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Clinical Trial Details — Status: Completed

Administrative data

NCT number NCT01523795
Other study ID # 10-1415
Secondary ID
Status Completed
Phase N/A
First received January 27, 2012
Last updated January 31, 2012
Start date October 2010
Est. completion date February 2011

Study information

Verified date January 2012
Source University of North Carolina, Chapel Hill
Contact n/a
Is FDA regulated No
Health authority United States: Institutional Review Board
Study type Interventional

Clinical Trial Summary

The purpose of this study is to determine whether playing motion-controlled video games produces low caloric intake and higher caloric expenditure than watching TV or playing traditional video games.


Description:

The purpose of this study is to investigate differences in behaviors and emotions during TV watching and video game playing. Participants will be randomized to either watch TV, play traditional button-based video games, or play motion-based video games for one hour while palatable snack foods and sugar-sweetened beverages are provided within easy reaching distance. Both energy intake as well as energy expenditure during a one-hour period will be measured. All three conditions will be optimized to resemble typical in-home conditions as much as possible.

An additional goal of this study is to provide insight into the possible pathways by which TV and video games differentially affect intake and expenditure. Distraction from the real world (also called presence or engagement) will be analyzed to determine if a) these variables differ across groups and b) if these variables explain differences in energy intake and/or expenditure. The TV group will watch TV shows using Netflix streaming service, which will allow them to choose from a variety of popular shows without viewing commercials. As the investigators are primarily interested in satiety and hand occupation effects, the lack of commercials will allow us to eliminate food advertisements as a causal factor.

Finally, the third major goal of the study is to investigate how young adults choose screen-based media. In the two video game arms, participants will be allowed to choose to play any of 10 provided games, and in the TV group, participants will be able to choose from hundreds of options. Choices of game/program, time spent on each game/program, and psychological reactions to each game will be measured and analyzed.


Recruitment information / eligibility

Status Completed
Enrollment 120
Est. completion date February 2011
Est. primary completion date February 2011
Accepts healthy volunteers Accepts Healthy Volunteers
Gender Both
Age group 18 Years to 35 Years
Eligibility Inclusion Criteria:

- Between the ages of 18 and 35 years old

Exclusion Criteria:

- Not at least a novice video game played (defined as having played games once or twice within the last year)

- Has pre-existing medical condition that precludes physical activity

- Is unable to find transportation to the study center

- Does not agree to be videotaped during the experiment

- Does not agree or is unable to fast for two hours prior to the experiment

- Is pregnant or nursing

- Weighs more than 300 pounds (required by one of the game controllers)

Study Design

Allocation: Randomized, Intervention Model: Parallel Assignment, Masking: Open Label


Related Conditions & MeSH terms


Intervention

Other:
Motion-controlled video gaming
Play of motion-controlled video games for one hour
Traditional video gaming
Participants played traditional video games for one hour
Television watching
Participants watched television for one hour

Locations

Country Name City State
United States UNC Lineberger Comprehensive Cancer Center Chapel Hill North Carolina

Sponsors (1)

Lead Sponsor Collaborator
University of North Carolina, Chapel Hill

Country where clinical trial is conducted

United States, 

Outcome

Type Measure Description Time frame Safety issue
Primary Energy intake Energy intake was measured by weighing available food and beverage containers before and after one-hour period in which participants watched TV/played video games, then calculating the differences in weights One-hour study period No
Secondary Energy expenditure Energy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents One-hour study period No
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