RESUMEN
This study aimed to analyze the effect of playing videogames and using social media applications on smartphones on decision-making and countermovement jump (CMJ) performance in amateur boxers. Twenty one boxers were enrolled in the study and were randomly assigned to all three experimental conditions [smartphone (30SMA), videogame (30VID), and control (CON)]. CMJ was measured before and 30-min after each experimental condition. The athletes ran simulated combat recorded for decision-making analysis. The boxers watched coaching videos (CON), used social media applications on smartphones (30SMA), and played video games (30VID) for 30 min just before the combat simulation. Both attack and defense decision-making performance were worse in both 30SMA and 30VID conditions compared to the CON condition (p = 0.001). Regarding CMJ, despite no condition effect (p = 0.96) been obtained, a time effect (p = 0.001) was observed; So, it was found a decrease in CMJ performance after all experimental conditions (p = 0.001), with no difference between them. Using social media applications on smartphones and playing video game impairs decision-making performance in amateur boxers, with no harms for CMJ performance.
Asunto(s)
Rendimiento Atlético , Medios de Comunicación Sociales , Juegos de Video , Humanos , Fatiga Mental , Teléfono InteligenteRESUMEN
The purpose is to analyze the effect of social networks on smartphones before and during velocity-based resistance exercise on the internal training load, heart rate variability (HRV), and cognitive interference control. Twelve trained adults volunteered to participate in this randomized and crossover design research study with three experimental conditions. The participants randomly performed a resistance exercise session, watching TV before (CON) the session or using social networks on a smartphone prior to (30SMA-P) and intra-session (SMA-INT). The participants underwent sets with repetitions [15RM load] up to 20% mean velocity loss. HRV indicators and cognitive interference control were measured before and 30-min after each experimental session. Internal training load was evaluated 30-min after each experimental session, which was calculated by the product between resistance exercise volume and RPE. No condition versus time interaction for HRV indicators (p > 0.05) was observed. It was not revealed a condition versus time interaction for cognitive interference control (p > 0.05). No condition effect for internal training load (p > 0.05) was observed. It was concluded that 30-min of social networks on smartphones before or intra-session resistance exercise had no effects on HRV indicators, cognitive interference control, and internal training load in trained adults.
Asunto(s)
Entrenamiento de Fuerza , Medios de Comunicación Sociales , Adulto , Cognición , Ejercicio Físico , Humanos , Teléfono InteligenteRESUMEN
The objective of this study was to analyze the effect of mental fatigue on mean propulsive velocity (MPV), countermovement jump (CMJ), 100, and 200-m dash performance in college sprinters. A total of 16 male athletes of sprint events (100 and 200-m dash) participated in this study. Each participant underwent two baseline visits and then running under the three experimental conditions. Assessments (MPV and CMJ) occurred both before and after either smartphone use (SMA) or Stroop task (ST), or watching a documentary TV show about the Olympic Games (CON). Then, the athletes ran the simulated race (i.e. the 100 and 200-m dash). There was no condition (p > 0.05) or time effect (p > 0.05) for MPV, CMJ, 100-m, or 200-m dash performance. In conclusion, the present study results revealed no mental fatigue effect induced by SMA or ST on neuromuscular, 100-m or 200-m dash performance in male college sprinters.