Study Results
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View full resultsBasic Information
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COMPLETED
NA
30 participants
INTERVENTIONAL
2012-09-30
2014-09-30
Brief Summary
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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.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
CROSSOVER
PREVENTION
NONE
Study Groups
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Active video gaming
Playing Kinect
Active video gaming
Passive video gaming
Resting
Passive video gaming
Playing Xbox 360
Active video gaming
Passive video gaming
Resting
Resting
Stay seated on a comfortable chair
Active video gaming
Passive video gaming
Resting
Interventions
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Active video gaming
Passive video gaming
Resting
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
* 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
13 Years
17 Years
ALL
Yes
Sponsors
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Canadian Institutes of Health Research (CIHR)
OTHER_GOV
Children's Hospital of Eastern Ontario
OTHER
Responsible Party
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Jean-Philippe Chaput
Junior Research Chair
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
Countries
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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.
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.
Other Identifiers
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272112
Identifier Type: -
Identifier Source: org_study_id
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