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Active Video Games and Appetite ControlNCT01655901

Active Video Games and Appetite Control in Adolescents

A study testing Active video gaming, Passive video gaming and Resting in people with Active Video Games and Appetite Control, run by Children's Hospital of Eastern Ontario at 1 site in Canada.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 13 to 17 yearsHealthy volunteers can take part
Conditions the study is for
Active Video Games and Appetite Control
What is being tested?
Active video gaming, Passive video gaming and Resting
Could I receive a placebo?
No, everyone receives an active treatment
How many people
30 participants
Where
1 siteCanada
Study dates
Sep 2012to Sep 2014
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 13 to 17 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • Adolescent between the ages of 13 and 17

Who cannot join

  • 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
Show all 10Show fewer
  • Highly restrained eating behavior
  • Irregular eating pattern (e.g. skipping breakfast)
  • Unfamiliar with the use of video games
  • Inability to comply with the protocol

Trial locations and contacts

1 site in 1 country.

Canada1 site
  • Children's Hospital of Eastern Ontario Research Institute

    Ottawa, Ontario, K1H 8L1

Other trials in Canada

About this study

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

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.

Read more

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.

Being tested
Active video gaming, Passive video gaming, Resting
Keywords
Active video games, Food intake, Energy balance, Adolescents

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Active video gamingBehavioural

  • Passive video gamingBehavioural

  • RestingBehavioural

Study groups in NCT01655901
Study groupRoleWhat they receive
Active video gamingExperimentalPlaying Kinect
Receives: Behavioral: Active video gaming; Behavioral: Passive video gaming; Behavioral: Resting
Passive video gamingExperimentalPlaying Xbox 360
Receives: Behavioral: Active video gaming; Behavioral: Passive video gaming; Behavioral: Resting
RestingExperimentalStay seated on a comfortable chair
Receives: Behavioral: Active video gaming; Behavioral: Passive video gaming; Behavioral: Resting

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. 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.

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

Secondary outcomes (3)
  1. 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).

    Measured: 1 day

  2. 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).

    Measured: 1 day

  3. Levels of Appetite-related Hormones

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

    Measured: 1 hour

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted2 Aug 2012 (estimated)
  2. Study startSep 2012
  3. Primary completionSep 2014
  4. Study completionSep 2014

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Crossover
Masking
None (open label)
Enrolment
30 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT01655901
Sponsor's protocol ID
272112
Status last verified
Jul 2019
First submitted
30 Jul 2012
Last updated
19 Aug 2019
Data monitoring committee
No

Publications

  • 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.

    PubMed 21490141
  • 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.

    PubMed 25762809

Questions about this trial

What is this clinical trial studying?

A study testing Active video gaming, Passive video gaming and Resting in people with Active Video Games and Appetite Control, run by Children's Hospital of Eastern Ontario at 1 site in Canada.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 1 inclusion and 10 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 19 Aug 2019. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Canada. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 19 Aug 2019). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Energy Intake and Energy Expenditure (Over 24 Hours and Over 3 Days) (time frame: Acute (24 hours) and short-term (3 days)). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT01655901, which also lists 2 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 19 Aug 2019.

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