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Analysis of the Additive Effects of Nutritional Strategies in Strength Training Interventions on Body Composition, Muscle Strength and Bone Mineral Density in Postmenopausal Women: A Systematic Review. 力量训练干预中营养策略对绝经后妇女体成分、肌肉力量和骨密度的累加效应分析:系统综述。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2026-01-14 DOI: 10.1186/s40798-025-00954-2
Franziska Walter, Jan Schalla, Wilhelm Bloch, Patrick Diel, Stephan Geisler, Eduard Isenmann
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引用次数: 0
Do Flywheel Exercises Provide Eccentric-Overload Training? 飞轮练习提供偏心过载训练吗?
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2026-01-13 DOI: 10.1186/s40798-025-00974-y
Darjan Spudić, Kazunori Nosaka

Interests in eccentric resistance exercises have been increasing in both research and practice. However, implementing eccentric resistance exercise training is often challenging due to the mechanical limitations of traditional training equipment. To address this, flywheel (FW) devices emerged as a practical alternative. FW devices are commonly considered to provide eccentric-overload training, in which the load is greater in eccentric than concentric phase. However, this is not always the case. In this article, we summarize the mechanical and physiological factors influencing the effectiveness of FW devices in achieving eccentric overload. Then, we discuss a significant limitation of FW resistance exercise in accurately quantifying the load, since eccentric mechanical load is constrained by preceding concentric phase. Lastly, we explore potential practical solutions and improvements in research methods for FW resistance exercises. FW resistance exercises become eccentric-overload exercises only when higher mechanical quantities are achieved and confirmed during the eccentric than in the concentric phase of repetitions. It is important to examine if eccentric overload is actually achieved during training and testing, which can clarify if the eccentric overload is a key factor for the neuromuscular adaptations observed following a FW resistance training.

在研究和实践中,人们对古怪阻力运动的兴趣越来越大。然而,由于传统训练设备的机械限制,实施偏心阻力运动训练往往具有挑战性。为了解决这个问题,飞轮(FW)装置作为一种实用的替代方案出现了。FW设备通常被认为提供偏心过载训练,其中偏心阶段的负荷大于同心阶段的负荷。然而,情况并非总是如此。在本文中,我们总结了影响FW装置实现偏心过载有效性的力学和生理因素。然后,我们讨论了FW阻力练习在准确量化载荷方面的显着局限性,因为偏心机械载荷受到前同心相位的约束。最后,我们探讨了潜在的实际解决方案和改进研究方法的FW阻力练习。FW阻力练习只有在偏心阶段比同心阶段获得更高的机械量时才成为偏心过载练习。检查在训练和测试过程中是否确实实现了偏心负荷是很重要的,这可以澄清偏心负荷是否是FW阻力训练后观察到的神经肌肉适应的关键因素。
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引用次数: 0
Motor Performance Before, During and After COVID-19 and the Role of Socioeconomic Background: A 10-Year Cohort Study of 68,996 Third Grade Children. 新冠肺炎之前、期间和之后的运动表现以及社会经济背景的作用:68,996名三年级儿童的10年队列研究
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2026-01-07 DOI: 10.1186/s40798-025-00968-w
Robert Stojan, Katharina Utesch, Ludwig Piesch, Malte Jetzke, Jochen Zinner, Dirk Büsch, Till Utesch

Background: In response to the COVID-19 pandemic, various measures-including restrictions on children's physical activities, such as national lockdowns (LD)-were implemented to contain its spread. These measures may have compromised motor development, particularly among children from lower socioeconomic backgrounds (SEBs), who are typically less active than peers from higher SEBs. This study examined the impact of COVID-19 restrictions on motor development in relation to SEB.

