Metabolic Response to Playing Video Games: Two Arm Trial
NCT ID: NCT02075827
Last Updated: 2014-03-03
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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UNKNOWN
NA
72 participants
INTERVENTIONAL
2014-02-28
Brief Summary
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The investigators propose to explore this issue further by comparing the effects of different types of video games on metabolism, using a randomized controlled trial. In this study, they will compare the stress levels, heart rate, blood pressure, appetite/mood, energy consumption, grip strength, memory and saliva cortisol, leptin and ghrelin levels of subjects playing (a) competitive and (b) problem-solving video games. Measurements will be taken preceding, during and after the 1 hour intervention. Following the intervention, participants will be offered savoury and sweet foods/drinks, which will allow us to assess their appetite preferences and caloric intake.
The investigators first aim is to determine whether there is a significant difference in stress levels, eating habits and energy metabolism in the two groups. Our second aim is to determine whether there is a difference in glucose distribution to the muscles and brain between the two groups.
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Detailed Description
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Prior to the exposure, they will collect baseline data on heart rate, blood pressure, anthropometry (weight, height, waist girth), grip strength and cognitive function (memory test), as well as appetite/mood by visual analogue scale (VAS). The investigators will also collect a baseline saliva sample to assess hormones associated with stress (cortisol) or satiety (leptin, ghrelin). The subject will arrive after and overnight fast and will be given a standardised breakfast. After these baseline data are collected, the randomization envelope will be opened and the subject assigned to his group.
Heart rate will be monitored continuously during the study. At 20 and 40 minutes during the intervention, as well as when it ceases at 60 minutes, the investigators will collect further data on blood pressure and appetite/mood by VAS. At 60 minutes, the investigators will repeat measurement of memory and grip strength, and collect a second saliva sample.
For 20 minutes after the end of the intervention, the subject will be allowed to rest, reading magazines, and will be able to select from a range of snack foods (savoury, sweet, fruit), and drinks (sweetened beverages, water). Consumption of calories will be calculated. At the end of this period, final measurements of blood pressure and VAS will be collected, and the subject will depart.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
BASIC_SCIENCE
NONE
Study Groups
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Problem-solving video game
Playing the video game 'Little Big Planet'
Little Big Planet
1 hour playing video game
Competitive video game
Playing the video game 'Call of Duty'
Competitive video game
1 hour playing video game
Interventions
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Competitive video game
1 hour playing video game
Little Big Planet
1 hour playing video game
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
* a significant weight change (\>3kg) within the previous three months
* any psychiatric disorder
* uncontrolled hypertension
* coronary heart disease
* heart failure
* central/peripheral arteriopathies
* excessive alcohol consumption (\<21 units/week).
18 Years
30 Years
MALE
Yes
Sponsors
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University College, London
OTHER
Responsible Party
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Principal Investigators
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Jonathan CK Wells, PhD
Role: PRINCIPAL_INVESTIGATOR
UCL Institute of Child Health
Locations
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UCL Institute of Child Health
London, , United Kingdom
Countries
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Central Contacts
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Facility Contacts
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References
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Siervo M, Sabatini S, Fewtrell MS, Wells JC. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial. Eur J Clin Nutr. 2013 Dec;67(12):1322-4. doi: 10.1038/ejcn.2013.180. Epub 2013 Oct 2.
Other Identifiers
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UCL0326011
Identifier Type: -
Identifier Source: org_study_id
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