We used magnetic resonance imaging (MRI) and diffusion tensor imaging (DTI) to evaluate the effects of boxing on brain structure and cognition in 10 boxers (8 retired, 2 active; mean age = 45.7 years; standard deviation [SD] = 9.71) and 9 participants (mean age = 43.44; SD = 9.11) in noncombative sports. Evans Index (maximum width of the anterior horns of the lateral ventricles/maximal width of the internal diameter of the skull) was significantly larger in the boxers (F = 4.52; p = 0.050; Cohen's f = 0.531). Word list recall was impaired in the boxers (F(1,14) = 10.70; p = 0.006; f = 0.84), whereas implicit memory measured by faster reaction time (RT) to a repeating sequence of numbers than to a random sequence was preserved (t = 2.52; p < 0.04). Fractional anisotropy (FA) and the apparent diffusion coefficient (ADC) measured by tractography did not significantly differ between groups. However, DTI metrics were significantly correlated with declarative memory (e.g., left ventral striatum ADC with delayed recall, r = -0.74; p = 0.02) and with RT to the repeating number sequence (r = 0.70; p = 0.04) in the boxers. Years of boxing had the most consistent, negative correlations with FA, ranging from -0.65 for the right ventral striatum to -0.92 for the right cerebral peduncle. Years of boxing was negatively related to the number of words consistently recalled over trials (r = -0.74; p = 0.02), delayed recall (r = -0.83; p = 0.003), and serial RT (r = 0.66; p = 0.05). We conclude that microstructural integrity of white matter tracts is related to declarative memory and response speed in boxers and to the extent of boxing exposure. Implications for chronic traumatic encephalopathy are discussed.
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http://dx.doi.org/10.1089/neu.2015.4035 | DOI Listing |
Front Sports Act Living
December 2024
School of Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, United Kingdom.
It is essential in combat sports such as boxing for athletes to perceive the relevant visual information that enables them to anticipate and respond to their opponent's attacking and defensive moves. Here, we used virtual reality (VR), which enables standardization and reproducibility while maintaining perception-action coupling, to assess the influence of a gaze-contingent blur on the visual processes that underpin these boxing behaviours. Eleven elite French boxers were placed in an immersive and adaptive first-person VR environment where they had to avoid by dodging one or two punches, and then counterattack to strike their opponent.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Hospital de Clínicas de Porto Alegre, Porto Alegre, Brazil.
Background: This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional high-intensity circuit training (HICT) in improving exercise motivation, engagement, and physiological responses among 30 healthy medical students.
Objective: The purpose was to compare the VR HIIT protocol, which involved using an Oculus Quest 2 for a futuristic exoskeleton game experience, with a traditional 12-exercise HICT.
Methods: In total, 30 medical students engaged in both VR HIIT, using an Oculus Quest 2 for a futuristic exoskeleton game experience, and a traditional 12-exercise HICT.
Sci Rep
December 2024
Department of Psychology, Northumbria University, Newcastle Upon Tyne, UK.
Research has previously documented that across a range of Olympic combat sports, wearing red is associated with a higher probability of winning contests, especially when bouts are close. Yet, the hypothesis for a red advantage has not been systematically examined across multiple tournaments. Here, we report 6,589 contest outcomes for boxing, taekwondo, and wrestling from seven Summer Olympic Games (1996-2020) and nine World Boxing Championships (2005-2021).
View Article and Find Full Text PDFPLoS One
December 2024
Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom.
Exercise is a powerful tool for disease prevention and rehabilitation. Commercially available virtual reality (VR) devices and apps offer an immersive platform to gamify exercise and potentially enhance physiological and psychological benefits. However, no work has compared immersive exercise to closely matched 2D screen-based equivalents with the same visual and auditory stimuli.
View Article and Find Full Text PDFBackground: Anemia indicates low blood hemoglobin levels and has become a public health problem among adolescents in developing countries. The prevalence among adolescent athletes and its effect on physical fitness has not been studied in Ghana. The study aimed to assess the impact of anemia on physical fitness among adolescent athletes in Ghana.
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