Methods: Data from 68,996 children in Germany (Age: 8.83 ± 0.56 years, range: 6.4-13.0; 35,270 female, 51.1%) assessed between 2011/2012 and 2022/2023 were analyzed from the longitudinal study 'Berlin hat Talent'. Assessments before and after the pandemic used the German Motor Fitness Test, covering endurance, strength, coordination, and flexibility. Demographic data were collected via questionnaires; SEB was derived from official school-type classifications. Linear mixed-effect models accounted for hierarchical data: test values (level 1), motor domains (2a), participants (2b), and schools (3b). Motor performance was expressed as z-scores based on German reference percentiles. Effects of Time (pre, post LD I, post LD II), Motor Domain, and SEB (continuous, -2 to 2) were estimated, controlling for Age , Gender, and Secular Trends.

Results: The effect of Time was significant (p = .014, η2 < .01), with motor performance lower after LD II than pre-pandemic. Time × Motor Domain interaction showed motor domain-specific changes (p = .001, η2 < .01): endurance improved, while strength, coordination, and flexibility declined. Time × Motor Domain × SEB interaction was also significant (p < .001, η2 = .01), indicating that the effect of Time differed across motor domains depending on SEB. Adjusting for Secular Trends revealed that the pandemic's overall impact (~ -4% across domains) was even stronger (p < .001, η2 = .29), with domain-specific changes to -15.47% to + 7.56%. The SEB gap slightly closed, as higher SEB groups declined more strongly (p < .001, η2 = .10).

Conclusions: The findings indicate domain-specific and SEB-related differences in motor performance during the pandemic, in particular after accounting for secular trends. Results underscore the need for ongoing monitoring and targeted support measures, particularly for children with lower SEB, during periods of disrupted daily activity.

背景:为应对COVID-19大流行,实施了各种措施,包括限制儿童的身体活动,如全国封锁(LD),以遏制其传播。这些措施可能会损害运动发育,特别是在社会经济背景较低的儿童中,他们通常比社会经济背景较高的同龄人更不活跃。本研究调查了COVID-19限制对SEB相关运动发育的影响。方法:对2011/2012年至2022/2023年德国68,996名儿童(年龄:8.83±0.56岁,范围:6.4-13.0岁;35270名女性,51.1%)的数据进行分析。大流行前后的评估使用了德国运动体能测试,包括耐力、力量、协调和灵活性。通过问卷调查收集人口统计数据;SEB来源于官方的学校类型分类。线性混合效应模型解释了分层数据:测试值(水平1),运动域(2a),参与者(2b)和学校(3b)。运动表现以基于德国参考百分位数的z分数表示。在控制年龄、性别和长期趋势的情况下,估计时间(前、后、后)、运动域和SEB(连续,-2至2)的影响。结果:时间的影响显著(p =。014, η2 2 2 =。01),表明时间的作用在不同的运动域不同,取决于SEB。根据长期趋势进行调整后显示,大流行的总体影响(跨领域~ -4%)甚至更大(p 2 =。29),特定领域的变化为-15.47%至+ 7.56%。SEB差距略有缩小,因为高SEB组下降更强烈(p 2 = .10)。结论:研究结果表明,在大流行期间,特别是考虑到长期趋势后,运动表现存在特定领域和seb相关的差异。结果强调需要持续监测和有针对性的支持措施,特别是对于低SEB儿童,在日常活动中断期间。
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引用次数: 0
Menstrual Health in Servicewomen: The Menstrual Cycle, Menstrual Disturbances, and Occupational Consequences. 服役妇女的月经健康:月经周期、月经紊乱和职业后果。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2026-01-05 DOI: 10.1186/s40798-025-00963-1
Ritva S Mikkonen, Holly McClung, Gabrielle Giersch, Jeroen Van Cutsem, Helen Wright, Thomas J O'Leary, Julie P Greeves

Background: Most women serving in the military do so during their reproductive life and enter service at a young gynecological age. This review provides an overview of the menstrual cycle and summarizes the evidence for menstrual cycle disturbances in the military and how these disturbances to the menstrual cycle impact health and performance in the military.

