PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

Sponsor
University of North Carolina, Chapel Hill (Other)
Overall Status
Completed
CT.gov ID
NCT01523795
Collaborator
(none)
120
1
3
4
29.7

Study Details

Study Description

Brief 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.

Condition or Disease Intervention/Treatment Phase
  • Other: Motion-controlled video gaming
  • Other: Traditional video gaming
  • Other: Television watching
N/A

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.

Study Design

Study Type:
Interventional
Actual Enrollment :
120 participants
Allocation:
Randomized
Intervention Model:
Parallel Assignment
Masking:
None (Open Label)
Official Title:
PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects
Study Start Date :
Oct 1, 2010
Actual Primary Completion Date :
Feb 1, 2011
Actual Study Completion Date :
Feb 1, 2011

Arms and Interventions

Arm Intervention/Treatment
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

Outcome Measures

Primary Outcome Measures

  1. Energy intake [One-hour study period]

    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

Secondary Outcome Measures

  1. Energy expenditure [One-hour study period]

    Energy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents

Eligibility Criteria

Criteria

Ages Eligible for Study:
18 Years to 35 Years
Sexes Eligible for Study:
All
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

Locations

Site City State Country Postal Code
1 UNC Lineberger Comprehensive Cancer Center Chapel Hill North Carolina United States 27755

Sponsors and Collaborators

  • University of North Carolina, Chapel Hill

Investigators

  • Principal Investigator: Elizabeth J Lyons, PhD, MPH, University of Texas

Study Documents (Full-Text)

None provided.

More Information

Publications

None provided.
Responsible Party:
University of North Carolina, Chapel Hill
ClinicalTrials.gov Identifier:
NCT01523795
Other Study ID Numbers:
  • 10-1415
First Posted:
Feb 1, 2012
Last Update Posted:
Feb 1, 2012
Last Verified:
Jan 1, 2012
Keywords provided by University of North Carolina, Chapel Hill
Additional relevant MeSH terms:

Study Results

No Results Posted as of Feb 1, 2012