-Go 平均准确性和反应时间、精神运动警觉任务反应时间以及剑桥赛后视觉空间处理和计划的变化。结果表明,在玩电子游戏之前摄入 ASI+I 可能会提高经验丰富的电子竞技玩家的一些短期和工作记忆、反应时间、推理和注意力的衡量标准。