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Kulecka M, Fraczek B, Balabas A, Czarnowski P, Zeber-Lubecka N, Zapala B, Baginska K, Glowienka M, Szot M, Skorko M, Kluska A, Piatkowska M, Mikula M, Ostrowski J. Characteristics of the gut microbiome in esports players compared with those in physical education students and professional athletes. Front Nutr 2023; 9:1092846. [PMID: 36726816 PMCID: PMC9884692 DOI: 10.3389/fnut.2022.1092846] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2022] [Accepted: 12/30/2022] [Indexed: 01/18/2023] Open
Abstract
Introduction Esports is a category of competitive video games that, in many aspects, may be similar to traditional sports; however, the gut microbiota composition of players has not been yet studied. Materials and methods Here, we investigated the composition and function of the gut microbiota, as well as short chain fatty acids (SCFAs), and amino acids, in a group of 109 well-characterized Polish male esports players. The results were compared with two reference groups: 25 endurance athletes and 36 healthy students of physical education. DNA and metabolites isolated from fecal samples were analyzed using shotgun metagenomic sequencing and mass spectrometry, respectively. Physical activity and nutritional measures were evaluated by questionnaire. Results Although anthropometric, physical activity and nutritional measures differentiated esports players from students, there were no differences in bacterial diversity, the Bacteroidetes/Firmicutes ratio, the composition of enterotype clusters, metagenome functional content, or SCFA concentrations. However, there were significant differences between esports players and students with respect to nine bacterial species and nine amino acids. By contrast, all of the above-mentioned measures differentiated professional athletes from esports players and students, with 45 bacteria differentiating professional athletes from the former and 31 from the latter. The only species differentiating all three experimental groups was Parabacteroides distasonis, showing the lowest and highest abundance in esports players and athletes, respectively. Conclusion Our study confirms the marked impact of intense exercise training on gut microbial structure and function. Differences in lifestyle and dietary habits between esports players and physical education students appear to not have a major effect on the gut microbiota.
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Affiliation(s)
- Maria Kulecka
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland,Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Barbara Fraczek
- Department of Sports Medicine and Human Nutrition, Institute of Biomedical Sciences, University of Physical Education, Krakow, Poland
| | - Aneta Balabas
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Paweł Czarnowski
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland,Department of Biochemistry, Radioimmunology and Experimental Medicine, The Children's Memorial Health Institute, Warsaw, Poland
| | - Natalia Zeber-Lubecka
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland,Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Barbara Zapala
- Department of Clinical Biochemistry, Faculty of Medicine, Jagiellonian University Medical College, Krakow, Poland
| | - Katarzyna Baginska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Maria Glowienka
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Monika Szot
- Department of Sports Dietetics, Gdansk University of Physical Education and Sport, Gdansk, Poland
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences, Warsaw, Poland
| | - Anna Kluska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Magdalena Piatkowska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Michał Mikula
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Jerzy Ostrowski
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland,Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland,*Correspondence: Jerzy Ostrowski ✉
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Kowalczyk‐Grębska N, Skorko M, Dobrowolski P, Kossowski B, Myśliwiec M, Hryniewicz N, Gaca M, Marchewka A, Kossut M, Brzezicka A. Lenticular nucleus volume predicts performance in real-time strategy game: cross-sectional and training approach using voxel-based morphometry. Ann N Y Acad Sci 2021; 1492:42-57. [PMID: 33372699 PMCID: PMC8246877 DOI: 10.1111/nyas.14548] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 11/05/2020] [Accepted: 11/18/2020] [Indexed: 01/17/2023]
Abstract
It is unclear why some people learn faster than others. We performed two independent studies in which we investigated the neural basis of real-time strategy (RTS) gaming and neural predictors of RTS game skill acquisition. In the first (cross-sectional) study, we found that experts in the RTS game StarCraft® II (SC2) had a larger lenticular nucleus volume (LNV) than non-RTS players. We followed a cross-validation procedure where we used the volume of regions identified in the first study to predict the quality of learning a new, complex skill (SC2) in a sample of individuals who were naive to RTS games (a second (training) study). Our findings provide new insights into how the LNV, which is associated with motor as well as cognitive functions, can be utilized to predict successful skill learning and be applied to a much broader context than just video games, such as contributing to optimizing cognitive training interventions.
