Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Class |
|---|---|
| Canadian Institutes of Health Research (CIHR) | OTHER_GOV |
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
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.
Not provided
Not provided
Not provided
Not provided
Not provided
| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Active video gaming | Experimental | Playing Kinect |
|
| Passive video gaming | Experimental | Playing Xbox 360 |
|
| Resting | Experimental | Stay seated on a comfortable chair |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Active video gaming | Behavioral |
| ||
| Passive video gaming |
| Measure | Description | Time Frame |
|---|---|---|
| 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. | Acute (24 hours) and short-term (3 days) |
| Measure | Description | Time Frame |
|---|---|---|
| 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). | 1 day |
| Stress Marker |
Not provided
Inclusion Criteria:
Exclusion Criteria:
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Affiliation | Role |
|---|---|---|
| Jean-Philippe Chaput, PhD | Children's Hospital of Eastern Ontario Research Institute | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Children's Hospital of Eastern Ontario Research Institute | Ottawa | Ontario | K1H 8L1 | Canada |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 21490141 | Background | Chaput JP, Visby T, Nyby S, Klingenberg L, Gregersen NT, Tremblay A, Astrup A, Sjodin A. Video game playing increases food intake in adolescents: a randomized crossover study. Am J Clin Nutr. 2011 Jun;93(6):1196-203. doi: 10.3945/ajcn.110.008680. Epub 2011 Apr 13. | |
| 25762809 | Derived | Gribbon A, McNeil J, Jay O, Tremblay MS, Chaput JP. Active video games and energy balance in male adolescents: a randomized crossover trial. Am J Clin Nutr. 2015 Jun;101(6):1126-34. doi: 10.3945/ajcn.114.105528. Epub 2015 Mar 11. |
Not provided
Not provided
Not provided
Randomized crossover study (1 group doing all 3 conditions). Wash-out period of 1 week between conditions.
Not provided
| ID | Title | Description |
|---|---|---|
| FG000 | Kinect, Then Xbox360, Then Sitting | Participants played Kinect for 1 hour at 10:20am. After a wash-out period of 1 week, they then played Xbox360 for 1 hour at 10:20am. After a second wash-out period of 1 week they then sat on a chair for 1 hour at 10:20am. |
| FG001 | Kinect, Then Sitting, Then Xbox360 | Participants played Kinect for 1 hour at 10:20am. After a wash-out period of 1 week, they then sat on a chair for 1 hour at 10:20am. After a second wash-out period of 1 week they then played Xbox360 for 1 hour at 10:20am. |
| FG002 | Xbox360, Then Sitting, Then Kinect | Participants played Xbox360 for 1 hour at 10:20am. After a wash-out period of 1 week, they then sat on a chair for 1 hour at 10:20am. After a second wash-out period of 1 week they then played Kinect for 1 hour at 10:20am. |
| FG003 | Xbox360, Then Kinect, Then Sitting | Participants played Xbox360 for 1 hour at 10:20am. After a wash-out period of 1 week, they then played Kinect for 1 hour at 10:20am. After a second wash-out period of 1 week they then sat on a chair for 1 hour at 10:20am. |
| FG004 | Sitting, Then Kinect, Then Xbox360 | Participants sat on a chair for 1 hour at 10:20am. After a wash-out period of 1 week, they then played Kinect for 1 hour at 10:20am. After a second wash-out period of 1 week they then played Xbox360 for 1 hour at 10:20am. |
| FG005 | Sitting, Then Xbox360, Then Kinect | Participants sat on a chair for 1 hour at 10:20am. After a wash-out period of 1 week, they then played Xbox360 for 1 hour at 10:20am. After a second wash-out period of 1 week they then played Kinect for 1 hour at 10:20am. |
| Title | Milestones | Reasons Not Completed | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| First Intervention (Hour 1) |
| |||||||||||||
| Washout (1 Week) |
| |||||||||||||
| Second Intervention (Hour 2) |
| |||||||||||||
| Washout (1 Week) |
| |||||||||||||
| Third Intervention (Hour 3) |
|
Completers analyzed
Not provided
| ID | Title | Description |
|---|---|---|
| BG000 | Video Game Condition | Playing Kinect Playing Xbox 360 Sitting on a chair (control) |
| Units | Counts |
|---|---|
| Participants |
|
| Title | Description | Population Description | Parameter Type | Dispersion Type | Unit of Measure | Calculate Percentage | Denominator Units Selected | Denominators | Classes |
|---|---|---|---|---|---|---|---|---|---|
| Age, Continuous | Mean |
| Type | Title | Description | Population Description | Reporting Status | Anticipated Posting Date | Parameter Type | Dispersion Type | Unit of Measure | Calculate Percentage | Time Frame | Units Analyzed | Denominator Units Selected | Arm/Group Information | Denominators | Classes | Analyses | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | Posted | Mean | Standard Error | kJ | Acute (24 hours) and short-term (3 days) |
|
|
3 days
Not provided
Not provided
| ID | Title | Description | Deaths (Affected) | Deaths (At Risk) | Serious Events (Affected) | Serious Events (At Risk) | Other Events (Affected) | Other Events (At Risk) |
|---|---|---|---|---|---|---|---|---|
| EG000 | Kinect | Participants played Kinect for 1 hour at 10:20am. | 0 |
Not provided
Not provided
Not provided
| Title | Organization | Phone | Extension | |
|---|---|---|---|---|
| Dr. Jean-Philippe Chaput | CHEO Research Institute | 613-737-7600 | 3683 | jpchaput@cheo.on.ca |
Not provided
| ID | Term |
|---|---|
| D000088544 | Exergaming |
| ID | Term |
|---|---|
| D015444 | Exercise |
| D009043 | Motor Activity |
| D009068 | Movement |
| D009142 | Musculoskeletal Physiological Phenomena |
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
| Behavioral |
|
| Resting | Behavioral |
|
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).