Main text: Servicewomen often manage the practical challenges of menstruation and symptoms of the menstrual cycle or menstrual disturbances/dysfunction in an austere environment with no formalized support and/or education, and with unknown stigma and risks. Menstrual health in the military context implies that those who experience a menstrual cycle can access timely information, diagnosis, and support/treatment to achieve "a state of complete physical, mental, and social well-being and not merely the absence of disease or infirmity, in relation to the menstrual cycle." Herein we describe how menstrual health is impacted in a multistressor environment, including nutrition (energy balance and energy availability, micronutrients, and microbiome), physical activity, and recovery (occupational tasks, sleep, psychological stress, environment), and how menstrual disturbances can affect occupational performance and the lived experience of the female workforce.

Conclusions: We call for action of militaries worldwide to protect the health of Servicewomen to maximize their potential. Low representation, relatively recent full integration of women into the military workforce, and the exclusion of women from military research have led to policies developed from evidence on men, with the potential to impact the health and performance of Servicewomen.

背景:大多数在军队服役的妇女在她们的生育年龄服役,并在年轻的妇科年龄服役。这篇综述提供了月经周期的概述,总结了月经周期紊乱的证据,以及这些紊乱对月经周期的影响如何影响军人的健康和表现。正文:女兵往往在没有正式支持和/或教育的严峻环境中应对月经和月经周期症状或月经紊乱/功能障碍的实际挑战,并面临未知的耻辱和风险。在军事背景下,月经健康意味着那些经历月经周期的人可以获得及时的信息、诊断和支持/治疗,以实现“一种完全的生理、心理和社会健康状态,而不仅仅是在月经周期中没有疾病或虚弱”。在此,我们描述了月经健康如何在多压力源环境中受到影响,包括营养(能量平衡和能量可用性、微量营养素和微生物组)、身体活动和恢复(职业任务、睡眠、心理压力、环境),以及月经紊乱如何影响女性劳动力的职业表现和生活体验。结论:我们呼吁世界各地的军队采取行动,保护女兵的健康,最大限度地发挥她们的潜力。妇女的比例低、妇女最近才完全融入军队工作队伍以及妇女被排除在军事研究之外,这些都导致了根据有关男子的证据制定的政策,有可能影响女兵的健康和工作表现。
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引用次数: 0
Do Esports Players Experience Pain? Pain Prevalence of Esports Players: a Systematic Review and Meta-analysis. 电子竞技选手会感到痛苦吗?电子竞技选手的疼痛患病率:系统回顾和元分析。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2026-01-03 DOI: 10.1186/s40798-025-00971-1
Markus Soffner, Alexander Schmidt, Fabian Tomschi, Thomas Hilberg

Background: Esports, defined as competitive video gaming, has grown significantly in popularity, drawing global audiences comparable to traditional sports. However, the sedentary and repetitive nature of esports activities raises concerns about musculoskeletal health. While some studies have examined pain prevalence in esports players, no comprehensive synthesis exists. This systematic review and meta-analysis investigated the overall pain prevalence of esports players, as well as its occurrence in different body regions.

Methods: Following PRISMA guidelines, studies reporting pain prevalence in esports players were identified via PubMed, Web of Science, and Google Scholar. Random-effects meta-analyses were used to calculate one-year and seven-day prevalence rates, as well as pain by body region. Meta-regressions explored potential moderators.

Results: Thirteen studies met the inclusion criteria, with six (553 participants) contributing to the meta-analysis. One-year pain prevalence was 73% ([95% CI: 0.58-0.89], I² = 61%, k = 2), while the seven-day prevalence was 44% ([95% CI: 0.38-0.49], I² = 0%, k = 3). The spine was the most affected region (41%, [95% CI: 0.26, 0.55], I² = 96%, k = 11), with neck pain being particularly prevalent (48%, [95% CI: 0.26, 0.70], I² = 94%, k = 4). Upper extremities were also frequently affected (31%, [95% CI: 0.18, 0.44], I² = 96%, k = 12), with the wrists being notably affected by pain (37%, [95% CI: 0.09, 0.66], I² = 97%, k = 4). Meta-regression suggested higher pain prevalence among mobile players and Asian participants compared to computer players and European participants, though these findings are exploratory due to the limited number of studies.

