Cognitive Function, Video Gamers
Conditions
Keywords
Fucoxanthin, Microalgae, Gaming performance, E-sports, Cognitive performance, Energy
Brief summary
Considering the important growing development of gaming in the world, this research area has developed considerably over the last few years. Even if it seems to be well admitted that video gamers showed better cognitive functions (e.g. visual selective attention, cognitive flexibility, task switching) parameters compared to non video gamers there is a constant concern for optimizing performance as for all other kind of athletes. However to our knowledge, only one randomized controlled trial have investigated the potential benefits of dietary supplementation on cognitive function and performance in video gamers. The use of microalgea as molecule of interest sources is a recent promising approach also to meet societal challenge as the maintain of biodiversity/landscape. Thus, the purpose of this study is to examine whether acute (single-dose) and chronic (1 month) supplementation of Microphyt's phaeosol ingredients (BrainPhyt) ingested with or without a natural stimulant, would affect cognitive function and gaming performance in experienced video gamers.
Interventions
1 Phaeosol softgel of 440mg/day and 1 placebo softgel of 500mg/day (look like softgel of Phaeosol product) + 1 capsule of 440mg/day of natural stimulant Subjects were instructed to take the study supplement or placebo once daily for 1 months (±2 days). The first and the last doses will be administered at the clinical site during Visit 2 (Experiment 1) and Visit 3 (Experiment 2, respectively).
2 Phaeosol softgels of 440mg/day + 1 capsule of 440mg/day of natural stimulant. Subjects were instructed to take the study supplement or placebo once daily for 1 months (±2 days). The first and the last doses will be administered at the clinical site during Visit 2 (Experiment 1) and Visit 3 (Experiment 2, respectively).
2 placebo softgels of 440mg/day (look like softgel of Phaeosol product) + 1 capsule of 500mg/day containing Microcellulose (look like capsule of natural stimulant). Subjects were instructed to take the study supplement or placebo once daily for 1 months (±2 days). The first and the last doses will be administered at the clinical site during Visit 2 (Experiment 1) and Visit 3 (Experiment 2, respectively).
Sponsors
Study design
Eligibility
Inclusion criteria
1. Healthy men and women; 2. Between 18 and 40 years; 3. Self-reported history of playing video games for 5 or more hours per week for 6 months prior to screening; 4. BMI between 18 and 34.9 Kg/m2 ; 5. Subjects agreed to supply their own operator-oriented action or strategy video game that they had played at least 21 times over the last 3 months; 6. No recent ingestion (\<2weeks) of dietary supplement that affect cognitive function; 7. Be able to give written informed consent and to consume the investigational product daily for the duration of the study; 8. Is free-living (living in a private home, alone or with family, and able to maintain their health and hygiene without assistance) 9. Willing to maintain consistent sleep duration the evening before study visits. 10. Are agreed to continue their patterned use of the game between study visits
Exclusion criteria
1. refrain from caffeine and alcohol for 12 hours prior to each study visits; 2. consume dietary supplements that may affect cognition and/or with a stimulant effect (e.g. guarana, cocoa, ginseng, bacopa, Gingko biloba, guayusa, yerba mate, energy drinks, other products containing fucoxanthin) at least 7 days before Visit 2 ; 3. are women who are pregnant, breastfeeding, or wish to become pregnant during the study; 4. have an untreated psychotic or major depressive disorder or any history of cognitive deficit; 5. have an uncontrolled hypertension/diabetes/thyroid/heart disease disease, cancer etc.); 6. have a significant neurological disease; 7. have planned major changes in lifestyle (i.e. diet, dieting, exercise level, travelling) during the duration of the study; 8. have a history within previous 12 months of alcohol or substance abuse; 9. have known allergy to any of the ingredients in the supplement product 10. are not willing to supply their own gaming system and/or game
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Reaction time | From week 0 to week 4 | Change in reaction time - Light tracking test |
| General attention | From week 0 to week 4 | Change in general attention score - Go no go task test |
| Sustained attention | From week 0 to week 4 | Change in sustained attention score - Psychomotor vigilance task test |
| Attention shifting | From week 0 to week 4 | Change in attention shifting score - Berg-Washington card sorting task test |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Gaming performance | From week 0 to week 4 | Change in gaming performance score from 0 to 100 - Higher scores mean a better outcome |
| Global fatigue | From week 0 to week 4 | Change in global fatigue score - Visual analogic scale from 0 to 100 - higher scores mean a worse outcome |
| Mood state | From week 0 to week 4 | Change in Mood state questionnaire score from 0 to 100 - Higher scores mean a better outcome - Profil of Mood state questionnaire |
| Sleep quality | From week 0 to week 4 | Change in sleep quality questionnaire score from 0 to 100 - Higher scores mean a better outcome |
| Eyes irritability | From week 0 to week 4 | Change in eyes irritability score -Visual analogic scale from 0 to 100 - Higher scores mean a worse outcome |
Countries
United States