Active Video Games and Appetite Control in Adolescents
Effects of Active Video Games on Energy Balance: a Randomized Crossover Study in Adolescents
1 other identifier
interventional
30
1 country
1
Brief Summary
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Sep 2012
Typical duration for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
July 30, 2012
CompletedFirst Posted
Study publicly available on registry
August 2, 2012
CompletedStudy Start
First participant enrolled
September 1, 2012
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 1, 2014
CompletedStudy Completion
Last participant's last visit for all outcomes
September 1, 2014
CompletedResults Posted
Study results publicly available
August 19, 2019
CompletedAugust 19, 2019
July 1, 2019
2 years
July 30, 2012
April 16, 2018
July 12, 2019
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Energy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)
Energy intake (kJ) was measured using an ad libitum test meal immediately following the 3 experimental conditions, a food menu for the remainder of the day, and a dietary record for the subsequent 3-day period. Energy expenditure was measured by indirect calorimetry during the 3 experimental conditions, and by using an Actical accelerometer for the subsequent 3-day period.
Acute (24 hours) and short-term (3 days)
Secondary Outcomes (3)
Appetite Sensation
1 day
Stress Marker
1 day
Levels of Appetite-related Hormones
1 hour
Study Arms (3)
Active video gaming
EXPERIMENTALPlaying Kinect
Passive video gaming
EXPERIMENTALPlaying Xbox 360
Resting
EXPERIMENTALStay seated on a comfortable chair
Interventions
Eligibility Criteria
You may qualify if:
- Adolescent between the ages of 13 and 17
You may not qualify if:
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Children's Hospital of Eastern Ontario Research Institute
Ottawa, Ontario, K1H 8L1, Canada
Related Publications (2)
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.
PMID: 21490141BACKGROUNDGribbon 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.
PMID: 25762809DERIVED
MeSH Terms
Interventions
Intervention Hierarchy (Ancestors)
Results Point of Contact
- Title
- Dr. Jean-Philippe Chaput
- Organization
- CHEO Research Institute
Study Officials
- PRINCIPAL INVESTIGATOR
Jean-Philippe Chaput, PhD
Children's Hospital of Eastern Ontario Research Institute
Publication Agreements
- PI is Sponsor Employee
- No
- Restrictive Agreement
- No
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Junior Research Chair
Study Record Dates
First Submitted
July 30, 2012
First Posted
August 2, 2012
Study Start
September 1, 2012
Primary Completion
September 1, 2014
Study Completion
September 1, 2014
Last Updated
August 19, 2019
Results First Posted
August 19, 2019
Record last verified: 2019-07