PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

NCT ID: NCT01523795

Last Updated: 2012-02-01

Study Results

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

120 participants

Study Classification

INTERVENTIONAL

Study Start Date

2010-10-31

Study Completion Date

2011-02-28

Brief Summary

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The purpose of this study is to determine whether playing motion-controlled video games produces low caloric intake and higher caloric expenditure than watching TV or playing traditional video games.

Detailed Description

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The purpose of this study is to investigate differences in behaviors and emotions during TV watching and video game playing. Participants will be randomized to either watch TV, play traditional button-based video games, or play motion-based video games for one hour while palatable snack foods and sugar-sweetened beverages are provided within easy reaching distance. Both energy intake as well as energy expenditure during a one-hour period will be measured. All three conditions will be optimized to resemble typical in-home conditions as much as possible.

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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Obesity Physical Activity

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Blinding Strategy

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

Group Type EXPERIMENTAL

Motion-controlled video gaming

Intervention Type OTHER

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

Group Type ACTIVE_COMPARATOR

Traditional video gaming

Intervention Type OTHER

Participants played traditional video games for one hour

Television watching

Participants watched television via Netflix instant streaming for one hour

Group Type ACTIVE_COMPARATOR

Television watching

Intervention Type OTHER

Participants watched television for one hour

Interventions

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Motion-controlled video gaming

Play of motion-controlled video games for one hour

Intervention Type OTHER

Traditional video gaming

Participants played traditional video games for one hour

Intervention Type OTHER

Television watching

Participants watched television for one hour

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Between the ages of 18 and 35 years old

Exclusion Criteria

* Not at least a novice video game played (defined as having played games once or twice within the last year)
* 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)
Minimum Eligible Age

18 Years

Maximum Eligible Age

35 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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University of North Carolina, Chapel Hill

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

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

Site Status

Countries

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United States

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.

Reference Type DERIVED
PMID: 22760571 (View on PubMed)

Other Identifiers

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10-1415

Identifier Type: -

Identifier Source: org_study_id

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