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Effects of TeaCrine® (theacrine), Dynamine™ (methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario

Michael B. La Monica, Jennifer B. Listman, Ian Donovan, Taylor E. Johnson, David J. Heeger, Wayne E Mackey
doi: https://doi.org/10.1101/2021.04.21.440794
Michael B. La Monica
1The Center for Applied Health Sciences, Canfield, Ohio, USA
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  • For correspondence: ml@thecahs.com
Jennifer B. Listman
2Statespace Labs, Inc., New York, NY, USA
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Ian Donovan
2Statespace Labs, Inc., New York, NY, USA
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Taylor E. Johnson
2Statespace Labs, Inc., New York, NY, USA
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David J. Heeger
2Statespace Labs, Inc., New York, NY, USA
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Wayne E Mackey
2Statespace Labs, Inc., New York, NY, USA
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Abstract

Purpose To compare the effects of purported cognitive enhancing dietary bioactive ingredients on subjective and objective measures of cognitive and motor performance during a first-person shooter video game.

Methods Using a placebo-controlled crossover design, nine healthy men (23.4±5.7 yr, 178.9±5.8cm, 86.0±17.1kg) completed four 20-minute gaming sessions designed to assess cognitive, motor, and perceptual skills via artificial intelligence-driven battery of tasks (Aim Lab). Participants ingested either a placebo (PL), caffeine (CAFF), or caffeine + methylliberine (Dynamine™) + theacrine (TeaCrine®) (CMT). Before and after each gaming session participants rated various feelings of affect. Data were analyzed using mixed factorial ANOVA, bootstrapping post-hoc tests with 95% confidence intervals, and effect sizes.

Results Compared to PL, self-assessed performance was significantly increased in CMT vs. PL (p=0.035) and self-assessed jitteriness was increased by CAFF vs. PL (p=0.043). CMT was associated with a greater improvement of participants’ visuo-spatial working memory from baseline vs. PL (p=0.04) and CAFF (p=0.033). CAFF had a greater decrease in reaction time for false alarms (indicating diminished cognitive control) from baseline vs. PL (p=0.002) and CMT (p=0.001) and a greater increase for time on target tracking vs. PL (p=0.008) and CMT (p=0.047). Compared to PL, CMT was associated with a greater decrease in median kill time (indicating improved speed) (p=0.017). Compared to PL, systolic blood pressure was significantly increased by CAFF (p=0.025) and CMT (p=0.020) but remained within normal limits.

Conclusions Acute CMT supplementation improved cognitive and motor abilities in recreational gamers. The addition of theacrine and methylliberine to caffeine may lessen some undesirable effects of isolated caffeine ingestion on cognitive control and jitteriness.

Competing Interest Statement

DH and WM are officers at Statespace. DH, WM, ID, JL, and TJ own equity in Statespace. ML reports no conflicts of interest.

Copyright 
The copyright holder for this preprint is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. All rights reserved. No reuse allowed without permission.
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Posted April 22, 2021.
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Effects of TeaCrine® (theacrine), Dynamine™ (methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario
Michael B. La Monica, Jennifer B. Listman, Ian Donovan, Taylor E. Johnson, David J. Heeger, Wayne E Mackey
bioRxiv 2021.04.21.440794; doi: https://doi.org/10.1101/2021.04.21.440794
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Effects of TeaCrine® (theacrine), Dynamine™ (methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario
Michael B. La Monica, Jennifer B. Listman, Ian Donovan, Taylor E. Johnson, David J. Heeger, Wayne E Mackey
bioRxiv 2021.04.21.440794; doi: https://doi.org/10.1101/2021.04.21.440794

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