View clinical trials related to Placebo.
Filter by:15-20 trained bodybuilding athletes were divided into caffeine gum trial (CAF) and placebo trial (PL) with a randomized, double-blind study design. The participants chewing either caffeine Gum (CAF trial, containing 5 mg/kg of caffeine) or placebo gum (PL) for 10 minutes. After rested for 15 minutes, Participants used the bicycle to adjust the pedal resistance and speed according to their own feelings until they were dehydrated to 2% of their original body weight.
20 trained sprinter were divided into caffeine Gum trial (CAF) and Placebo trial (PL) with a randomized, double-blind study design. The participants chewing either caffeine Gum (CAF trial, containing 3 mg/kg of caffeine) or Placebo Gum (PL) for 10 minutes. The outcomes are Running-Based Anaerobic Sprint Test and 400-meter sprint test was performed.
This project examines, in chronic pain, the mechanisms of immersive virtual reality compared to the mechanisms of placebo hypoalgesia. The potential of developing new non-pharmacological premises for low-risk interventions for pain management is high.
This is a study to see how effective oral naltrexone is as treatment for prolonged grief disorder (PGD). Participants will take their assigned medication for 8 weeks, with monthly visits to assess symptom severity, social connectedness, and adverse reactions.
The aim of this study was to compare the effects of cold water intermittent ion (CWI), carbohydrate and protein supplementation (SUPPL), and active recovery (ACT) on creatine kinase (CK), perceptual and performance markers of recovery in elite basketball players after a specific fatigue protocol. Fifteen elite basketball players participated in this crossover controlled trial. All participants were randomly measured in 4 conditions of the recovery method 1 week apart after a fatigue exercise protocol (~ 45 'of high intensity intermittent effort with specific basketball movements). The recovery methods consist of CWI at 10oC in periods of 2 minutes submerged and 2 minutes out of the water, supplementation with 0.3gr / kg of maltodextrin and 0.2gr / kg of neutral whey protein in 0.5 liters of water, pedaling ACT for 25 minutes at 50% of maximum heart rate or a placebo drink (PLA). The Visual Analogue Fatigue Scale (VAS), Perceived Exercise Rate (RPE), CK and physical performance (jumping, speed, isometric and dynamic tests of resistance to squats) were measured before, after and 24 hours after of the protocol. The VAS scale and RPE were also measured immediately after application of the recovery method. Repeated 2-way post-hoc comparisons of ANOVA and Bonferroni measures were applied, with a significance set at P <0.05.
Purpose: investigators explored the effect of 3 mg/kg of caffeine supplementation on the cognitive ability and shooting performance of trained e-sports players. Methods: investigators recruited nine e-sports players who had received professional training in e-sports and had won at least eighth place in national-level e-sports shooting competitions. After performing three to five familiarization tests, investigators employed a randomized crossover design to divide participants into a caffeine trial (CAF) and a placebo trial (PL). The CAF group took capsules with 3 mg/kg of caffeine, whereas the PL group took a placebo capsule. After a 1-h rest, the Stroop task, visual search ability test, and the shooting ability test were conducted.
Beta-alanine is considered as ergogenic aids with good to strong evidence for improving sports performance in specific sports context scenarios. However, most of the studies has been realized in endurance, with limited evidence in intermittent sports, especially in racket sports. Thus, the aim of this study was to explore the effects of 4-weeks ingestion of beta-alanine on neuromuscular performance in well-trained tennis players.
The investigators administer a functional neuroimaging task to investigate the effect of cue expectancy on participants' self-reported ratings across a variety of affective and cognitive domains. The experiment incorporates three tasks in which participants experience and rate 1) somatic pain, 2) vicarious pain, and 3) cognitive effort. In the somatic pain task, participants receive a brief thermal stimulus administered to a site on their arm; in the vicarious pain task, participants watch a short video clip of a patient with back/shoulder pain; in the cognitive effort task, participants perform a cognitively demanding "mental rotation" task that requires them to indicate whether two 3D objects are the same or different when rotated along the y-axis. Each trial follows a sequence that begins with a fixation, followed by a social influence cue, then an expectation rating, followed by a condition-specific stimulus, and then, an actual rating of the outcome experience. There are four events of interest: 1) cue perception, 2) expectation rating, 3) stimulus experience, and 4) outcome rating. First, participants are presented with a cue that depicts how other participants responded to the upcoming stimulus ("cue perception"). Although the participant is told these are real ratings, they are in fact, fabricated data points that vary in intensity (low, high). Then, based on the provided cues, participants are prompted to report their expectation of the upcoming stimulus intensity ("expectation rating") After providing an expectation rating, participants are presented with a condition-specific stimulus (somatic pain, vicarious pain, or cognitive effort) that also varies in three levels of low, medium, high stimulus intensity ("stimulus experience"). Once the stimulus presentation has concluded, participants are prompted to provide an actual rating of their experience ("outcome rating"). For the somatic pain condition, participants rate their expectations and actual experience of how painful the stimulus was; for the vicarious pain condition, they rate their expectations and actual perception of how much pain the patient was in; and for the cognitive condition, the participant provides expectation and actual ratings of task difficulty.
Beetroot juice supplementation has shown the capacity for provoking different physiological effects (e.g. vasodilation and muscle contraction increments). However, the effects of beetroot juice ingestion on neuromuscular performance in women older adults are barely studied. In this randomized placebo-controlled study, we investigated the effects of beetroot acute supplementation in improving neuromuscular performance in women older adults
Rugby is a team sport characterized by high-intermittent efforts, due to the importance of realizing intermittent and explosive efforts in rugby the use of nutritional strategies such as beetroot ingestion should be explored with the aim to enhance the capacity for repeating high-intensity actions in female players.