NCT01912300

Brief Summary

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.

Trial Health

30
At Risk

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Timeline
Completed

Started Jul 2013

Geographic Reach
1 country

1 active site

Status
withdrawn

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

Study Start

First participant enrolled

July 1, 2013

Completed
Same day until next milestone

Primary Completion

Last participant's last visit for primary outcome

July 1, 2013

Completed
9 days until next milestone

First Submitted

Initial submission to the registry

July 10, 2013

Completed
21 days until next milestone

First Posted

Study publicly available on registry

July 31, 2013

Completed
11 months until next milestone

Study Completion

Last participant's last visit for all outcomes

July 1, 2014

Completed
Last Updated

July 31, 2013

Status Verified

July 1, 2013

Enrollment Period

Same day

First QC Date

July 10, 2013

Last Update Submit

July 30, 2013

Conditions

Outcome Measures

Primary Outcomes (1)

  • ad libitum energy intake in kcal during the different experimental sessions: AVG, PVG and EX

    At lunch and iner time on AVG, PVG and EX (the 3 experimental sessions), an ad libitum buffet meal will be oofered to the participants and their energy consumption will be weighted and registered by the investigators.

    up to 2 months

Study Arms (2)

Lean adolescents

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

Obese adolescents

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

Interventions

Eligibility Criteria

Age12 Years - 15 Years
Sexmale
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

  • male
  • 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

You may not qualify if:

  • Being under medication
  • contraindication to exercise
  • smokers
  • dieting

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Laboratory AME2P

Aubière, 63170, France

Location

MeSH Terms

Conditions

Motor Activity

Interventions

Exercise

Condition Hierarchy (Ancestors)

Behavior

Intervention Hierarchy (Ancestors)

Motor ActivityMovementMusculoskeletal Physiological PhenomenaMusculoskeletal and Neural Physiological Phenomena
0

Study Design

Study Type
interventional
Phase
not applicable
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
PhD scientist

Study Record Dates

First Submitted

July 10, 2013

First Posted

July 31, 2013

Study Start

July 1, 2013

Primary Completion

July 1, 2013

Study Completion

July 1, 2014

Last Updated

July 31, 2013

Record last verified: 2013-07

Locations