| Research Purposes:Electronic Sports has received increasing attention as an emerging sport that uses electronic devices as a platform.The level of e-sports is closely related to the overall cognitive abilities of e-sports players,such as executive function,working memory and processing speed.In addition,many of the e-sports players belong to sedentary population,so the effect of sedentary behavior on cognitive functions such as event processing speed and executive ability of e-sports players is worth studying.Repetitive transcranial magnetic stimulation(rTMS)and whole-body vibration training(WBVT)are common interventions in cognitive function studies,but the effects of these two interventions on cognitive function in sedentary e-gamers and the effects of their combined application have not been clarified and need to be further investigated.The present study focused on the effects of high frequency repetitive transcranial magnetic stimulation(HF-rTMS)in the dorsolateral prefrontal cortex(DLPFC),WBVT,and the combination of these two interventions on cognitive task and specific gaming behavior outcomes in sedentary e-game players,and monitored the hemodynamic changes in the corresponding functional brain regions during the cognitive task,and then investigated the effects of these interventions on the cognitive processing speed and gaming task behavior improvement in sedentary e-game players.The effects and potential mechanisms of these interventions on cognitive processing speed and gaming behavior improvement in sedentary gaming players were investigated.Research Methods:A total of 128 subjects,19 females and 109 males,with an average age of22.48±1.98 years,were recruited from a population of 64 sedentary e-gamers and 64non-sedentary e-gamers(hereinafter referred to as regular e-gamers)who met the enrollment criteria.Single-blind randomized groups within the population: rTMS group(high frequency repetitive transcranial magnetic "HF-rTMS" stimulation),WBVT group(vibration acceleration trainer "WBV" training),rTMS+WBVT group(HF-rTMS combined with WBV training)and the control CG group(pseudo-TMS).The sample size of each group was 16 participants.The intervention was conducted once a day for 14 consecutive days in either intervention mode.The pre-test,mid-test and post-test were administered before,on the 7th day of the intervention and at the end of the intervention.Test metrics included: reaction time and correct rate of digit-symbol substitution(DSST)test,first-person shooter(FPS)game performance,and DSST task synchronization functional near-infrared(f NIRS)cerebral blood oxygenation levels.The data were statistically analyzed using SPSS 26.0 software with a multifactorial repeated measures ANOVA.The level of statistical significance was P <0.05 and the level of very significant difference was P < 0.01 for all test data.Research Results:1.Results at DSST response:(1)Comparison of pre-,mid-and post-test results of different intervention modalities for sedentary e-gamers: no significant difference between the mid-test and pre-test results of WBVT group,rTMS group and rTMS+WBVT group;while post-test results of all three groups compared with pre-test were significantly decreased(P<0.05)with reduced reaction time.(2)Comparison of different interventions for sedentary e-gaming players with the control CG group: no significant difference was for the mid-test results of all three groups;comparing the post-test results,no significant difference was found between the WBVT and rTMS groups,while the rTMS+WBVT group presented a very significant falloff(P<0.01)with a significant reduction in reaction time.(3)Comparing the results of pre,mid and post-test of different interventions for general e-gaming players: there was no significant difference between the results of mid-test and pre-test of all three interventions;there was no significant difference between the results of post-test of WBVT group and rTMS group compared with pre-test,while rTMS+WBVT presented a significant reduction(P<0.05)and the reaction time was reduced.(4)Comparison of different interventions for general electric players with the control CG group: no significant differences were found in the mid-test and post-test results of all three groups.2.Comparison between sedentary e-gamers and general e-gamers DSST reaction time pre-test: There was a significant difference(P<0.05)between the pre-test reaction time of sedentary e-gamers and the subjects of the general e-gamer population.Further tests revealed that there was a significant difference(P < 0.05)between the pre-test of the combined rTMS+WBVT group of sedentary e-gamers and the CG group of ordinary e-gamers,but there was no significant difference between the post-test results of the combined rTMS+WBVT group of sedentary e-gamers and the CG group of ordinary e-gamers.3.DSST correct rate results.(1)Comparison of pre,mid and post-test results of intervention: no significant difference between mid-test and pre-test within the WBVT group of sedentary e-gamers,rTMS group and rTMS+WBVT group,and significant improvement of the post-test results comparing to the pre-test results(P<0.05).(2)No significant difference between mid-test and pre-test in WBVT group,rTMS group and rTMS+WBVT for general e-gaming players,and significant difference between post-test and pre-test in rTMS group and rTMS+WBVT group(P <0.05),with improved post-test performance.(3)No significant differences were found between sedentary e-gamers and regular e-gamers,within-crowd CG group,WBVT group,rTMS group and rTMS+WBVT group comparisons.4.FPS performance comparison.(1)Comparison of the results of pre-,mid-and post-test within the sedentary e-gaming player population with different intervention modalities: no significant difference between the pre-and mid-test of CG group,WBVT group and rTMS group,rTMS+WBVT group;no significant difference between the pre-and post-test of WBVT group and rTMS group,while there was a significant improvement of the rTMS+WBVT group(P<0.05),the FPS scores were improved.(2)Different interventions within the sedentary e-sports player population compared with the control CG group: no significant difference by comparing the mid-test and post-test for the WBVT group,rTMS group and rTMS+WBVT group.(3)No significant differences were found in the results of multiple comparisons of duration and multiple comparisons of groups for the general e-sports player FPS.5.Oxy-Hb levels were detected by f NIRS.After the combined rTMS+WBVT training intervention,the Oxy-Hb signal in the target region(left dorsolateral prefrontal)was significantly lower in sedentary e-gamers(P< 0.05)and in general e-gamers(P< 0.05)than before the intervention,but there was no significant difference.oxy-Hb in the CG,rTMS and WBVT groups of sedentary e-gamers and general e-gamers before and after the experiment was not significantly differences.Analysis conclusion:1.Two weeks of transcranial magnetic stimulation alone,vibration training alone,and transcranial magnetic stimulation combined with vibration training interventions,all three of which had an elevated effect on the behavioral outcome of the number-symbol switching cognitive task in adult sedentary e-gamers.2.The two-week transcranial magnetic stimulation combined with vibration training intervention was significantly more effective than the two-week transcranial magnetic stimulation alone or vibration training alone,and its intervention effect was influenced by the number of weeks of intervention.The transcranial magnetic combined vibration training intervention was more effective on sedentary e-game players than the general e-game players.3.The two-week transcranial magnetic stimulation combined with vibration training intervention significantly enhanced task performance for sedentary e-gamers,possibly by improving the brain functional activity of sedentary e-gamers,and thus enhance the degree of activation of the left dorsolateral prefrontal cortex during task behavior and improving task performance. |