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Active Video-game Playing and Food Intake in Children

Not Applicable
Completed
Conditions
Appetitive Behavior
Interventions
Behavioral: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing
Registration Number
NCT03722251
Lead Sponsor
Toronto Metropolitan University
Brief Summary

The purpose of this experiment is to investigate the effect of active video game playing for 30 minutes on food intake and subjective appetite. The investigators hypothesize that video game playing will affect food intake in children. Food intake will be measured at 30 minutes following a glucose (50g glucose in 250ml of water) or sweetened non-caloric (150mg Sucralose® in 250ml of water) beverage with or without active video game playing. Subjective appetite will be measured at 0, 15, 30 and 60 minutes.

Detailed Description

Not available

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
27
Inclusion Criteria

healthy boys with no emotional, behavioral or learning problems

Exclusion Criteria
  • Exclusion criteria are children with significant behavioral or emotional difficulties, those with dietary restrictions, or those taking medications.

Study & Design

Study Type
INTERVENTIONAL
Study Design
CROSSOVER
Arm && Interventions
GroupInterventionDescription
Control BeverageGlucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playingSucralose in solution
Glucose beverage and active video game playingGlucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing50 g of glucose in solution and 30 min of active video game playing
Glucose BeverageGlucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing50 g of glucose in solution
Control Beverage and active video game playingGlucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playingSucralose in solution and 30 min of active video game playing
Primary Outcome Measures
NameTimeMethod
Subjective appetite (mm)baseline and then 15, 30, and 60 minutes after preload consumption

subjective appetite assessed by motivation-to-eat visual analogue scale. The scale range is between 0 and 100 mm. Higher scores represent higher appetite

Food Intake (kcal)30 minutes after treatment
Secondary Outcome Measures
NameTimeMethod
Subjective Mood (mm)baseline and then 15, 30, and 60 minutes after preload consumption

Measured using visual analogue scale (mm). Each VAS is a 100 mm line where they will place a pencil mark to describe their feelings.

Trial Locations

Locations (1)

School of Nutrition, Ryerson University

🇨🇦

Toronto, Ontario, Canada

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