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Trial on the Effect of Media Multi-tasking on Attention to Food Cues and Cued Overeating

Media Multi-tasking and Cued Overeating: Assessing the Pathway and Piloting an Intervention Using an Attentional Network Framework

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03882957
Enrollment
92
Registered
2019-03-20
Start date
2019-06-05
Completion date
2020-03-12
Last updated
2022-06-14

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

Conditions

Attention Concentration Difficulty, Obesity, Childhood

Keywords

Attention, Food cues, Media multi-tasking

Brief summary

Childhood obesity is a critical public health problem in the United States. One factor known to contribute to childhood obesity is excess consumption. Importantly, excess consumption related to weight gain is not necessarily driven by hunger. For example, environmental food cues stimulate brain reward regions and lead to overeating even after a child has eaten to satiety. This type of cued eating is associated with increased attention to food cues; the amount of time a child spends looking at food cues (e.g., food advertisements) is associated with increased caloric intake. However, individual susceptibility to environmental food cues remains unknown. It is proposed that the prevalent practice of media multi-tasking-simultaneously attending to multiple electronic media sources-increases attention to peripheral food cues in the environment and thereby plays an important role in the development of obesity. It is hypothesized that multi-tasking teaches children to engage in constant task switching that makes them more responsive to peripheral cues, many of which are potentially harmful (such as those that promote overeating). The overarching hypothesis is that media multi-tasking alters the attentional networks of the brain that control attention to environmental cues. High media multi-tasking children are therefore particularly susceptible to food cues, thereby leading to increased cued eating. It is also predicted that attention modification training can provide a protective effect against detrimental attentional processing caused multi-tasking, by increasing the proficiency of the attention networks. These hypotheses will be tested by assessing the pathway between media-multitasking, attention to food cues, and cued eating. It will also be examined whether it is possible to intervene on this pathway by piloting an at-home attention modification training intervention designed to reduce attention to food cues. It is our belief that this research will lead to the development of low-cost, scalable tools that can train attention networks so that children are less influenced by peripheral food cues, a known cause of overeating. For example, having children practice attention modification intervention tasks regularly (which could be accomplished through user-friendly computer games or cell phone/tablet apps) might offset the negative attentional effects of media multi-tasking.

Detailed description

\[3/14/2020\]: Study recruitment temporarily halted due to the COVID-19 pandemic

Interventions

participants will complete a sustained attention task

BEHAVIORALmedia multi-task

participants will complete multiple media tasks at the same time

OTHERVideo

participants will watch a video of media tasks being completed

Sponsors

Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD)
CollaboratorNIH
Dartmouth College
CollaboratorOTHER
Dartmouth-Hitchcock Medical Center
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
PREVENTION
Masking
SINGLE (Subject)

Intervention model description

This is a within-subject design where each participant is randomly assigned to all three arms.

Eligibility

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

Inclusion criteria

* N/A.

Exclusion criteria

* Inadequate English proficiency, a vision disorder that is not corrected with corrective lenses, and relevant food allergies.

Design outcomes

Primary

MeasureTime frameDescription
Amount of Time Spent Looking at Food Cues While Playing a Media Gameapproximately 15 minutes post-interventionEye-tracking will be used to measure the amount of time spent looking at static food cues while participants play a media game on the computer. The amount time spent looking at a food cue is a measure how much attention was given to the food cue. The longer the looking time, the greater amount of attention.
Amount of Snack Foods Consumed Post-interventionapproximately 30 minutes post-interventionThe amount of kcals consumed of snack foods after participants have completed the intervention.
Daily Usual Media Multi-taskingapproximately 10 minutes prior to the interventionParticipants reported on their usual media multitasking using the short form media multitasking index. This index asks about media multitasking with other print and digital media during four primary activities: 1) watching television or movies, 2) playing video games, 3) reading books or magazines (not assigned for school), and 4) doing homework. For each activity, participants reported the frequency with which they multitasked by engaging in the other activities by using a 5-point likert scale (i.e., 0=Never, 1=Rarely, 2=Sometimes, 3=Often, 4=Always). A usual media multitasking score was computed by taking the average of the Likert response. The score ranges from 0 to 4 with a higher score indicative of higher self-reported usual media multitasking.

