Effects of Interactive Video Game Cycling on Obese Adolescent Health
- Conditions
- Overweight With ComorbidityObesity
- Registration Number
- NCT00983970
- Lead Sponsor
- Children's Hospital of Eastern Ontario
- Brief Summary
Exercise is an important component in the treatment of of child obesity and associated medical conditions. However, one of the strongest predictors of non-compliance from exercise programs in obese youth is lack of enjoyment, thus creating a more pleasurable environment, by using TV or video games as incentives, may be an effective way of increasing exercise in obese youth. The purpose of this study was to compare interactive video game stationary cycling (GameBike ®) with cycling to music on aerobic fitness, body composition, cardiovascular disease risk markers, and exercise behaviour as measured by attendance, energy expenditure, duration, intensity and distance pedaled in obese adolescents. Twenty six obese adolescents had an equal chance of being assigned to either interactive video game cycling (n=13) or cycling to music serving as controls (n=13). The 10-week program consisted of twice weekly sessions lasting a maximum of 60 minutes per session.
- Detailed Description
Background: Energy expenditure through exercise is important for weight loss and reduction of medical morbidity associated with adolescent obesity. However, attrition from aerobic exercise programs is high in obese children as they do not tolerate it or enjoy it. Capitalizing on technology to use TV or video games as incentives to exercise may improve adherence to exercise and associated health benefits in obese adolescents.
Objective: The purpose of this study was to compare the efficacy of interactive video game stationary cycling (GameBike ®) with cycling to music on aerobic fitness, body composition, cardiovascular disease risk markers, and exercise behaviour as measured by attendance, energy expenditure, duration, intensity and distance pedaled in obese adolescents.
Method: Twenty six obese adolescents were stratified by gender and randomized to a either interactive video game cycling (n=13) or cycling to music serving as controls (n=13). The 10-week program consisted of twice weekly sessions lasting a maximum of 60 minutes per session.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 30
- youth aged 12-17 years with BMI above 95th percentile for age and gender based on CDC growth chart data, OR
- BMI > 85th percentile for age and gender with one of the following:
- elevated fasting glucose or 2 hour OGTT (indicative of impaired glucose tolerance)
- elevated fasting triglycerides, LDL-C, reduced HDL-C
- total cholesterol/HDL-C ratio > 90th percentile
- elevated fasting insulin
- Blood pressure > 90th percentile
- 1st degree relative with Type II diabetes or cardiovascular disease
- Willingness to follow protocol and sign informed assent and consent
- Did not have a medical condition that altered intestinal absorption
- Did not influence response to activity intervention or make vigorous exercise dangerous - such as
- type 1 diabetes mellitus
- inflammatory bowel disease,
- severe arthritis/asthma,
- congestive heart failure,
- pulmonary disease,
- systemic hypertension,
- acute renal disease
- other illness assessed by the study physician making participation inadvisable
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Primary Outcome Measures
Name Time Method Energy Expenditure (kilocalories) baseline and 10-weeks
- Secondary Outcome Measures
Name Time Method Aerobic fitness baseline and 10 weeks
Trial Locations
- Locations (1)
Children's Hospital Of Eastern Ontario Research Institute
🇨🇦Ottawa, Ontario, Canada
Children's Hospital Of Eastern Ontario Research Institute🇨🇦Ottawa, Ontario, Canada