Nutritional Adaptations to Physical or Sedentary Activities in Youth

NCT ID: NCT01912300

Last Updated: 2013-07-31

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

WITHDRAWN

Clinical Phase

NA

Study Classification

INTERVENTIONAL

Study Start Date

2013-07-31

Study Completion Date

2014-07-31

Brief Summary

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Sedentary behaviors have been shown to increase food consumption among youth and adults. The recent active video games devices have been suggested to compensate for the increased energy intake they induce by the increased energy expenditure they generate. To date no study has been conducted to question whether or not such modern sedentary activities induce energy consumption modification in youth. The aim of this work is to compare the impact of a passive video games vs. active video games vs. physical exercise in terms of subsequent energy intake and appetite feelings in normal weight and obese youth.

Detailed Description

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After a medical inclusion, the adolescents will have to realise a DXA to assess their body composition and a submaximal exercise to evaluate their aerobic capacities.

They will have then to enter the laboratory on three different occasions in a randomized order from 8am to 730pm: At 8am they will receive a calibrated breakfast. then, at 1045; they will have to complete one of the experimental condition: 1) one hour of passive video game; 2) one hour of active video game; 3) a cycling exercise. at 1215 and 0630pm, they will be offered ad libitum meals. At regular intervals through the day, their appetite feelings will be assessed using Visual analogue scales.

Energy expenditure will be assessed thanks to cardiofrequencemeters during the 1h PVG and and by indirect calomitery (K4b2) during the active video game.

Ad libitum energy consumption will be assessed by investigators and recorded for each participants.

Conditions

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Passive Video Games (PVG) Active Video Games (AVG) Exercise (EX)

Study Groups

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Lean adolescents

Group Type EXPERIMENTAL

experimental condition: Passvice Video game; Avtive Video game; Exercise

Intervention Type BEHAVIORAL

Obese adolescents

Group Type EXPERIMENTAL

experimental condition: Passvice Video game; Avtive Video game; Exercise

Intervention Type BEHAVIORAL

Interventions

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experimental condition: Passvice Video game; Avtive Video game; Exercise

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* male
* 12-15 years old
* BMI defining obesity (Cole et al., 2000)
* Not being under diet restriction
* Information and consent forms have to be signed by the adolescent and his legal representative
* being registered to the national social security system

Exclusion Criteria

* Being under medication
* contraindication to exercise
* smokers
* dieting
Minimum Eligible Age

12 Years

Maximum Eligible Age

15 Years

Eligible Sex

MALE

Accepts Healthy Volunteers

Yes

Sponsors

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Université Blaise Pascal, Clermont-Ferrand

OTHER

Sponsor Role lead

Responsible Party

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THIVEL David

PhD scientist

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Laboratory AME2P

Aubière, , France

Site Status

Countries

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France

Other Identifiers

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AU1033

Identifier Type: -

Identifier Source: org_study_id