Countries

United States

Participant flow

Recruitment details

92 Adolescents were enrolled in this study.

Participants by arm

ArmCount
Individual Participant Data.
This study has a within-subject design where each participant is assigned to all three arms in a randomized fashion. Baseline population data was only collected for adolescents.
92
Total92

Withdrawals & dropouts

PeriodReasonFG000
Overall StudyDid not complete all three arms1

Baseline characteristics

CharacteristicIndividual Participant Data.
Age, Customized
Age 13
24 Participants
Age, Customized
Age 14
23 Participants
Age, Customized
Age 15
26 Participants
Age, Customized
Age 16
15 Participants
Age, Customized
Age 17
4 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
3 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
87 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
2 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
Race (NIH/OMB)
Asian
5 Participants
Race (NIH/OMB)
Black or African American
1 Participants
Race (NIH/OMB)
More than one race
5 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants
Race (NIH/OMB)
White
80 Participants
Region of Enrollment
United States
92 participants
Sex: Female, Male
Female
50 Participants
Sex: Female, Male
Male
42 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
deaths
Total, all-cause mortality
0 / 00 / 00 / 0
other
Total, other adverse events
0 / 00 / 00 / 0
serious
Total, serious adverse events
0 / 00 / 00 / 0

Outcome results

Primary

Amount of Snack Foods Consumed Post-intervention

The amount of kcals consumed of snack foods after participants have completed the intervention.

Time frame: approximately 30 minutes post-intervention

Population: A single participant dropped out after completing 2 visits, failing to complete their control condition visit.

ArmMeasureValue (MEAN)Dispersion
Video (Control)Amount of Snack Foods Consumed Post-intervention435.18 kcalsStandard Deviation 208.76
Media Multi-taskAmount of Snack Foods Consumed Post-intervention423.99 kcalsStandard Deviation 183.32
Sustained Attention TaskAmount of Snack Foods Consumed Post-intervention433.54 kcalsStandard Deviation 185.22
Primary

Amount of Time Spent Looking at Food Cues While Playing a Media Game

Eye-tracking will be used to measure the amount of time spent looking at static food cues while participants play a media game on the computer. The amount time spent looking at a food cue is a measure how much attention was given to the food cue. The longer the looking time, the greater amount of attention.

Time frame: approximately 15 minutes post-intervention

Population: Cumulative fixation duration. Five children were excluded from the computation of these eye tracking metric because of unsuccessful eye tracking calibration.

ArmMeasureGroupValue (MEAN)Dispersion
Video (Control)Amount of Time Spent Looking at Food Cues While Playing a Media GameFood8486.79 millisecondsStandard Deviation 13977.62
Video (Control)Amount of Time Spent Looking at Food Cues While Playing a Media GameAnimals (control)9304.26 millisecondsStandard Deviation 15332.66
Video (Control)Amount of Time Spent Looking at Food Cues While Playing a Media GameTotal17791.05 millisecondsStandard Deviation 23852.25
Media Multi-taskAmount of Time Spent Looking at Food Cues While Playing a Media GameFood11367.48 millisecondsStandard Deviation 13858.05
Media Multi-taskAmount of Time Spent Looking at Food Cues While Playing a Media GameAnimals (control)10196.45 millisecondsStandard Deviation 12806.6
Media Multi-taskAmount of Time Spent Looking at Food Cues While Playing a Media GameTotal21563.93 millisecondsStandard Deviation 21466.33
Sustained Attention TaskAmount of Time Spent Looking at Food Cues While Playing a Media GameAnimals (control)8654.48 millisecondsStandard Deviation 14717.66
Sustained Attention TaskAmount of Time Spent Looking at Food Cues While Playing a Media GameTotal17662.07 millisecondsStandard Deviation 22825.76
Sustained Attention TaskAmount of Time Spent Looking at Food Cues While Playing a Media GameFood8802.22 millisecondsStandard Deviation 13605.9
Primary

Daily Usual Media Multi-tasking

Participants reported on their usual media multitasking using the short form media multitasking index. This index asks about media multitasking with other print and digital media during four primary activities: 1) watching television or movies, 2) playing video games, 3) reading books or magazines (not assigned for school), and 4) doing homework. For each activity, participants reported the frequency with which they multitasked by engaging in the other activities by using a 5-point likert scale (i.e., 0=Never, 1=Rarely, 2=Sometimes, 3=Often, 4=Always). A usual media multitasking score was computed by taking the average of the Likert response. The score ranges from 0 to 4 with a higher score indicative of higher self-reported usual media multitasking.

Time frame: approximately 10 minutes prior to the intervention

ArmMeasureValue (MEAN)Dispersion
Video (Control)Daily Usual Media Multi-tasking2.35 units on a scaleStandard Deviation 0.87

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