Conclusions: In this meta-analysis a considerable prevalence of pain among esports players was observed, especially in the spine and upper extremities. However, the results should be interpreted with caution due to methodological heterogeneity and limited study numbers. Nevertheless, they emphasize the need for preventive strategies, such as regular breaks during prolonged sitting, ergonomic interventions and load management programs to optimize training volume and recovery, thereby reducing the risk of musculoskeletal strain. Future research should distinguish between acute and chronic pain, use standardized tools, and explore device-specific pain patterns to inform targeted interventions. Registration number PROSPERO ID: CRD42024599339.

背景:电子竞技,被定义为竞争性电子游戏,在全球范围内的受欢迎程度显著上升,与传统体育一样吸引着全球观众。然而,电子竞技活动的久坐性和重复性引起了人们对肌肉骨骼健康的担忧。虽然一些研究调查了电子竞技选手的疼痛患病率,但没有全面的综合研究。这项系统回顾和荟萃分析调查了电子竞技选手的总体疼痛患病率,以及不同身体区域的疼痛发生率。方法:遵循PRISMA指南,通过PubMed、Web of Science和谷歌Scholar对报告电竞选手疼痛患病率的研究进行了识别。随机效应荟萃分析用于计算1年和7天患病率,以及身体区域的疼痛。元回归研究了潜在的调节因子。结果:13项研究符合纳入标准,其中6项(553名参与者)参与了meta分析。1年疼痛患病率为73% ([95% CI: 0.58-0.89], I²= 61%,k = 2), 7天患病率为44% ([95% CI: 0.38-0.49], I²= 0%,k = 3)。脊柱是最受影响的部位(41%,[95% CI: 0.26, 0.55], I²= 96%,k = 11),颈部疼痛尤其普遍(48%,[95% CI: 0.26, 0.70], I²= 94%,k = 4)。上肢也经常受到影响(31%,[95% CI: 0.18, 0.44], I²= 96%,k = 12),手腕明显受到疼痛的影响(37%,[95% CI: 0.09, 0.66], I²= 97%,k = 4)。meta回归表明,与电脑玩家和欧洲参与者相比,手机玩家和亚洲参与者的疼痛患病率更高,尽管由于研究数量有限,这些发现是探索性的。结论:在这项荟萃分析中,观察到电竞选手中相当普遍的疼痛,特别是在脊柱和上肢。然而,由于方法学的异质性和有限的研究数量,结果应谨慎解释。然而,他们强调了预防策略的必要性,例如在长时间坐着时定期休息,人体工程学干预和负荷管理计划,以优化训练量和恢复,从而降低肌肉骨骼劳损的风险。未来的研究应该区分急性和慢性疼痛,使用标准化的工具,并探索特定设备的疼痛模式,以告知有针对性的干预措施。注册号普洛斯彼罗ID: CRD42024599339。
{"title":"Do Esports Players Experience Pain? Pain Prevalence of Esports Players: a Systematic Review and Meta-analysis.","authors":"Markus Soffner, Alexander Schmidt, Fabian Tomschi, Thomas Hilberg","doi":"10.1186/s40798-025-00971-1","DOIUrl":"10.1186/s40798-025-00971-1","url":null,"abstract":"<p><strong>Background: </strong>Esports, defined as competitive video gaming, has grown significantly in popularity, drawing global audiences comparable to traditional sports. However, the sedentary and repetitive nature of esports activities raises concerns about musculoskeletal health. While some studies have examined pain prevalence in esports players, no comprehensive synthesis exists. This systematic review and meta-analysis investigated the overall pain prevalence of esports players, as well as its occurrence in different body regions.</p><p><strong>Methods: </strong>Following PRISMA guidelines, studies reporting pain prevalence in esports players were identified via PubMed, Web of Science, and Google Scholar. Random-effects meta-analyses were used to calculate one-year and seven-day prevalence rates, as well as pain by body region. Meta-regressions explored potential moderators.</p><p><strong>Results: </strong>Thirteen studies met the inclusion criteria, with six (553 participants) contributing to the meta-analysis. One-year pain prevalence was 73% ([95% CI: 0.58-0.89], I² = 61%, k = 2), while the seven-day prevalence was 44% ([95% CI: 0.38-0.49], I² = 0%, k = 3). The spine was the most affected region (41%, [95% CI: 0.26, 0.55], I² = 96%, k = 11), with neck pain being particularly prevalent (48%, [95% CI: 0.26, 0.70], I² = 94%, k = 4). Upper extremities were also frequently affected (31%, [95% CI: 0.18, 0.44], I² = 96%, k = 12), with the wrists being notably affected by pain (37%, [95% CI: 0.09, 0.66], I² = 97%, k = 4). Meta-regression suggested higher pain prevalence among mobile players and Asian participants compared to computer players and European participants, though these findings are exploratory due to the limited number of studies.</p><p><strong>Conclusions: </strong>In this meta-analysis a considerable prevalence of pain among esports players was observed, especially in the spine and upper extremities. However, the results should be interpreted with caution due to methodological heterogeneity and limited study numbers. Nevertheless, they emphasize the need for preventive strategies, such as regular breaks during prolonged sitting, ergonomic interventions and load management programs to optimize training volume and recovery, thereby reducing the risk of musculoskeletal strain. Future research should distinguish between acute and chronic pain, use standardized tools, and explore device-specific pain patterns to inform targeted interventions. Registration number PROSPERO ID: CRD42024599339.</p>","PeriodicalId":21788,"journal":{"name":"Sports Medicine - Open","volume":"12 1","pages":"1"},"PeriodicalIF":5.9,"publicationDate":"2026-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12764727/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145893303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Video Review and Clinical Screening of Suspected and Medically Diagnosed Concussions in the National Rugby League Women's Premiership. 国家橄榄球联盟女子超级联赛中疑似脑震荡和医学诊断脑震荡的视频回顾和临床筛查。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2025-12-29 DOI: 10.1186/s40798-025-00965-z
Shreya McLeod, Douglas P Terry, Grant L Iverson, Andrew J Gardner

