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智能手机游戏训练干预对青少年足球运动员执行功能的影响:一项随机对照研究。

The effects of a smartphone game training intervention on executive functions in youth soccer players: a randomized controlled study.

作者信息

Heilmann Florian, Formenti Damiano, Trecroci Athos, Lautenbach Franziska

机构信息

Movement Science Lab, Institute for Sport Science, Martin-Luther University Halle-Wittenberg, Halle (Saale), Germany.

Department of Biotechnology and Life Sciences, University of Insubria, Varese, Italy.

出版信息

Front Sports Act Living. 2023 Aug 3;5:1170738. doi: 10.3389/fspor.2023.1170738. eCollection 2023.

DOI:10.3389/fspor.2023.1170738
PMID:37601169
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10436001/
Abstract

Cognitive training primarily aims to improve executive functions (EFs). It has become a popular research topic, as previous studies have provided preliminary evidence that EFs relate to sports performance. However, whether a domain-generic cognitive training intervention can improve EFs in high-performance athletes is still unclear. The present randomized controlled study aimed to examine the effects of an eight-week (5 min/day, 5 days/week) smartphone-based domain-generic cognitive training intervention (i.e., the smartphone game "Fruit Ninja") on EFs in youth soccer athletes ( = 33; intervention:  = 15, passive control:  = 18; German youth soccer academy). We assessed working memory (3-back task), inhibition (Flanker & Go/NoGo task), and cognitive flexibility (number-letter task) in a pre-post design with computerized tasks. The results showed no significant time x group differences attributable to the cognitive training between the intervention group and the control group, except for a response time variable of the Go/NoGo task. These preliminary results do not suggest an application of CT as a smartphone-based game to improve EFs performance in soccer players. However, more research is needed to establish the efficacy of domain-specific interventions in high-level team sport athletes.

摘要

认知训练主要旨在改善执行功能(EFs)。它已成为一个热门的研究课题,因为先前的研究已经提供了初步证据表明执行功能与运动表现有关。然而,一种通用领域的认知训练干预是否能改善高水平运动员的执行功能仍不明确。本随机对照研究旨在检验一项为期八周(每天5分钟,每周5天)基于智能手机的通用领域认知训练干预(即智能手机游戏“水果忍者”)对青少年足球运动员(n = 33;干预组:n = 15,被动对照组:n = 18;德国青少年足球学院)执行功能的影响。我们采用前后测设计,通过计算机化任务评估工作记忆(3-back任务)、抑制(侧翼任务和Go/NoGo任务)和认知灵活性(数字-字母任务)。结果显示,除了Go/NoGo任务的反应时间变量外,干预组和对照组之间在认知训练方面没有显著的时间×组间差异。这些初步结果并不表明将基于智能手机游戏的认知训练应用于提高足球运动员的执行功能表现。然而,需要更多的研究来确定针对高水平团队运动运动员的特定领域干预措施的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7b71/10436001/7c244ab72683/fspor-05-1170738-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7b71/10436001/cd05d4ef9877/fspor-05-1170738-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7b71/10436001/7c244ab72683/fspor-05-1170738-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7b71/10436001/cd05d4ef9877/fspor-05-1170738-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7b71/10436001/7c244ab72683/fspor-05-1170738-g002.jpg

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