Active Video Games and Appetite Control in Adolescents

This study is not yet open for participant recruitment.
Verified July 2012 by Children's Hospital of Eastern Ontario
Sponsor:
Collaborator:
Canadian Institutes of Health Research (CIHR)
Information provided by (Responsible Party):
Jean-Philippe Chaput, Children's Hospital of Eastern Ontario
ClinicalTrials.gov Identifier:
NCT01655901
First received: July 30, 2012
Last updated: August 1, 2012
Last verified: July 2012

July 30, 2012
August 1, 2012
September 2012
September 2013   (final data collection date for primary outcome measure)
Energy balance [ Time Frame: Up to 3 days after the intervention ] [ Designated as safety issue: No ]
Energy intake and energy expenditure
Same as current
Complete list of historical versions of study NCT01655901 on ClinicalTrials.gov Archive Site
  • Appetite sensations [ Time Frame: 1 day ] [ Designated as safety issue: No ]
    Visual analogue scales
  • Stress markers [ Time Frame: 1 day ] [ Designated as safety issue: No ]
    Heart rate variability, blood pressure, mental effort
  • Levels of appetite-related hormones [ Time Frame: 1 day (pre and post intervention) ] [ Designated as safety issue: No ]
    Glucose, insulin, cortisol, leptin, ghrelin
Same as current
 
 
 
Active Video Games and Appetite Control in Adolescents
Effects of Active Video Games on Energy Balance: a Randomized Crossover Study in Adolescents

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.

 
Interventional
 
Allocation: Randomized
Intervention Model: Crossover Assignment
Masking: Open Label
Primary Purpose: Prevention
Active Video Games and Appetite Control
  • Behavioral: Active video gaming
  • Behavioral: Passive video gaming
  • Behavioral: Resting
  • Experimental: Active video gaming
    Playing Kinect
    Interventions:
    • Behavioral: Active video gaming
    • Behavioral: Passive video gaming
    • Behavioral: Resting
  • Experimental: Passive video gaming
    Playing Xbox 360
    Interventions:
    • Behavioral: Active video gaming
    • Behavioral: Passive video gaming
    • Behavioral: Resting
  • Experimental: Resting
    Stay seated on a comfortable chair
    Interventions:
    • Behavioral: Active video gaming
    • Behavioral: Passive video gaming
    • Behavioral: Resting
Chaput JP, Visby T, Nyby S, Klingenberg L, Gregersen NT, Tremblay A, Astrup A, Sjödin A. Video game playing increases food intake in adolescents: a randomized crossover study. Am J Clin Nutr. 2011 Jun;93(6):1196-203. Epub 2011 Apr 13.

*   Includes publications given by the data provider as well as publications identified by ClinicalTrials.gov Identifier (NCT Number) in Medline.
 
Not yet recruiting
60
 
September 2013   (final data collection date for primary outcome measure)

Inclusion Criteria:

  • Adolescent between the ages of 13 and 17

Exclusion Criteria:

  • 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
Both
13 Years to 17 Years
Yes
Contact: Jean-Philippe Chaput, PhD 613-737-7600 ext 3683 jpchaput@cheo.on.ca
Canada
 
NCT01655901
272112
No
Jean-Philippe Chaput, Children's Hospital of Eastern Ontario
Children's Hospital of Eastern Ontario
Canadian Institutes of Health Research (CIHR)
Principal Investigator: Jean-Philippe Chaput, PhD Children's Hospital of Eastern Ontario Research Institute
Children's Hospital of Eastern Ontario
July 2012

ICMJE     Data element required by the International Committee of Medical Journal Editors and the World Health Organization ICTRP