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Effects of Interactive Video Game Cycling on Obese Adolescent Health

Effects of Interactive Video Game Cycling on Obese Adolescent Health

Status
Completed
Phases
Phase 4
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT00983970
Enrollment
30
Registered
2009-09-24
Start date
2007-05-31
Completion date
2009-03-31
Last updated
2009-09-24

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Obesity, Overweight With Comorbidity

Keywords

Adolescents, Obesity, Exercise, Music, Virtual Reality

Brief summary

Exercise is an important component in the treatment of of child obesity and associated medical conditions. However, one of the strongest predictors of non-compliance from exercise programs in obese youth is lack of enjoyment, thus creating a more pleasurable environment, by using TV or video games as incentives, may be an effective way of increasing exercise in obese youth. The purpose of this study was to compare interactive video game stationary cycling (GameBike ®) with cycling to music on aerobic fitness, body composition, cardiovascular disease risk markers, and exercise behaviour as measured by attendance, energy expenditure, duration, intensity and distance pedaled in obese adolescents. Twenty six obese adolescents had an equal chance of being assigned to either interactive video game cycling (n=13) or cycling to music serving as controls (n=13). The 10-week program consisted of twice weekly sessions lasting a maximum of 60 minutes per session.

Detailed description

Background: Energy expenditure through exercise is important for weight loss and reduction of medical morbidity associated with adolescent obesity. However, attrition from aerobic exercise programs is high in obese children as they do not tolerate it or enjoy it. Capitalizing on technology to use TV or video games as incentives to exercise may improve adherence to exercise and associated health benefits in obese adolescents. Objective: The purpose of this study was to compare the efficacy of interactive video game stationary cycling (GameBike ®) with cycling to music on aerobic fitness, body composition, cardiovascular disease risk markers, and exercise behaviour as measured by attendance, energy expenditure, duration, intensity and distance pedaled in obese adolescents. Method: Twenty six obese adolescents were stratified by gender and randomized to a either interactive video game cycling (n=13) or cycling to music serving as controls (n=13). The 10-week program consisted of twice weekly sessions lasting a maximum of 60 minutes per session.

Interventions

BEHAVIORALInteractive video game cycling

Participants were required to exercise on a Gamebike® (Cat Eye Electronics Ltd, Boulder Col.) interactive video gaming system that was interfaced with a Sony Play Station 2® (Sony computer Entertainment America Inc. Foster, City, CA) and a 42 flat screen television monitor. The Gamebike® has a handlebar mounted game controller allowing the participant to play most Sony Playstation 2- race-based video games. The Gamebike® reads the participant's speed by cycling cadence and the faster the individual pedalled, the faster they moved in the virtual world on screen. Participants were told that they could exercise at any intensity and duration they desired. Participants were asked to come to the lab for two sessions per week for 60 minutes for 10 weeks. Although participants were required to stay in the lab for 60 minutes, they could take breaks or stop when they wanted, and reading materials were available for those who did not or could not cycle for the full 60 minute session.

BEHAVIORALCycling to Music

Each participant exercised twice weekly for 10 weeks on the Gamebike® but the games and controls were turned off. The Gamebike® was used by both groups to control for any differences between two cycle ergometers such as comfort or usability. However, participants were allowed to listen to music of their choice via radio, CD or personal music device. We incorporated music into the control condition because most youth and young adults exercise to music and this provides a more stringent test of the Gamebike® while improving the ecological validity of the research design. We also wanted to minimize drop-out and felt that expecting overweight/obese adolescents, who often report disliking aerobic exercise, to bike in a lab with no form of distraction would create a less than desirable exercise environment and result in high drop-out rates.

Sponsors

Canadian Diabetes Association
CollaboratorOTHER
Children's Hospital of Eastern Ontario
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
12 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

* youth aged 12-17 years with BMI above 95th percentile for age and gender based on CDC growth chart data, OR * BMI \> 85th percentile for age and gender with one of the following: * elevated fasting glucose or 2 hour OGTT (indicative of impaired glucose tolerance) * elevated fasting triglycerides, LDL-C, reduced HDL-C * total cholesterol/HDL-C ratio \> 90th percentile * elevated fasting insulin * Blood pressure \> 90th percentile * 1st degree relative with Type II diabetes or cardiovascular disease * Willingness to follow protocol and sign informed assent and consent

Exclusion criteria

* Did not have a medical condition that altered intestinal absorption * Did not influence response to activity intervention or make vigorous exercise dangerous - such as * type 1 diabetes mellitus * inflammatory bowel disease, * severe arthritis/asthma, * congestive heart failure, * pulmonary disease, * systemic hypertension, * acute renal disease * other illness assessed by the study physician making participation inadvisable

Design outcomes

Primary

MeasureTime frame
Energy Expenditure (kilocalories)baseline and 10-weeks

Secondary

MeasureTime frame
Aerobic fitnessbaseline and 10 weeks

Countries

Canada

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026