Active Video Games and Appetite Control in Adolescents

NCT ID: NCT01655901

Last Updated: 2019-08-19

Study Results

Results available

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Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

30 participants

Study Classification

INTERVENTIONAL

Study Start Date

2012-09-30

Study Completion Date

2014-09-30

Brief Summary

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STATEMENT OF THE PROBLEM: Video games have enormous mass appeal, are omnipresent in the daily schedule of most children and youth and have been linked to the obesity epidemic. The investigators research group recently reported that sedentary video game playing increases food intake in adolescents. Interestingly, the overconsumption of food associated with seated video game play was observed without increased sensations of hunger and appetite, as previously observed with television viewing. Active video games offer an appealing opportunity for increasing energy expenditure and promoting healthy body weight among children and youth who might otherwise be spending time in sedentary screen-based activities. However, significant increases in energy expenditure as a result of active video game play might be of little importance to energy balance if one compensates by increasing energy intake and/or decreasing physical activity. Studies to date have failed to measure energy intake so it is currently unknown the effects of active video games on daily energy balance.

OBJECTIVE: The main aim of this study is to examine the acute effects of playing active video games on energy intake and expenditure.

HYPOTHESIS: The investigators hypothesize that the increase in energy expenditure promoted by active video games will be offset by compensatory adjustments in food intake and spontaneous physical activity subsequent to the intervention.

RESEARCH PLAN: With the use of a randomized crossover design, 30 normal-weight and 30 obese adolescents between 13 and 17 years of age will complete three 1-hour experimental conditions, namely (1) resting in a sitting position (control condition), (2) playing Xbox 360 (sedentary video game condition) and (3) playing Kinect (active video game condition), followed by an ad libitum lunch. The primary outcomes will be acute (24-h) and short-term (3-day) energy intake and expenditure. Food intake will be measured using an ad libitum test meal immediately following the intervention, a food menu for the remainder of the day and a dietary record for the subsequent 3-day period. Energy expenditure will be measured using indirect calorimetry during the intervention and an Actical accelerometer for the subsequent 3-day period. Secondary outcomes will include appetite sensations (visual analogue scales), stress markers (heart rate variability, blood pressure, and mental workload), and levels of appetite-related hormones and substrates (glucose, insulin, cortisol, leptin, and ghrelin).

RELEVANCE: The present study is innovative and likely to result in a number of new and important findings that can inform future recommendations. If the investigators confirm our hypothesis, the clinical implication will be to rethink the strategy of promoting active video games as an intervention tool for the prevention of overweight and obesity in youth.

Detailed Description

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Conditions

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Active Video Games and Appetite Control

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

Primary Study Purpose

PREVENTION

Blinding Strategy

NONE

Study Groups

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Active video gaming

Playing Kinect

Group Type EXPERIMENTAL

Active video gaming

Intervention Type BEHAVIORAL

Passive video gaming

Intervention Type BEHAVIORAL

Resting

Intervention Type BEHAVIORAL

Passive video gaming

Playing Xbox 360

Group Type EXPERIMENTAL

Active video gaming

Intervention Type BEHAVIORAL

Passive video gaming

Intervention Type BEHAVIORAL

Resting

Intervention Type BEHAVIORAL

Resting

Stay seated on a comfortable chair

Group Type EXPERIMENTAL

Active video gaming

Intervention Type BEHAVIORAL

Passive video gaming

Intervention Type BEHAVIORAL

Resting

Intervention Type BEHAVIORAL

Interventions

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Active video gaming

Intervention Type BEHAVIORAL

Passive video gaming

Intervention Type BEHAVIORAL

Resting

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Adolescent between the ages of 13 and 17

Exclusion Criteria

* Current smoker
* Unstable body weight (±4 kg) during the 6 months preceding testing
* Excessive intake of alcohol (\>10 drinks/week) or substance abuse
* Metabolic disease (e.g. thyroid disease, heart disease, diabetes, etc)
* Celiac disease or vegetarian
* Medication use that could interfere with the outcome variables
* Highly restrained eating behavior
* Irregular eating pattern (e.g. skipping breakfast)
* Unfamiliar with the use of video games
* Inability to comply with the protocol
Minimum Eligible Age

13 Years

Maximum Eligible Age

17 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Canadian Institutes of Health Research (CIHR)

OTHER_GOV

Sponsor Role collaborator

Children's Hospital of Eastern Ontario

OTHER

Sponsor Role lead

Responsible Party

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Jean-Philippe Chaput

Junior Research Chair

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Jean-Philippe Chaput, PhD

Role: PRINCIPAL_INVESTIGATOR

Children's Hospital of Eastern Ontario Research Institute

Locations

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Children's Hospital of Eastern Ontario Research Institute

Ottawa, Ontario, Canada

Site Status

Countries

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Canada

References

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Chaput JP, Visby T, Nyby S, Klingenberg L, Gregersen NT, Tremblay A, Astrup A, Sjodin A. Video game playing increases food intake in adolescents: a randomized crossover study. Am J Clin Nutr. 2011 Jun;93(6):1196-203. doi: 10.3945/ajcn.110.008680. Epub 2011 Apr 13.

Reference Type BACKGROUND
PMID: 21490141 (View on PubMed)

Gribbon A, McNeil J, Jay O, Tremblay MS, Chaput JP. Active video games and energy balance in male adolescents: a randomized crossover trial. Am J Clin Nutr. 2015 Jun;101(6):1126-34. doi: 10.3945/ajcn.114.105528. Epub 2015 Mar 11.

Reference Type DERIVED
PMID: 25762809 (View on PubMed)

Other Identifiers

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272112

Identifier Type: -

Identifier Source: org_study_id

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