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临床试验/NCT03722251
NCT03722251已完成不适用

Active Video-game Playing and a Glucose Preload on Food Intake Regulation in Children

Toronto Metropolitan University2 个研究点 分布在 1 个国家目标入组 27 人开始时间: 2012年4月6日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
27
试验地点
2
主要终点
Subjective appetite (mm)

研究概览

简要总结

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.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Crossover
主要目的
Prevention
盲法
Single (Participant)

入排标准

年龄范围
9 Years 至 14 Years(Child)
性别
All
接受健康志愿者

入选标准

  • healthy boys with no emotional, behavioral or learning problems

排除标准

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

研究组 & 干预措施

Glucose Beverage

Experimental

50 g of glucose in solution

干预措施: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing (Behavioral)

Control Beverage

Experimental

Sucralose in solution

干预措施: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing (Behavioral)

Glucose beverage and active video game playing

Experimental

50 g of glucose in solution and 30 min of active video game playing

干预措施: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing (Behavioral)

Control Beverage and active video game playing

Experimental

Sucralose in solution and 30 min of active video game playing

干预措施: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing (Behavioral)

结局指标

主要结局

Subjective appetite (mm)

时间窗: 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)

时间窗: 30 minutes after treatment

次要结局

  • Subjective Mood (mm)(baseline and then 15, 30, and 60 minutes after preload consumption)

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Nick Bellissimo

Associate Professor

Toronto Metropolitan University

研究点 (2)

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Active Video-game Playing and Food Intake in Children | 临床试验