Background: The National Rugby League Women's (NRLW) Premiership, created in 2018 as a professional Australian women's rugby league competition, administers the Sport Concussion Assessment Tool-5th Edition (SCAT5) as part of the game day Head Injury Assessment (HIA). This study aimed to: (i) examine the frequency of video signs of potential concussion in players removed for an HIA, (ii) compare the in-game medical evaluation results between players with concussion and those returned to play, and (iii) report the games missed before returning to match play following concussion in NRLW players.

Methods: Medical personnel and sideline video operators tagged all head impact events requiring medical evaluation via a HIA during three NRLW Premiership seasons (2018-2020). If players were suspected of sustaining a concussion, they were removed from the field for a medical assessment, which included the SCAT5. Two independent reviewers retrospectively coded the video footage of each HIA. Inter-rater reliability of video signs was calculated using Cohen's kappa (κ) and absolute percentage agreement. Video signs and medical evaluation findings were examined descriptively, and results were compared between concussed players and uninjured players who returned to the field.

Results: During the three NRLW Premiership seasons (2018-2020), there were 24 HIAs, with seven players medically diagnosed with concussion. As such, there was one HIA for every 0.88 matches and one medically diagnosed concussion every 3.00 matches. Inter-rater reliability between the two independent video reviewers was high, with the absolute percentage agreement for all concussions signs at 96.3%. On retrospective review, most NRLW players (n = 20, 83.3%) removed for a HIA did not have any consensus video signs, with three players (12.5%) displaying motor incoordination and two players (8.3%) having a blank or vacant look. On the SCAT5, concussed players had lower cognitive scores (M = 21.8 vs. 27.8, p = .01, d = 1.62) and reported more symptoms (M = 4.3 vs.1.0, p = .02, d = 1.09) with greater severity (M = 9.71 vs. 1.41, p = .02, d = 0.96) compared to those who were not diagnosed with a concussion. All players diagnosed with a concussion returned to play within two weeks of their injury.

