Sedentary Lifestyle Clinical Trial
Official title:
Metabolic Response to Playing Video Games: Two Arm Trial
Previous studies have shown that subjects who play video games are prone to consume larger
quantities of food than subjects who are simply resting. This is believed to be due to the
development of a stress response in the video games group, resulting in increased fuel
metabolism. However, it was shown that the energy intake of the two groups showed no
correlation with the subjects' appetite/hunger, which was identical in both groups.
The investigators propose to explore this issue further by comparing the effects of
different types of video games on metabolism, using a randomized controlled trial. In this
study, they will compare the stress levels, heart rate, blood pressure, appetite/mood,
energy consumption, grip strength, memory and saliva cortisol, leptin and ghrelin levels of
subjects playing (a) competitive and (b) problem-solving video games. Measurements will be
taken preceding, during and after the 1 hour intervention. Following the intervention,
participants will be offered savoury and sweet foods/drinks, which will allow us to assess
their appetite preferences and caloric intake.
The investigators first aim is to determine whether there is a significant difference in
stress levels, eating habits and energy metabolism in the two groups. Our second aim is to
determine whether there is a difference in glucose distribution to the muscles and brain
between the two groups.
Status | Recruiting |
Enrollment | 72 |
Est. completion date | |
Est. primary completion date | October 2014 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | Male |
Age group | 18 Years to 30 Years |
Eligibility |
Inclusion Criteria: - Healthy adult males with BMI <25 kg/m2 Exclusion Criteria: - smoking - a significant weight change (>3kg) within the previous three months - any psychiatric disorder - uncontrolled hypertension - coronary heart disease - heart failure - central/peripheral arteriopathies - excessive alcohol consumption (<21 units/week). |
Allocation: Randomized, Intervention Model: Parallel Assignment, Masking: Open Label, Primary Purpose: Basic Science
Country | Name | City | State |
---|---|---|---|
United Kingdom | UCL Institute of Child Health | London |
Lead Sponsor | Collaborator |
---|---|
University College, London |
United Kingdom,
Siervo M, Sabatini S, Fewtrell MS, Wells JC. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial. Eur J Clin Nutr. 2013 Dec;67(12):1322-4. doi: 10.1038/ejcn.2013.180. Epub 2013 Oct 2. — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Food intake | Subjects will be offered a selection of snacks and drinks over a 20 minute period, and their rates of food intake will be calculated | At end of 1-hour video game intervention | No |
Secondary | Blood pressure | Blood pressure will be measured in duplicate at 1 minute intervals by digital instrument | At 20, 40 and 60 minutes of intervention, and after 20 minutes rest post-intervention | No |
Secondary | Heart rate | Heart rate will be measured using a polar digital heart rate monitor | Continuously, starting during baseline period, from 0 to 60 minutes during intervention, and for 20 minutes post-intervention rest period | No |
Secondary | Salivary leptin | Salivary leptin will be analysed using ELISA | After 60 minutes from start of intervention | No |
Secondary | Salivary ghrelin | Salivary ghrelin will be assessed using ELISA | After 60 minutes from start of intervention | No |
Secondary | Salivary cortisol | Salivary cortisol will be assessed using ELISA | After 60 minutes from start of intervention | No |
Secondary | Visual analogue scale | Visual analogue scale will be used to collect subjective data on mood and appetite | At 20, 40 and 60 minutes of intervention, and after 20 minutes rest post-intervention | No |
Secondary | Grip strength | Grip strength will be assessed by hand-grip dynamometer, using the average of three measurements for each arm | After 60 minutes from start of intervention | No |
Secondary | Memory recall | Subjects will be shown images for a set time to allow memorization, and then be given another set time to recall as many of these images as possible | After 60 minutes from start of intervention | No |
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