Active Video-game Playing and Food Intake in Children
1 other identifier
interventional
27
1 country
1
Brief Summary
The purpose of this experiment is to investigate the effect of active video game playing for 30 minutes on food intake and subjective appetite. The investigators hypothesize that video game playing will affect food intake in children. Food intake will be measured at 30 minutes following a glucose (50g glucose in 250ml of water) or sweetened non-caloric (150mg Sucralose® in 250ml of water) beverage with or without active video game playing. Subjective appetite will be measured at 0, 15, 30 and 60 minutes.
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 Apr 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
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
Study Start
First participant enrolled
April 6, 2012
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 25, 2015
CompletedStudy Completion
Last participant's last visit for all outcomes
May 25, 2015
CompletedFirst Submitted
Initial submission to the registry
October 25, 2018
CompletedFirst Posted
Study publicly available on registry
October 26, 2018
CompletedOctober 29, 2018
October 1, 2018
3.1 years
October 25, 2018
October 25, 2018
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Food Intake (kcal)
30 minutes after treatment
Subjective appetite (mm)
subjective appetite assessed by motivation-to-eat visual analogue scale. The scale range is between 0 and 100 mm. Higher scores represent higher appetite
baseline and then 15, 30, and 60 minutes after preload consumption
Secondary Outcomes (1)
Subjective Mood (mm)
baseline and then 15, 30, and 60 minutes after preload consumption
Study Arms (4)
Glucose Beverage
EXPERIMENTAL50 g of glucose in solution
Control Beverage
EXPERIMENTALSucralose in solution
Glucose beverage and active video game playing
EXPERIMENTAL50 g of glucose in solution and 30 min of active video game playing
Control Beverage and active video game playing
EXPERIMENTALSucralose in solution and 30 min of active video game playing
Interventions
Eligibility Criteria
You may qualify if:
- healthy boys with no emotional, behavioral or learning problems
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
School of Nutrition, Ryerson University
Toronto, Ontario, M5B 2K3, Canada
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- PREVENTION
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Associate Professor
Study Record Dates
First Submitted
October 25, 2018
First Posted
October 26, 2018
Study Start
April 6, 2012
Primary Completion
May 25, 2015
Study Completion
May 25, 2015
Last Updated
October 29, 2018
Record last verified: 2018-10