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PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01523795
Enrollment
120
Registered
2012-02-01
Start date
2010-10-31
Completion date
2011-02-28
Last updated
2012-02-01

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

Conditions

Obesity, Physical Activity

Keywords

Energy intake, Video games, Television, Physical activity, Obesity

Brief summary

The purpose of this study is to determine whether playing motion-controlled video games produces low caloric intake and higher caloric expenditure than watching TV or playing traditional video games.

Detailed description

The purpose of this study is to investigate differences in behaviors and emotions during TV watching and video game playing. Participants will be randomized to either watch TV, play traditional button-based video games, or play motion-based video games for one hour while palatable snack foods and sugar-sweetened beverages are provided within easy reaching distance. Both energy intake as well as energy expenditure during a one-hour period will be measured. All three conditions will be optimized to resemble typical in-home conditions as much as possible. An additional goal of this study is to provide insight into the possible pathways by which TV and video games differentially affect intake and expenditure. Distraction from the real world (also called presence or engagement) will be analyzed to determine if a) these variables differ across groups and b) if these variables explain differences in energy intake and/or expenditure. The TV group will watch TV shows using Netflix streaming service, which will allow them to choose from a variety of popular shows without viewing commercials. As the investigators are primarily interested in satiety and hand occupation effects, the lack of commercials will allow us to eliminate food advertisements as a causal factor. Finally, the third major goal of the study is to investigate how young adults choose screen-based media. In the two video game arms, participants will be allowed to choose to play any of 10 provided games, and in the TV group, participants will be able to choose from hundreds of options. Choices of game/program, time spent on each game/program, and psychological reactions to each game will be measured and analyzed.

Interventions

OTHERMotion-controlled video gaming

Play of motion-controlled video games for one hour

OTHERTraditional video gaming

Participants played traditional video games for one hour

OTHERTelevision watching

Participants watched television for one hour

Sponsors

University of North Carolina, Chapel Hill
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 35 Years
Healthy volunteers
Yes

Inclusion criteria

* Between the ages of 18 and 35 years old

Exclusion criteria

* Not at least a novice video game played (defined as having played games once or twice within the last year) * Has pre-existing medical condition that precludes physical activity * Is unable to find transportation to the study center * Does not agree to be videotaped during the experiment * Does not agree or is unable to fast for two hours prior to the experiment * Is pregnant or nursing * Weighs more than 300 pounds (required by one of the game controllers)

Design outcomes

Primary

MeasureTime frameDescription
Energy intakeOne-hour study periodEnergy intake was measured by weighing available food and beverage containers before and after one-hour period in which participants watched TV/played video games, then calculating the differences in weights

Secondary

MeasureTime frameDescription
Energy expenditureOne-hour study periodEnergy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Mar 26, 2026