PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects
NCT ID: NCT01523795
Last Updated: 2012-02-01
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
120 participants
INTERVENTIONAL
2010-10-31
2011-02-28
Brief Summary
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Detailed Description
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An additional goal of this study is to provide insight into the possible pathways by which TV and video games differentially affect intake and expenditure. Distraction from the real world (also called presence or engagement) will be analyzed to determine if a) these variables differ across groups and b) if these variables explain differences in energy intake and/or expenditure. The TV group will watch TV shows using Netflix streaming service, which will allow them to choose from a variety of popular shows without viewing commercials. As the investigators are primarily interested in satiety and hand occupation effects, the lack of commercials will allow us to eliminate food advertisements as a causal factor.
Finally, the third major goal of the study is to investigate how young adults choose screen-based media. In the two video game arms, participants will be allowed to choose to play any of 10 provided games, and in the TV group, participants will be able to choose from hundreds of options. Choices of game/program, time spent on each game/program, and psychological reactions to each game will be measured and analyzed.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
NONE
Study Groups
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Motion-controlled video gaming
Participants played motion-controlled video games that involved at least throwing, hitting, or dancing motions using a Wii or Xbox 360 console for one hour
Motion-controlled video gaming
Play of motion-controlled video games for one hour
Traditional video gaming
Participants played traditional (handheld gamepad controller-based) video games using a Playstation 3 console for one hour
Traditional video gaming
Participants played traditional video games for one hour
Television watching
Participants watched television via Netflix instant streaming for one hour
Television watching
Participants watched television for one hour
Interventions
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Motion-controlled video gaming
Play of motion-controlled video games for one hour
Traditional video gaming
Participants played traditional video games for one hour
Television watching
Participants watched television for one hour
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
* Has pre-existing medical condition that precludes physical activity
* Is unable to find transportation to the study center
* Does not agree to be videotaped during the experiment
* Does not agree or is unable to fast for two hours prior to the experiment
* Is pregnant or nursing
* Weighs more than 300 pounds (required by one of the game controllers)
18 Years
35 Years
ALL
Yes
Sponsors
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University of North Carolina, Chapel Hill
OTHER
Responsible Party
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Principal Investigators
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Elizabeth J Lyons, PhD, MPH
Role: PRINCIPAL_INVESTIGATOR
University of Texas
Locations
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UNC Lineberger Comprehensive Cancer Center
Chapel Hill, North Carolina, United States
Countries
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References
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Lyons EJ, Tate DF, Ward DS, Wang X. Energy intake and expenditure during sedentary screen time and motion-controlled video gaming. Am J Clin Nutr. 2012 Aug;96(2):234-9. doi: 10.3945/ajcn.111.028423. Epub 2012 Jul 3.
Other Identifiers
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10-1415
Identifier Type: -
Identifier Source: org_study_id
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