Conclusion: Fewer than 20% of women removed from play for HIAs showed consensus video signs of possible concussion. Concussed players obtained lower cognitive tests scores and reported more symptoms, with greater severity, compared with uninjured players. Further studies with larger samples are needed to evaluate the video signs of concussion, with in-game SCAT5 scores, to improve the acute identification and management of concussions in the NRLW Premiership.

背景:国家橄榄球联盟女子(NRLW)超级联赛成立于2018年,是澳大利亚女子橄榄球职业联赛,管理运动脑震荡评估工具-第5版(SCAT5),作为比赛日头部损伤评估(HIA)的一部分。本研究旨在:(i)检查因HIA而被移除的球员中潜在脑震荡的视频迹象的频率,(ii)比较脑震荡球员和回归比赛的球员在比赛中的医疗评估结果,以及(iii)报告NRLW球员在脑震荡后重返比赛之前错过的比赛。方法:在NRLW超级联赛的三个赛季(2018-2020)中,医务人员和边线视频操作员通过HIA标记了所有需要医学评估的头部撞击事件。如果球员被怀疑患有脑震荡,他们将被带离赛场进行医疗评估,其中包括SCAT5。两名独立审查员对每个HIA的视频片段进行回顾性编码。使用Cohen’s kappa (κ)和绝对同意百分比计算视频符号的评分间信度。录像标志和医疗评估结果进行了描述性检查,并将脑震荡球员和未受伤的球员返回球场的结果进行了比较。结果:2018-2020赛季,NRLW超级联赛3个赛季共发生24起HIAs,其中7名球员经医学诊断为脑震荡。因此,每0.88场比赛就有一次HIA,每3.00场比赛就有一次医学诊断的脑震荡。两名独立视频评论者之间的评分可信度很高,对所有脑震荡迹象的绝对一致百分比为96.3%。在回顾性分析中,大多数因HIA而被移除的NRLW球员(n = 20, 83.3%)没有任何一致的视频迹象,其中3名球员(12.5%)表现为运动不协调,2名球员(8.3%)表现为茫然或茫然。在SCAT5测试中,脑震荡运动员的认知得分较低(M = 21.8 vs. 27.8, p =。0.01, d = 1.62),报告的症状更多(M = 4.3 vs.1.0, p = 1.62)。02, d = 1.09),严重程度更高(M = 9.71 vs. 1.41, p = 1.09)。02, d = 0.96),与未被诊断为脑震荡的人相比。所有被诊断为脑震荡的球员都在受伤后的两周内恢复了比赛。结论:只有不到20%的女性因HIAs退出比赛显示出一致的可能脑震荡的视频迹象。与未受伤的球员相比,脑震荡球员的认知测试得分较低,报告的症状更多,更严重。为了提高NRLW超级联赛脑震荡的急性识别和管理水平,需要进一步的大样本研究来评估脑震荡的视频迹象,并结合比赛中的SCAT5评分。
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引用次数: 0
Correction: Sport-related Concussion Can be Prevented by Injury Prevention Program: A Systematic Review and Meta-analysis of Prospective, Controlled Studies. 修正:运动相关脑震荡可以通过伤害预防项目来预防:前瞻性对照研究的系统回顾和荟萃分析。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2025-12-28 DOI: 10.1186/s40798-025-00972-0
Yan-Long Chen, Tsung-Yeh Chou, Ming-Chih Sung, Yu-Lun Huang
{"title":"Correction: Sport-related Concussion Can be Prevented by Injury Prevention Program: A Systematic Review and Meta-analysis of Prospective, Controlled Studies.","authors":"Yan-Long Chen, Tsung-Yeh Chou, Ming-Chih Sung, Yu-Lun Huang","doi":"10.1186/s40798-025-00972-0","DOIUrl":"10.1186/s40798-025-00972-0","url":null,"abstract":"","PeriodicalId":21788,"journal":{"name":"Sports Medicine - Open","volume":"11 1","pages":"163"},"PeriodicalIF":5.9,"publicationDate":"2025-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12745336/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145850645","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effect of Physical Exercise on Esports Performance in First-Person Shooter Gamers: A Six-Week Randomized Controlled Trial. 体育锻炼对第一人称射击游戏玩家电子竞技表现的影响:一项为期六周的随机对照试验
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2025-12-24 DOI: 10.1186/s40798-025-00970-2
Di Tang, Xin Zhang, Ray Wai-Keung Ho, Siu Ming Choi, Zheng Ye, Mark J Campbell, Raymond Kim-Wai Sum

