PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects
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Purpose
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.
| Condition | Intervention |
|---|---|
|
Obesity Physical Activity |
Other: Motion-controlled video gaming Other: Traditional video gaming Other: Television watching |
| Study Type: | Interventional |
| Study Design: | Allocation: Randomized Intervention Model: Parallel Assignment Masking: Open Label |
| Official Title: | PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects |
- Energy intake [ Time Frame: One-hour study period ] [ Designated as safety issue: No ]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
- Energy expenditure [ Time Frame: One-hour study period ] [ Designated as safety issue: No ]Energy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents
| Enrollment: | 120 |
| Study Start Date: | October 2010 |
| Study Completion Date: | February 2011 |
| Primary Completion Date: | February 2011 (Final data collection date for primary outcome measure) |
| Arms | Assigned Interventions |
|---|---|
|
Experimental: Motion-controlled video gaming
Participants played motion-controlled video games that involved at least throwing, hitting, or dancing motions using a Wii or Xbox 360 console for one hour
|
Other: Motion-controlled video gaming
Play of motion-controlled video games for one hour
|
|
Active Comparator: Traditional video gaming
Participants played traditional (handheld gamepad controller-based) video games using a Playstation 3 console for one hour
|
Other: Traditional video gaming
Participants played traditional video games for one hour
|
|
Active Comparator: Television watching
Participants watched television via Netflix instant streaming for one hour
|
Other: Television watching
Participants watched television for one hour
|
Detailed 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.
Eligibility| Ages Eligible for Study: | 18 Years to 35 Years |
| Genders Eligible for Study: | Both |
| Accepts Healthy Volunteers: | Yes |
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)
Contacts and Locations| United States, North Carolina | |
| UNC Lineberger Comprehensive Cancer Center | |
| Chapel Hill, North Carolina, United States, 27755 | |
| Principal Investigator: | Elizabeth J Lyons, PhD, MPH | University of Texas |
More Information
No publications provided by University of North Carolina, Chapel Hill
Additional publications automatically indexed to this study by ClinicalTrials.gov Identifier (NCT Number):
| Responsible Party: | University of North Carolina, Chapel Hill |
| ClinicalTrials.gov Identifier: | NCT01523795 History of Changes |
| Other Study ID Numbers: | 10-1415 |
| Study First Received: | January 27, 2012 |
| Last Updated: | January 31, 2012 |
| Health Authority: | United States: Institutional Review Board |
Keywords provided by University of North Carolina, Chapel Hill:
|
Energy intake Video games Television Physical activity Obesity |
Additional relevant MeSH terms:
|
Obesity Overnutrition Nutrition Disorders |
Overweight Body Weight Signs and Symptoms |
ClinicalTrials.gov processed this record on May 22, 2013