| 1 day |
| Levels of Appetite-related Hormones | Profiles of glucose, insulin, cortisol, leptin, and ghrelin assessed at every 10 minutes during each 1-hour experimental condition. | 1 hour |
| COMPLETED |
|
| NOT COMPLETED |
|
| COMPLETED |
|
| NOT COMPLETED |
|
| COMPLETED |
|
| NOT COMPLETED |
|
| COMPLETED |
|
| NOT COMPLETED |
|
|
| years |
|
| Sex: Female, Male | Count of Participants | Participants |
|
| Race and Ethnicity Not Collected | Race and Ethnicity were not collected from any participant. | Count of Participants | Participants |
|
| Region of Enrollment | Number | participants |
|
| BMI (kg/m2) | Mean | Standard Deviation | kg/m2 |
|
| Waist circumference (cm) | Mean | Standard Deviation | cm |
|
| Resting metabolic rate (kJ/day) | Mean | Standard Deviation | kJ/day |
|
| Tanner puberty stages (self-assessed by questionnaire) | Self-assessment questionnaire that aims to measure pubertal status by using line drawings of the Tanner puberty stages. Scores range from 1 to 5 for genitals and pubic hair development (5 being more developed). | Mean | Standard Deviation | units on a scale |
|
| Physical Activity Questionnaire score | The Physical Activity Questionnaire for Adolescents, a self-report measure of physical activity, was used to assess physical activity level. A score of 1 and a score of 5 indicate low and high physical activity participation, respectively. | Mean | Standard Deviation | units on a scale |
|
| Cohen's Perceived Stress Scale score | The Cohen's Perceived Stress Scale was completed to evaluate the amount of stress in the participant's daily life. This questionnaire contains 10 questions and a score of less than 10 indicates good stress management. The scale goes from 0 to 40, with higher scale scores indicating poor stress management. | Mean | Standard Deviation | units on a scale |
|
| Pittsburgh Sleep Quality Index score | The Pittsburgh Sleep Quality Index was completed by participants. This self-rated questionnaire assesses sleep quality and disturbances over the preceding month. It contains 21 questions and a score greater than 5 is associated with poor sleep. The scores range from 0 to 21, with higher scores indicating poor sleep quality. | Mean | Standard Deviation | units on a scale |
|
| Levels of appetite-related hormones | Profiles of glucose, insulin, cortisol, leptin, and ghrelin. Even this assessment was originally planned no measures were finally taken due to financial constraints. Because the data were not collected no data could be reported. | Data were not collected | Mean | Standard Deviation | mmol/L |
|
| Participants |
|
|
| 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). | Posted | Mean | Standard Deviation | mm | 1 day |
|
|
|
| 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). | Posted | Mean | Standard Deviation | mm | 1 day |
|
|
|
| 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. | Not analyzed due to lack of funds (major budget cut) | Posted | 1 hour |
|
|
| 26 |
| 0 |
| 26 |
| 0 |
| 26 |
| EG001 | Xbox360 | Participants played Xbox360 for 1 hour at 10:20am. | 0 | 26 | 0 | 26 | 0 | 26 |
| EG002 | Sitting | Participants sat for 1 hour at 10:20am. | 0 | 26 | 0 | 26 | 0 | 26 |
Not provided
Not provided
| D055687 |
| Musculoskeletal and Neural Physiological Phenomena |
|
|