Metabolic Response to Playing Video Games: Two Arm Trial

NCT ID: NCT02075827

Last Updated: 2014-03-03

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

UNKNOWN

Clinical Phase

NA

Total Enrollment

72 participants

Study Classification

INTERVENTIONAL

Study Start Date

2014-02-28

Brief Summary

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Previous studies have shown that subjects who play video games are prone to consume larger quantities of food than subjects who are simply resting. This is believed to be due to the development of a stress response in the video games group, resulting in increased fuel metabolism. However, it was shown that the energy intake of the two groups showed no correlation with the subjects' appetite/hunger, which was identical in both groups.

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.

Detailed Description

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The investigators study is designed to test experimentally whether different kinds of video game generate different types of metabolic response. The exposure comprises one-hour of video game playing, with 36 young men randomized to each group (ie 72 in total).

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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Appetite and General Nutritional Disorders Sedentary Lifestyle

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

BASIC_SCIENCE

Blinding Strategy

NONE

Study Groups

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Problem-solving video game

Playing the video game 'Little Big Planet'

Group Type ACTIVE_COMPARATOR

Little Big Planet

Intervention Type BEHAVIORAL

1 hour playing video game

Competitive video game

Playing the video game 'Call of Duty'

Group Type EXPERIMENTAL

Competitive video game

Intervention Type BEHAVIORAL

1 hour playing video game

Interventions

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Competitive video game

1 hour playing video game

Intervention Type BEHAVIORAL

Little Big Planet

1 hour playing video game

Intervention Type BEHAVIORAL

Other Intervention Names

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'Call of Duty' (Activision) Little Big Planet (Sony Computer Entertainment

Eligibility Criteria

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Inclusion Criteria

* Healthy adult males with BMI \<25 kg/m2

Exclusion Criteria

* smoking
* 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).
Minimum Eligible Age

18 Years

Maximum Eligible Age

30 Years

Eligible Sex

MALE

Accepts Healthy Volunteers

Yes

Sponsors

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University College, London

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

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

Site Status RECRUITING

Countries

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United Kingdom

Central Contacts

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Panos Michael

Role: CONTACT

+44(0)7546842700

Jonathan CK Wells, PhD

Role: CONTACT

+44(0)2079052389

Facility Contacts

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Panos Michael

Role: primary

+44(0)7546842700

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.

Reference Type BACKGROUND
PMID: 24084510 (View on PubMed)

Other Identifiers

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UCL0326011

Identifier Type: -

Identifier Source: org_study_id

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