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Affiliation(s)
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of SciencesWarsawPoland
| | | | - Bartosz Kossowski
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Monika Myśliwiec
- Faculty of PsychologySWPS University of Social Sciences and HumanitiesWarsawPoland
| | - Nikodem Hryniewicz
- CNS Lab, Nalecz Institute of Biocybernetics and Biomedical Engineering, Polish Academy of SciencesWarsawPoland
| | - Maciej Gaca
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Artur Marchewka
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Małgorzata Kossut
- Laboratory of Neuroplasticity, Department of Molecular and Cellular NeurobiologyNencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Aneta Brzezicka
- Faculty of PsychologySWPS University of Social Sciences and HumanitiesWarsawPoland
- Department of NeurosurgeryCedars‐Sinai Medical CenterLos AngelesCalifornia
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Dobrowolski P, Skorko M, Myśliwiec M, Kowalczyk-Grębska N, Michalak J, Brzezicka A. Perceptual, Attentional, and Executive Functioning After Real-Time Strategy Video Game Training: Efficacy and Relation to In-Game Behavior. J Cogn Enhanc 2021. [DOI: 10.1007/s41465-021-00211-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Abstract
AbstractRecent meta-analyses and meta-analytic reviews of most common approaches to cognitive training broadly converge on describing a lack of transfer effects past the trained task. This also extends to the more recent attempts at using video games to improve cognitive abilities, bringing into question if they have any true effects on cognitive functioning at all. Despite this, video game training studies are slowly beginning to accumulate and provide evidence of replicable improvements. Our study aimed to train non-video game playing individuals in the real-time strategy video game StarCraft II in order to observe any subsequent changes to perceptual, attentional, and executive functioning. Thirty hours of StarCraft II training resulted in improvements to perceptual and attentional abilities, but not executive functioning. This pattern of results is in line with previous research on the more frequently investigated “action” video games. By splitting the StarCraft II training group into two conditions of “fixed” and “variable” training, we were also able to demonstrate that manipulating the video game environment produces measurable differences in the amount of cognitive improvement. Lastly, by extracting in-game behavior features from recordings of each participant’s gameplay, we were able to show a direct correlation between in-game behavior change and cognitive performance change after training. These findings highlight and support the growing trend of more finely detailed and methodologically rigorous approaches to studying the relationship between video games and cognitive functioning.
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Kowalczyk N, Shi F, Magnuski M, Skorko M, Dobrowolski P, Kossowski B, Marchewka A, Bielecki M, Kossut M, Brzezicka A. Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study. Hum Brain Mapp 2018; 39:3742-3758. [PMID: 29923660 DOI: 10.1002/hbm.24208] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2017] [Revised: 03/28/2018] [Accepted: 04/29/2018] [Indexed: 01/17/2023] Open
Abstract
Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal areas and within occipital areas in RTS players compared to NVGPs. Additionally, the RTS group had an altered topological organization of their structural network, expressed in local efficiency within the occipito-parietal subnetwork. Furthermore, the positive association between network metrics and time spent playing RTS games suggests a close relationship between extensive, long-term RTS game play and neuroplastic changes. These results indicate that long-term and extensive RTS game experience induces alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing.
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Affiliation(s)
- Natalia Kowalczyk
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Feng Shi
- Biomedical Imaging Research Institute, Cedars-Sinai Medical Center, Los Angeles, California
| | - Mikolaj Magnuski
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences, Warsaw, Poland
| | | | - Bartosz Kossowski
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw, Poland
| | - Artur Marchewka
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw, Poland
| | - Maksymilian Bielecki
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Malgorzata Kossut
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.,Laboratory of Neuroplasticity, Department of Molecular and Cellular Neurobiology, Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw, Poland
| | - Aneta Brzezicka
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.,Department of Neurosurgery, Cedars-Sinai Medical Center, Los Angeles, California
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Sobczyk B, Dobrowolski P, Skorko M, Michalak J, Brzezicka A. Issues and advances in research methods on video games and cognitive abilities. Front Psychol 2015; 6:1451. [PMID: 26483717 PMCID: PMC4586355 DOI: 10.3389/fpsyg.2015.01451] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2015] [Accepted: 09/10/2015] [Indexed: 11/13/2022] Open
Abstract
The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
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Affiliation(s)
- Bart Sobczyk
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| | | | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences Warsaw, Poland
| | - Jakub Michalak
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| | - Aneta Brzezicka
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
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Dobrowolski P, Pochwatko G, Skorko M, Bielecki M. The effects of virtual experience on attitudes toward real brands. Cyberpsychol Behav Soc Netw 2013; 17:125-8. [PMID: 23981148 DOI: 10.1089/cyber.2012.0613] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Although the commercial availability and implementation of virtual reality interfaces has seen rapid growth in recent years, little research has been conducted on the potential for virtual reality to affect consumer behavior. One unaddressed issue is how our real world attitudes are affected when we have a virtual experience with the target of those attitudes. This study compared participant (N=60) attitudes toward car brands before and after a virtual test drive of those cars was provided. Results indicated that attitudes toward test brands changed after experience with virtual representations of those brands. Furthermore, manipulation of the quality of this experience (in this case modification of driving difficulty) was reflected in the direction of attitude change. We discuss these results in the context of the associative-propositional evaluation model.
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Affiliation(s)
- Pawel Dobrowolski
- 1 Institute of Psychology , Polish Academy of Sciences, Warsaw, Mazowieckie, Poland
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