Background: Esports has gained recognition as an official sport by multiple countries and organizations, featuring in international events like the Asian Games. Despite its growing prominence as a competitive sport, research on esports performance remains limited. Recent studies suggest that physical exercise, particularly high-intensity interval training (HIIT), can enhance cognitive functions and gaming performance. However, these studies have primarily focused on immediate or warm-up effects, leaving a gap in understanding the longer-term impact of such training interventions on esports performance.

Results: This study investigates the effects of a six-week HIIT program on esports performance in first-person shooter (FPS) gamers. Healthy adult FPS gamers aged 18-29 were recruited through various platforms and randomly assigned to either an intervention group, which participated in a six-week HIIT program, or a control group. A total of 83 participants completed the study. The intervention group demonstrated significant improvements in key FPS skills, including flicking, tracking, decision-making, reaction time, and shooting accuracy. Additionally, the HIIT program enhanced VO2max and sleep quality, with a moderate correlation observed between changes in VO2max and reaction time over the six-week period. However, no significant enhancements were observed in mental toughness and self-regulation.

Conclusion: A six-week HIIT program can improve gaming performance and overall well-being in esports players. Future research should explore the neurophysiological mechanisms behind these benefits and evaluate other physical training modalities. This study provides insights into how exercise can optimize esports performance and support a balanced lifestyle for gamers. Trial Registration ChiCTR2400083252 (Chinese Clinical Trial Registry).

背景:电子竞技已经被多个国家和组织认可为官方体育项目,在亚运会等国际赛事中也有出现。尽管电子竞技作为一项竞技运动日益突出,但对其表现的研究仍然有限。最近的研究表明,体育锻炼,特别是高强度间歇训练(HIIT),可以提高认知功能和游戏表现。然而,这些研究主要集中在即时或热身效果上,在理解这种训练干预对电子竞技表现的长期影响方面存在空白。结果:本研究调查了为期六周的HIIT计划对第一人称射击游戏(FPS)玩家电子竞技表现的影响。研究人员通过各种平台招募了18-29岁的健康成年FPS游戏玩家,并将他们随机分配到干预组和对照组。干预组参与了为期六周的HIIT项目。共有83名参与者完成了这项研究。干预组在弹幕、追踪、决策、反应时间和射击精度等关键FPS技能上有显著提高。此外,HIIT计划提高了VO2max和睡眠质量,在六周的时间里,VO2max和反应时间的变化之间存在适度的相关性。然而,在心理韧性和自我调节方面没有明显的增强。结论:为期六周的HIIT项目可以提高电子竞技选手的游戏表现和整体幸福感。未来的研究应该探索这些益处背后的神经生理机制,并评估其他体育训练方式。这项研究提供了锻炼如何优化电子竞技表现和支持玩家平衡生活方式的见解。试验注册ChiCTR2400083252(中国临床试验注册中心)
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引用次数: 0
Correction: Effect of Exercise Training with Consideration of Potential Moderating Variables in Patients with Atrial Fibrillation: A Systematic Review and Meta-Analysis. 修正:考虑潜在调节变量的运动训练对房颤患者的影响:一项系统回顾和荟萃分析。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2025-12-18 DOI: 10.1186/s40798-025-00964-0
Agustín Manresa-Rocamora, Laura Fuertes-Kenneally, Noemí Sempere-Ruiz, Carles Blasco-Peris, Alicia Ibáñez-Criado, Vicente Climent-Payá, José Manuel Sarabia
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引用次数: 0
The Efficacy of Interventions Targeting 24-h Movement Behaviours in Children and Adolescents: A Systematic Review and Meta-analysis. 针对儿童和青少年24小时运动行为的干预措施的有效性:系统回顾和荟萃分析。
IF 5.9 2区 医学 Q1 SPORT SCIENCES Pub Date : 2025-12-16 DOI: 10.1186/s40798-025-00961-3
Jie Feng, Xinyi Yin, Yangyang Shen, Yuchen Wang, Jingjing Jia, Yang Liu

