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The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players

To examine the cognitive and physical changes associated with consuming an energy drink concurrent to video gaming, we examined a convenience sample of nine elite League of Legends (LoL) e-sport players (21 ± 2 y, BMI 25.6 ± 3.4 kg/m(2)) consuming an energy drink (Reload(TM)) or placebo (Placebo) in...

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Autores principales: Thomas, Casey J., Rothschild, Jeffrey, Earnest, Conrad P., Blaisdell, Aaron
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6784180/
https://www.ncbi.nlm.nih.gov/pubmed/31443435
http://dx.doi.org/10.3390/sports7090196
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author Thomas, Casey J.
Rothschild, Jeffrey
Earnest, Conrad P.
Blaisdell, Aaron
author_facet Thomas, Casey J.
Rothschild, Jeffrey
Earnest, Conrad P.
Blaisdell, Aaron
author_sort Thomas, Casey J.
collection PubMed
description To examine the cognitive and physical changes associated with consuming an energy drink concurrent to video gaming, we examined a convenience sample of nine elite League of Legends (LoL) e-sport players (21 ± 2 y, BMI 25.6 ± 3.4 kg/m(2)) consuming an energy drink (Reload(TM)) or placebo (Placebo) in a randomized, double-blind, placebo-controlled cross-over trial. Participants completed the same test battery prior to treatment consumption and after playing each of three competitive LoL games. Primary outcomes included measures of attention (Erikson Flanker Test), reaction time (Go/No-Go test) and working memory (n-back test). Secondary outcomes examined fatigue (hand grip strength and finger tap speed). Statistical analysis was performed by repeated-measures analysis of variance (RM-ANOVA) and reported as the mean (standard deviation [SD]) or mean change (95% confidence interval [CI]). Participants reported sleeping 8.1 (1.2) h/night, playing LoL 10.3 (2.1) h/d, playing other video games 1.8 (2.8) h/d, and exercising 4.2 (1.7) times per week. Overall, we observed no significant time, group, or group-by-time interactions for any measured performance index with the exception of a significant improvement for the n-back test, where the Reload group demonstrated a significant within-group improvement: Reload [−171 ms (95% CI, −327.91, −14.09), p < 0.004], Placebo [−92 ms (95% CI, −213.63, 29.63)]. However, no between-group differences were noted (38.50 ms, 95% CI, −141.89, 64.89, p = 0.803). Our findings suggest that elite eSport athletes do not demonstrate a mental or physical improvement in performance relative to the treatment supplement or indices measured in this study.
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spelling pubmed-67841802019-10-16 The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players Thomas, Casey J. Rothschild, Jeffrey Earnest, Conrad P. Blaisdell, Aaron Sports (Basel) Article To examine the cognitive and physical changes associated with consuming an energy drink concurrent to video gaming, we examined a convenience sample of nine elite League of Legends (LoL) e-sport players (21 ± 2 y, BMI 25.6 ± 3.4 kg/m(2)) consuming an energy drink (Reload(TM)) or placebo (Placebo) in a randomized, double-blind, placebo-controlled cross-over trial. Participants completed the same test battery prior to treatment consumption and after playing each of three competitive LoL games. Primary outcomes included measures of attention (Erikson Flanker Test), reaction time (Go/No-Go test) and working memory (n-back test). Secondary outcomes examined fatigue (hand grip strength and finger tap speed). Statistical analysis was performed by repeated-measures analysis of variance (RM-ANOVA) and reported as the mean (standard deviation [SD]) or mean change (95% confidence interval [CI]). Participants reported sleeping 8.1 (1.2) h/night, playing LoL 10.3 (2.1) h/d, playing other video games 1.8 (2.8) h/d, and exercising 4.2 (1.7) times per week. Overall, we observed no significant time, group, or group-by-time interactions for any measured performance index with the exception of a significant improvement for the n-back test, where the Reload group demonstrated a significant within-group improvement: Reload [−171 ms (95% CI, −327.91, −14.09), p < 0.004], Placebo [−92 ms (95% CI, −213.63, 29.63)]. However, no between-group differences were noted (38.50 ms, 95% CI, −141.89, 64.89, p = 0.803). Our findings suggest that elite eSport athletes do not demonstrate a mental or physical improvement in performance relative to the treatment supplement or indices measured in this study. MDPI 2019-08-22 /pmc/articles/PMC6784180/ /pubmed/31443435 http://dx.doi.org/10.3390/sports7090196 Text en © 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Thomas, Casey J.
Rothschild, Jeffrey
Earnest, Conrad P.
Blaisdell, Aaron
The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
title The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
title_full The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
title_fullStr The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
title_full_unstemmed The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
title_short The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players
title_sort effects of energy drink consumption on cognitive and physical performance in elite league of legends players
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6784180/
https://www.ncbi.nlm.nih.gov/pubmed/31443435
http://dx.doi.org/10.3390/sports7090196
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