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

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          Abstract

          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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          Most cited references37

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          Automatic and controlled response inhibition: associative learning in the go/no-go and stop-signal paradigms.

          In 5 experiments, the authors examined the development of automatic response inhibition in the go/no-go paradigm and a modified version of the stop-signal paradigm. They hypothesized that automatic response inhibition may develop over practice when stimuli are consistently associated with stopping. All 5 experiments consisted of a training phase and a test phase in which the stimulus mapping was reversed for a subset of the stimuli. Consistent with the automatic-inhibition hypothesis, the authors found that responding in the test phase was slowed when the stimulus had been consistently associated with stopping in the training phase. In addition, they found that response inhibition benefited from consistent stimulus-stop associations. These findings suggest that response inhibition may rely on the retrieval of stimulus-stop associations after practice with consistent stimulus-stop mappings. Stimulus-stop mapping is typically consistent in the go/no-go paradigm, so automatic inhibition is likely to occur. However, stimulus-stop mapping is typically inconsistent in the stop-signal paradigm, so automatic inhibition is unlikely to occur. Thus, the results suggest that the two paradigms are not equivalent because they allow different kinds of response inhibition. (c) 2008 APA, all rights reserved
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            The effects of L-theanine, caffeine and their combination on cognition and mood.

            L-Theanine is an amino acid found naturally in tea. Despite the common consumption of L-theanine, predominantly in combination with caffeine in the form of tea, only one study to date has examined the cognitive effects of this substance alone, and none have examined its effects when combined with caffeine. The present randomised, placebo-controlled, double-blind, balanced crossover study investigated the acute cognitive and mood effects of L-theanine (250 mg), and caffeine (150 mg), in isolation and in combination. Salivary caffeine levels were co-monitored. L-Theanine increased 'headache' ratings and decreased correct serial seven subtractions. Caffeine led to faster digit vigilance reaction time, improved Rapid Visual Information Processing (RVIP) accuracy and attenuated increases in self-reported 'mental fatigue'. In addition to improving RVIP accuracy and 'mental fatigue' ratings, the combination also led to faster simple reaction time, faster numeric working memory reaction time and improved sentence verification accuracy. 'Headache' and 'tired' ratings were reduced and 'alert' ratings increased. There was also a significant positive caffeine x L-theanine interaction on delayed word recognition reaction time. These results suggest that beverages containing L-theanine and caffeine may have a different pharmacological profile to those containing caffeine alone.
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              Adolescent consumption of sports and energy drinks: linkages to higher physical activity, unhealthy beverage patterns, cigarette smoking, and screen media use.

              To examine patterns of adolescent sports and energy drink (SED) consumption and identify behavioral correlates.
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                Author and article information

                Journal
                Sports (Basel)
                Sports (Basel)
                sports
                Sports
                MDPI
                2075-4663
                22 August 2019
                September 2019
                : 7
                : 9
                : 196
                Affiliations
                [1 ]School of Kinesiology and Nutritional Science, California State University Los Angeles, Los Angeles, CA 90032, USA
                [2 ]Athletics Department, University of California, Los Angeles, Los Angeles, CA 90095, USA
                [3 ]TriFit Performance Center, Santa Monica, CA 90404, USA
                [4 ]Department of Health & Kinesiology, Texas A&M University, College Station, TX 77843, USA
                [5 ]Department of Psychology & Brain Research Institute, University of California, Los Angeles, Los Angeles, CA 90095, USA
                Author notes
                Author information
                https://orcid.org/0000-0003-0014-5878
                https://orcid.org/0000-0002-6546-1268
                https://orcid.org/0000-0002-6063-1010
                Article
                sports-07-00196
                10.3390/sports7090196
                6784180
                31443435
                ac536d2f-34d2-414b-8e7d-b4198a5f5e1a
                © 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/).

                History
                : 01 July 2019
                : 19 August 2019
                Categories
                Article

                esports,caffeine,cognition,energy drink,gamer,sports nutrition
                esports, caffeine, cognition, energy drink, gamer, sports nutrition

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