Background: While the concept of "24-h movement behaviours" has gained attention, and correlational studies have shown its importance for health outcomes among children and adolescents, there is still no comprehensive review summarising the efficacy of such interventions in changing specific behaviour. This systematic review, therefore, aimed to examine the efficacy of interventions targeting 24-h movement behaviours on physical activity, sedentary behaviour/screen time, and sleep duration.

Methods: A systematic search was conducted on February 1, 2024, across six databases (MEDLINE, PsycINFO, EMBASE, PubMed, Web of Science, and SPORTDiscus). Included articles were interventions targeting 24-h movement behaviours simultaneously (physical activity, sedentary behaviour/screen time, and sleep duration) in children and adolescents aged under 18 years. Data were analysed using random effects meta-analysis, and the risk of bias was assessed using the Cochrane risk-of-bias tool.

Results: The literature search identifed 1849 articles, and 20 studies met the inclusion criteria, with 9 of them included in the meta-analysis. A pooled 26-min decrease was observed in screen time (95% CI =  - 48.52, - 3.91, I2 = 86%), and an 8-min increase was found in sleep duration (95% CI = 3.52, 12.33, I2 = 27%), while no significant changes were observed in physical activity and total sedentary behaviour.

Conclusion: Interventions targeting a combination of 24-h movement behaviours have demonstrated efficacy in decreasing screen time and improving sleep duration, while the efficacy in physical activity and total sedentary behaviour warrants further exploration. The findings from this systematic review on 24-h movement behaviour interventions highlight the potential to leverage the interconnectedness of different movement behaviours, particularly in targeting screen time reduction and sleep duration enhancement. These insights can inform the development of more effective, holistic interventions and policies that promote comprehensive approaches to physical activity, sedentary behaviour, and sleep duration among children and adolescents.

背景:虽然“24小时运动行为”的概念已引起关注,相关研究表明其对儿童和青少年健康结果的重要性,但仍没有全面的综述总结此类干预措施在改变特定行为方面的功效。因此,本系统综述旨在研究针对24小时运动行为的干预措施对身体活动、久坐行为/屏幕时间和睡眠时间的影响。方法:系统检索于2024年2月1日在6个数据库(MEDLINE、PsycINFO、EMBASE、PubMed、Web of Science和SPORTDiscus)中进行。纳入的文章是针对18岁以下儿童和青少年24小时同时运动行为(身体活动、久坐行为/屏幕时间和睡眠时间)的干预措施。数据分析采用随机效应荟萃分析,偏倚风险评估采用Cochrane偏倚风险工具。结果:文献检索共纳入1849篇文献,20篇符合纳入标准,其中9篇纳入meta分析。总的来说,屏幕时间减少了26分钟(95% CI = - 48.52, - 3.91, I2 = 86%),睡眠时间增加了8分钟(95% CI = 3.52, 12.33, I2 = 27%),而体力活动和总久坐行为没有显著变化。结论:针对24小时运动行为组合的干预措施已证明在减少屏幕时间和改善睡眠时间方面有效,而在体力活动和总久坐行为方面的效果有待进一步探索。这项对24小时运动行为干预的系统综述的发现强调了利用不同运动行为之间的相互联系的潜力,特别是在减少屏幕时间和增加睡眠时间方面。这些见解可以为制定更有效、更全面的干预措施和政策提供信息,促进对儿童和青少年的身体活动、久坐行为和睡眠时间采取综合方法。
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Sports Medicine - Open
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