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Nutrition21 Study 1

Effects of nooLVL Ingestion on Reaction Time and Cognitive Function in Gamers

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04828278
Acronym
N21-1
Enrollment
24
Registered
2021-04-02
Start date
2020-04-06
Completion date
2021-03-01
Last updated
2025-04-10

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Nutritional Supplementation

Brief summary

The purpose of this study is to determine the effects of nooLVL containing arginine and inositol supplementation on executive function and memory prior to and following playing video games.

Detailed description

Gaming or E-Sports has become a very popular activity particularly among younger individuals. It requires quick reactions, executive function, memory and fine motor skill. In E-Sport competitions and tournaments, E-Sport players often play for hours per session over a series of days. Thus, the ability to maintain cognitive and executive function, concentration and fine motor skill is paramount. Two recent studies have evaluated the effects of ingesting bonded arginine silicate (ASI) and ASI with additional inositol on cognitive function. In the first study, ASI supplementation (1,500 mg/d for 3 days and 14 days) significantly improved the ability to perform complex cognitive tests requiring mental flexibility, processing speed and executive functioning. In the second study, adding 100 mg of inositol to the ASI significantly improved cognitive function in gamers after playing video games for one hour. This study is designed to assess the effects of bonded arginine silicate and inositol ingestion on reaction time and cognitive function prior to and following a 1-hour gaming challenge.

Interventions

DIETARY_SUPPLEMENTArginine

Bonded Arginine Silicate

DIETARY_SUPPLEMENTPlacebo

Maltodextrin

Sponsors

Nutrition 21, Inc.
CollaboratorINDUSTRY
Texas A&M University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
DOUBLE (Subject, Investigator)

Masking description

Double Blind

Intervention model description

Crossover Intervention Trial

Eligibility

Sex/Gender
ALL
Age
18 Years to 40 Years
Healthy volunteers
Yes

Inclusion criteria

* They are a healthy male or female Gamer 18 to 40 years of age; * They have a Body Mass Index (BMI) between 18 and 34.9 kg/m2; * They are willing to supply their own operator-oriented action or stragegy video game that they have played 21 times over the last 3 months and the gaming platform with all accessories needed to play the chosen game; * They report no recent ingestion (\<2 weeks) of dietary supplements that affect cognitive function including nitrates and nitrous oxide (NO2) promoting supplements; * They have a willingness to provide voluntary, written informed consent to participate in the study;

Exclusion criteria

* They have known cardiovascular, metabolic and/or other diseases under the treatment of a physician requiring prescription (Rx) medication (birth control is allowed); * They have a history of cognitive dysfunction; * They have a known allergy to maltodextrin; * They have known allergies or asthma; * They have cirrhosis; * They have guanidinoacetate methyltransferase deficiency; * They have herpes; * They have abnormally low blood pressure; * They have had a recent heart attack (i.e., within one year); * They have kidney disease; * They have a surgery scheduled in the next 4-5 weeks; * Thye have had a gastrectomy; * They have a bipolar disorder; * They have an allergy to aspirin or tartrazine products; * They are pregnant or breast-feeding or plan to become pregnant in the next 4-5 weeks;

Design outcomes

Primary

MeasureTime frameDescription
Cognitive Function: Light Tracking Reaction Time TestMeasured prior to supplementation (Pre-Gaming), and after 15 and 60 minutes (Post-Gaming).Reaction Time Test
Cognitive Function: Berg-Washington Card Sorting Task TestMeasured prior to supplementation (Pre-Gaming), and after 15 and 60 minutes (Post-Gaming).Attention Shifting Test
Cognitive Function: Sternberg Task TestMeasured prior to supplementation (Pre-Gaming), and after 15 and 60 minutes (Post-Gaming).Working Memory Test
Cognitive Function: Cambridge Brain Sciences Reasoning and Concentration TestMeasured prior to supplementation (Pre-Gaming), and after 15 and 60 minutes (Post-Gaming).Reasoning and Concentration Test
Cognitive Function: Go No-Go Task TestMeasured prior to supplementation (Pre-Gaming), and after 15 and 60 minutes (Post-Gaming).General Attention Test
Cognitive Function: Phychomotor Vigilance Task TestMeasured prior to supplementation (Pre-Gaming), and after 15 and 60 minutes (Post-Gaming).Sustained Attention Test

Secondary

MeasureTime frameDescription
Stimulant Sensitivity QuestionnaireMeasured prior to supplementation (Pre) and after 60 minutes.Stimulant Sensitivity
Side Effects QuestionnaireMeasured prior to supplementation (Pre) and after 60 minutes.Side Effects
Gaming Score and ProgressionMeasured prior to supplementation (Pre) and after 60 minutes.Score and Progression

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026