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Active Video Games and Appetite Control in Adolescents

Effects of Active Video Games on Energy Balance: a Randomized Crossover Study in Adolescents

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01655901
Enrollment
30
Registered
2012-08-02
Start date
2012-09-30
Completion date
2014-09-30
Last updated
2019-08-19

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

Conditions

Active Video Games and Appetite Control

Keywords

Active video games, Food intake, Energy balance, Adolescents

Brief summary

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.

Interventions

BEHAVIORALPassive video gaming
BEHAVIORALResting

Sponsors

Canadian Institutes of Health Research (CIHR)
CollaboratorOTHER_GOV
Children's Hospital of Eastern Ontario
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
13 Years to 17 Years
Healthy volunteers
Yes

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

Design outcomes

Primary

MeasureTime frameDescription
Energy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Acute (24 hours) and short-term (3 days)Energy intake (kJ) was measured using an ad libitum test meal immediately following the 3 experimental conditions, a food menu for the remainder of the day, and a dietary record for the subsequent 3-day period. Energy expenditure was measured by indirect calorimetry during the 3 experimental conditions, and by using an Actical accelerometer for the subsequent 3-day period.

Secondary

MeasureTime frameDescription
Appetite Sensation1 dayVisual analogue scale to assess appetite feelings. The scale is 100 mm in length and ranges from 0 mm (not hungry at all) to 100 mm (extremely hungry).
Stress Marker1 dayMental effort assessed on a visual analogue scale (100 mm in length). It ranges from 0 mm (no mental effort at all) to 100 mm (extremely mentally challenging).
Levels of Appetite-related Hormones1 hourProfiles of glucose, insulin, cortisol, leptin, and ghrelin assessed at every 10 minutes during each 1-hour experimental condition.

Countries

Canada

Participant flow

Recruitment details

Randomized crossover study (1 group doing all 3 conditions). Wash-out period of 1 week between conditions.

Participants by arm

ArmCount
Video Game Condition
Playing Kinect Playing Xbox 360 Sitting on a chair (control)
26
Total26

Withdrawals & dropouts

PeriodReasonFG000FG001FG002FG003FG004FG005
Third Intervention (Hour 3)Lost to Follow-up111010

Baseline characteristics

CharacteristicVideo Game Condition
Age, Continuous14.5 years
STANDARD_DEVIATION 1.4
BMI (kg/m2)21.8 kg/m2
STANDARD_DEVIATION 5
Cohen's Perceived Stress Scale score13.0 units on a scale
STANDARD_DEVIATION 5.4
Levels of appetite-related hormones— mmol/L
Physical Activity Questionnaire score2.3 units on a scale
STANDARD_DEVIATION 0.5
Pittsburgh Sleep Quality Index score4.8 units on a scale
STANDARD_DEVIATION 2.3
Race and Ethnicity Not Collected— Participants
Region of Enrollment
Canada
26 participants
Resting metabolic rate (kJ/day)7101 kJ/day
STANDARD_DEVIATION 1224
Sex: Female, Male
Female
0 Participants
Sex: Female, Male
Male
26 Participants
Tanner puberty stages (self-assessed by questionnaire)3.5 units on a scale
STANDARD_DEVIATION 0.9
Waist circumference (cm)74.1 cm
STANDARD_DEVIATION 12.7

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
deaths
Total, all-cause mortality
0 / 260 / 260 / 26
other
Total, other adverse events
0 / 260 / 260 / 26
serious
Total, serious adverse events
0 / 260 / 260 / 26

Outcome results

Primary

Energy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)

Energy intake (kJ) was measured using an ad libitum test meal immediately following the 3 experimental conditions, a food menu for the remainder of the day, and a dietary record for the subsequent 3-day period. Energy expenditure was measured by indirect calorimetry during the 3 experimental conditions, and by using an Actical accelerometer for the subsequent 3-day period.

Time frame: Acute (24 hours) and short-term (3 days)

ArmMeasureGroupValue (MEAN)Dispersion
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy intake Kinect 24 hours17981 kJStandard Error 10104
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy intake Xbox360 24 hours17014 kJStandard Error 10023
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy intake control 24 hours17566 kJStandard Error 9984
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy expenditure Kinect 24 hours10413 kJStandard Error 567
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy expenditure Xbox360 24 hours9581 kJStandard Error 562
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy expenditure control 24 hours9598 kJStandard Error 558
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy intake Kinect 3 days31412 kJStandard Error 4123
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy intake Xbox360 3 days35412 kJStandard Error 3967
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy intake control 3 days3346 kJStandard Error 4043
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy expenditure Kinect 3 days30997 kJStandard Error 1456
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy expenditure Xbox360 3 days30498 kJStandard Error 1489
All Study ParticipantsEnergy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days)Energy expenditure control 3 days30141 kJStandard Error 1534
Secondary

Appetite Sensation

Visual analogue scale to assess appetite feelings. The scale is 100 mm in length and ranges from 0 mm (not hungry at all) to 100 mm (extremely hungry).

Time frame: 1 day

ArmMeasureGroupValue (MEAN)Dispersion
All Study ParticipantsAppetite SensationKinect51 mmStandard Deviation 53
All Study ParticipantsAppetite SensationXbox36056 mmStandard Deviation 54
All Study ParticipantsAppetite SensationControl58 mmStandard Deviation 49
Secondary

Levels of Appetite-related Hormones

Profiles of glucose, insulin, cortisol, leptin, and ghrelin assessed at every 10 minutes during each 1-hour experimental condition.

Time frame: 1 hour

Population: Not analyzed due to lack of funds (major budget cut)

Secondary

Stress Marker

Mental effort assessed on a visual analogue scale (100 mm in length). It ranges from 0 mm (no mental effort at all) to 100 mm (extremely mentally challenging).

Time frame: 1 day

ArmMeasureGroupValue (MEAN)Dispersion
All Study ParticipantsStress MarkerKinect52 mmStandard Deviation 45
All Study ParticipantsStress MarkerXbox36054 mmStandard Deviation 56
All Study ParticipantsStress MarkerControl43 mmStandard Deviation 42

Source: ClinicalTrials.gov · Data processed: Mar 18, 2026