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    Novel Energy Drink Improves Cognitive Function and Mood, without Influencing Myocardial Oxygen Demand or Ventricular Repolarization in Adult Gamers: A Randomized, Double-Blind, Placebo-Controlled, Crossover Trial


    Schwager, Laura E., Helwig, Nathaniel J., Rogers, Emily M., Banks, Nile, Alpers, Justin P., Schulte, Sydni L., Lockwood, Christopher M. and Jenkins, Nathaniel D.M. (2024) Novel Energy Drink Improves Cognitive Function and Mood, without Influencing Myocardial Oxygen Demand or Ventricular Repolarization in Adult Gamers: A Randomized, Double-Blind, Placebo-Controlled, Crossover Trial. Journal of the American Nutrition Association, 43 (1). pp. 33-47. ISSN 2769-7061

    Official URL: https://doi.org/10.1080/27697061.2023.2207096

    Abstract

    There are limited available data assessing the efficacy of acute energy drink consumption on cognition and gaming performance, nor on cardiovascular safety. Objectives To examine the efficacy of acute consumption of a novel energy drink (C4S) versus placebo for improving cognitive and gaming performance and mood. Secondarily, we examined the cardiovascular safety profile of acute C4S consumption. Methods Forty-five healthy, young adult video gamers completed two experimental visits in randomized order where they consumed either C4S or a placebo and then completed a validated battery of neurocognitive tests, played five video games, and completed a mood state survey. Blood pressure (BP), heart rate (HR), oxygen saturation, and electrocardiogram measurements were taken at baseline and repeated throughout each visit. Results Acute consumption of C4S improved cognitive flexibility (absolute mean or median difference [95% CI] = +4.3 [2.2–6.4]; p < 0.001; d = 0.63), executive function (+4.3 [2.3–6.3]; p < 0.001; d = 0.63), sustained attention (+2.1 [0.6–3.6]; p = 0.01; d = 0.44), motor speed (+2.9 [0.8–4.9]; p < 0.001; d = 0.44), psychomotor speed (+3.9 [0.1–7.7]; p = 0.04; d = 0.32) working memory (+1.0 [0.1–1.9]; p = 0.02; d = 0.35), and performance in the two-dimensional visuospatial game Tetris (+463 [-419–2,065] pts; p = 0.049; d = 0.30) compared to placebo. C4S also improved Fatigue-Inertia (-1 [-3–0]; p = 0.004; d = 0.45), Vigor-Activity (+2.4 [1.3–3.6]; p < 0.001; d = 0.64), Friendliness (+0 [0–1]; p = 0.04; d = 0.32), and Total Mood Disturbance (-3 [-6–0]; p = 0.002; d = 0.44). BP increased slightly in C4S versus placebo, while HR decreased from baseline to post-drink in the C4S condition. Rate-pressure-product was higher in C4S versus placebo independent of time but did not increase from baseline. There was no effect on corrected QT interval. Conclusion Acute consumption of C4S was efficacious for cognitive performance, visuospatial gaming performance, and mood enhancement, and had no effect on myocardial oxygen demand or ventricular repolarization, despite being associated with increases in BP.
    Item Type: Article
    Keywords: Citicoline; nootropics; E-sports; energy drink; neurocognition;
    Academic Unit: Faculty of Science and Engineering > Sports Science and Nutrition
    Item ID: 20729
    Identification Number: 10.1080/27697061.2023.2207096
    Depositing User: Nile Banks
    Date Deposited: 21 Oct 2025 15:18
    Journal or Publication Title: Journal of the American Nutrition Association
    Publisher: Taylor & Francis
    Refereed: Yes
    Related URLs:
    Use Licence: This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available here

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