NCT06890962

Brief Summary

The purpose of this study is to determine how the doses of cognitive-enhancing ingredients such as citicoline and caffeine effect the efficacy of acute energy drink consumption for improving cognitive performance (primary outcome), gaming performance, mood, energy expenditure, and fat oxidation. This study will utilize an In vivo acute response, randomized, double-blind, placebo controlled, cross-over trial study design. Participants will complete consent, complete screening, and then undergo familiarization and complete four experimental study visits. In brief, participants will consume a commercially available energy drink specifically formulated to improve cognitive performance with the standard dose of Cognizin, a reduced dose of Cognizin, a reduced dose of caffeine and Cognizin, or a placebo (water, which will be carbonated, matched for flavor, mouthfeel, etc.), then complete a battery of computer-based cognitive performance test, tasks in a video game (Tetris) to assess video game performance, have their resting metabolism analyzed, and then assessments of mood. Following a 1-week washout period, participants will return and consume one of the four remaining beverages and complete the same tasks. They will participate in four experimental visits, each time consuming a different beverage until they have consumed all beverages and completed all necessary tasks. Question(s) and Hypotheses (stated in null) Q: Does acute consumption of a new formulations (reduced active ingredients \[citicoline and caffeine\]) of a commercially available energy drink elicit similar improvements in cognitive performance, mood, energy expenditure and fat oxidation in young adults than the standard, currently marketed dose to formulation? H1: Acute consumption of the commercially available energy drink with standard dosing will improve cognitive performance compared to the reduced dose beverages and the placebo. H2: Acute consumption of the commercially available energy drink with standard dosing will improve gaming (Tetris) performance compared to the reduced dose beverages and the placebo. H3: Acute consumption of the commercially available energy drink with standard dosing will improve mood compared to the reduced dose beverages and the placebo. H4: Acute consumption of a commercially available energy drink with standard dosing will increase energy expenditure and fat oxidation compared to the reduced dose beverages and the placebo.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
34

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Jun 2023

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

June 9, 2023

Completed
6 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 1, 2023

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

December 1, 2023

Completed
6 months until next milestone

First Submitted

Initial submission to the registry

June 3, 2024

Completed
10 months until next milestone

First Posted

Study publicly available on registry

March 24, 2025

Completed
Last Updated

March 24, 2025

Status Verified

March 1, 2025

Enrollment Period

6 months

First QC Date

June 3, 2024

Last Update Submit

March 20, 2025

Conditions

Outcome Measures

Primary Outcomes (3)

  • Executive Function

    How well a subject recognizes rules, categories, and manages or navigates rapid decision making. Assessed as Shifting Attention Task (SAT) Correct Responses - SAT Errors.

    60 minutes post-drink consumption

  • Resting Fat Oxidation

    Resting fat oxidation (g/min) will be quantified from resting, fasted analyses of pulmonary gas exchange.

    50 minutes post-drink consumption

  • Video Game Performance

    Performance in the two-dimensional visuospatial game Tetris. Participants will be given four minutes of play time on Marathon mode and instructed to maximize the score (points) displayed on the screen. The total score at the end of play time will be recorded.

    90 minutes post-drink consumption

Secondary Outcomes (10)

  • Sustained Attention

    60 minutes post-drink consumption

  • Psychomotor Speed

    60 minutes post-drink consumption

  • Working Memory

    60 minutes post-drink consumption

  • Cognitive Flexibility

    60 minutes post-drink consumption

  • Resting Metabolic Rate

    50 minutes post-drink consumption

  • +5 more secondary outcomes

Other Outcomes (5)

  • Tension

    105 minutes post-drink consumption

  • Fatigue

    105 minutes post-drink consumption

  • Anger

    105 minutes post-drink consumption

  • +2 more other outcomes

Study Arms (4)

Standard Energy Drink

ACTIVE COMPARATOR

C4 Smart Energy, 1 can, administered acutely

Dietary Supplement: Energy drink consumption

Reduced Citicoline Energy Drink

EXPERIMENTAL

C4 Smart Energy Reduced Citicoline, 1 can, administered acutely

Dietary Supplement: Energy drink consumption

Reduced Citicoline and Caffeine Energy Drink

EXPERIMENTAL

C4 Smart Energy Reduced Citicoline and Caffeine, 1 can, administered acutely

Dietary Supplement: Energy drink consumption

Placebo

PLACEBO COMPARATOR

Placebo Drink devoid of active ingredients, 1 can, administered acutely

Dietary Supplement: Energy drink consumption

Interventions

Energy drink consumptionDIETARY_SUPPLEMENT

Participants will consume an energy drink (or placebo) and then undergo experimental testing after a 40 minute rest period following drink consumption.

PlaceboReduced Citicoline Energy DrinkReduced Citicoline and Caffeine Energy DrinkStandard Energy Drink

Eligibility Criteria

Age18 Years - 50 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Fitness: Healthy, recreationally trained (\>2 d/wk physical activity)
  • BMI: (\<30kg/m2) or BF \<25% (M) and \<32% (F)

You may not qualify if:

  • \<1 hr/wk playing video games
  • \>=21 servings of \>=170.5 mL (or \>=6 fl oz) caffeine beverages per week \[(PMID: 33525438)\]
  • Injury or illness
  • Habitual nicotine or cannabis use
  • Use of prescription ADD/ADHD, anti-depressant, or other central acting medication, or previously diagnosed ADD/ADHD, clinical depression, or other mental health condition
  • Use of prescription, OTC, or dietary supplements to support sleep, or having been diagnosed with a clinical sleep condition
  • Current or prior chronic (\>6 mo) illicit drug or alcohol abuse
  • Clinically diagnosed with, or taking medication for a cardiometabolic disease or disorder (e.g., Pre-diabetes, Type II diabetes, high blood pressure, chronic kidney disease, cardiovascular disease, obesity, etc.)
  • Clinically diagnosed digestive disorder or sensitivity, or regular use of OTC or dietary supplements to support gastrointestinal pain or discomfort
  • Competitive athlete
  • Failure to comply with the controls and conditions of this study

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Iowa

Iowa City, Iowa, 52242, United States

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
TRIPLE
Who Masked
PARTICIPANT, INVESTIGATOR, OUTCOMES ASSESSOR
Purpose
OTHER
Intervention Model
CROSSOVER
Model Details: 4 condition, randomized cross-over with 3-7 day washout between conditions
Sponsor Type
OTHER
Responsible Party
SPONSOR INVESTIGATOR
PI Title
Assistant Professor, Principal Investigator

Study Record Dates

First Submitted

June 3, 2024

First Posted

March 24, 2025

Study Start

June 9, 2023

Primary Completion

December 1, 2023

Study Completion

December 1, 2023

Last Updated

March 24, 2025

Record last verified: 2025-03

Locations