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To play or not to play? The relationship between active video game play and electrophysiological indices of food‐related inhibitory control in adolescents
European Journal of Neuroscience ( IF 2.7 ) Pub Date : 2020-12-01 , DOI: 10.1111/ejn.15071
Joshua L Smith 1 , Kaylie A Carbine 2 , Michael J Larson 2, 3 , Larry A Tucker 1 , William F Christensen 4 , James D LeCheminant 1 , Bruce W Bailey 1
Affiliation  

Sedentary behaviors, such as computer use and sedentary video games, are barriers to physical activity, contribute to overweight and obesity among adolescents, and can adversely affect eating behaviors. Active video games may increase daily physical activity levels among adolescents and improve food‐related inhibitory control. We compared the effects of acute bouts of active and sedentary video gaming on event‐related potential (ERP) indices of food‐related inhibitory control, energy expenditure, and ad libitum eating. In a within‐subjects design, 59 adolescent participants (49% female, Mage = 13.29 ± 1.15) completed two separate counterbalanced, 60‐min long video gaming sessions separated by seven days. Immediately after, participants completed two go/no‐go tasks with high‐ and low‐calorie images and N2 and P3 ERP amplitudes were measured. Participants also completed a Stroop task and were given high‐ and low‐calorie snacks to consume ad libitum. Results indicated that active relative to sedentary video games significantly increased energy expenditure on multiple measures (e.g., METs, heart rate, kcals burned) and participants consumed more calories after the active compared to the sedentary video game session. N2 amplitudes were larger when participants inhibited to high‐ compared to low‐calorie foods, suggesting that high‐calorie foods necessitate increased the recruitment of inhibitory control resources; however, there were non‐significant differences for the N2 or P3 amplitudes, accuracy or response times, and Stroop performance between active versus sedentary video game sessions. Overall, sixty minutes of active video gaming increased energy expenditure and food consumption but did not significantly alter neural or behavioral measures of inhibitory control to food stimuli.

中文翻译:

玩还是不玩?青少年积极玩电子游戏与食物相关抑制控制电生理指标的关系

久坐行为,例如使用电脑和久坐的电子游戏,是身体活动的障碍,导致青少年超重和肥胖,并对饮食行为产生不利影响。积极的电子游戏可能会增加青少年的日常身体活动水平,并改善与食物相关的抑制控制。我们比较了积极和久坐的视频游戏的急性发作对食物相关抑制控制、能量消耗和随意进食的事件相关电位 (ERP) 指数的影响。在受试者内部设计中,59 名青少年参与者(49% 女性,M年龄 = 13.29 ± 1.15) 完成了两个独立的 60 分钟长视频游戏会话,它们相隔 7 天。紧接着,参与者用高热量和低热量图像完成了两项通过/不通过任务,并测量了 N2 和 P3 ERP 幅度。参与者还完成了 Stroop 任务,并获得高热量和低热量的零食以随意食用。结果表明,与久坐的视频游戏相比,活跃的视频游戏在多项测量(例如,MET、心率、燃烧的千卡)上显着增加了能量消耗,并且与久坐的视频游戏会话相比,参与者在活跃后消耗了更多的卡路里。与低热量食物相比,当参与者抑制高热量食物时,N2 幅度更大,表明高热量食物需要增加抑制控制资源的招募;然而,在 N2 或 P3 振幅、准确性或响应时间以及活跃与久坐视频游戏会话之间的 Stroop 性能方面,没有显着差异。总体而言,60 分钟的积极视频游戏增加了能量消耗和食物消耗,但没有显着改变对食物刺激的抑制控制的神经或行为测量。
更新日期:2020-12-01
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