| Literature DB >> 34836014 |
Ryan Sowinski1, Drew Gonzalez1, Dante Xing1, Choongsung Yoo1, Victoria Jenkins1, Kay Nottingham1, Broderick Dickerson1, Megan Humphries1, Megan Leonard1, Joungbo Ko1, Mark Faries1,2, Wesley Kephart3, Christopher J Rasmussen1, Richard B Kreider1.
Abstract
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/m2) 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 t-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; p < 0.05). In Post-Game assessments, 4-letter Absent Reaction Time (p < 0.05), 6-letter Present Reaction Time (p < 0.01), 6-letter Absent Reaction Time (p < 0.01), Mean Present Reaction Time (p < 0.02), and Mean Absent Reaction Time (p < 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 (p < 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.Entities:
Keywords: attention; cognition; esports; memory; psychomotor skill; reaction time; vigilance
Mesh:
Substances:
Year: 2021 PMID: 34836014 PMCID: PMC8618773 DOI: 10.3390/nu13113758
Source DB: PubMed Journal: Nutrients ISSN: 2072-6643 Impact factor: 5.717
Figure 1Consolidated Standards of Reporting Trials (CONSORT) diagram.
Figure 2Overview of study protocol.
Figure 3Mean changes from baseline in selected No/Go Task data. † represents p < 0.05 change from baseline values. ‡ represents p > 0.05 to p < 0.10 difference from baseline values.
Figure 4Mean changes with 95% Confidence Intervals in Absent and Present Reaction Times. † represents p < 0.05 difference from baseline.