Active Video-game Playing and Food Intake in Children
- 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
healthy boys with no emotional, behavioral or learning problems
- 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
Group Intervention Description Control Beverage Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing Sucralose in solution Glucose beverage and active video game playing Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing 50 g of glucose in solution and 30 min of active video game playing Glucose Beverage Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing 50 g of glucose in solution Control Beverage and active video game playing Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing Sucralose in solution and 30 min of active video game playing
- Primary Outcome Measures
Name Time Method 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
Name Time Method 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