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Metabolic Response to Playing Video Games: Two Arm Trial

Not Applicable
Conditions
Appetite and General Nutritional Disorders
Sedentary Lifestyle
Interventions
Behavioral: Competitive video game
Behavioral: Little Big Planet
Registration Number
NCT02075827
Lead Sponsor
University College, London
Brief Summary

Previous studies have shown that subjects who play video games are prone to consume larger quantities of food than subjects who are simply resting. This is believed to be due to the development of a stress response in the video games group, resulting in increased fuel metabolism. However, it was shown that the energy intake of the two groups showed no correlation with the subjects' appetite/hunger, which was identical in both groups.

The investigators propose to explore this issue further by comparing the effects of different types of video games on metabolism, using a randomized controlled trial. In this study, they will compare the stress levels, heart rate, blood pressure, appetite/mood, energy consumption, grip strength, memory and saliva cortisol, leptin and ghrelin levels of subjects playing (a) competitive and (b) problem-solving video games. Measurements will be taken preceding, during and after the 1 hour intervention. Following the intervention, participants will be offered savoury and sweet foods/drinks, which will allow us to assess their appetite preferences and caloric intake.

The investigators first aim is to determine whether there is a significant difference in stress levels, eating habits and energy metabolism in the two groups. Our second aim is to determine whether there is a difference in glucose distribution to the muscles and brain between the two groups.

Detailed Description

The investigators study is designed to test experimentally whether different kinds of video game generate different types of metabolic response. The exposure comprises one-hour of video game playing, with 36 young men randomized to each group (ie 72 in total).

Prior to the exposure, they will collect baseline data on heart rate, blood pressure, anthropometry (weight, height, waist girth), grip strength and cognitive function (memory test), as well as appetite/mood by visual analogue scale (VAS). The investigators will also collect a baseline saliva sample to assess hormones associated with stress (cortisol) or satiety (leptin, ghrelin). The subject will arrive after and overnight fast and will be given a standardised breakfast. After these baseline data are collected, the randomization envelope will be opened and the subject assigned to his group.

Heart rate will be monitored continuously during the study. At 20 and 40 minutes during the intervention, as well as when it ceases at 60 minutes, the investigators will collect further data on blood pressure and appetite/mood by VAS. At 60 minutes, the investigators will repeat measurement of memory and grip strength, and collect a second saliva sample.

For 20 minutes after the end of the intervention, the subject will be allowed to rest, reading magazines, and will be able to select from a range of snack foods (savoury, sweet, fruit), and drinks (sweetened beverages, water). Consumption of calories will be calculated. At the end of this period, final measurements of blood pressure and VAS will be collected, and the subject will depart.

Recruitment & Eligibility

Status
UNKNOWN
Sex
Male
Target Recruitment
72
Inclusion Criteria
  • Healthy adult males with BMI <25 kg/m2
Exclusion Criteria
  • smoking
  • a significant weight change (>3kg) within the previous three months
  • any psychiatric disorder
  • uncontrolled hypertension
  • coronary heart disease
  • heart failure
  • central/peripheral arteriopathies
  • excessive alcohol consumption (<21 units/week).

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Competitive video gameCompetitive video gamePlaying the video game 'Call of Duty'
Problem-solving video gameLittle Big PlanetPlaying the video game 'Little Big Planet'
Primary Outcome Measures
NameTimeMethod
Food intakeAt end of 1-hour video game intervention

Subjects will be offered a selection of snacks and drinks over a 20 minute period, and their rates of food intake will be calculated

Secondary Outcome Measures
NameTimeMethod
Salivary leptinAfter 60 minutes from start of intervention

Salivary leptin will be analysed using ELISA

Salivary ghrelinAfter 60 minutes from start of intervention

Salivary ghrelin will be assessed using ELISA

Salivary cortisolAfter 60 minutes from start of intervention

Salivary cortisol will be assessed using ELISA

Blood pressureAt 20, 40 and 60 minutes of intervention, and after 20 minutes rest post-intervention

Blood pressure will be measured in duplicate at 1 minute intervals by digital instrument

Heart rateContinuously, starting during baseline period, from 0 to 60 minutes during intervention, and for 20 minutes post-intervention rest period

Heart rate will be measured using a polar digital heart rate monitor

Visual analogue scaleAt 20, 40 and 60 minutes of intervention, and after 20 minutes rest post-intervention

Visual analogue scale will be used to collect subjective data on mood and appetite

Grip strengthAfter 60 minutes from start of intervention

Grip strength will be assessed by hand-grip dynamometer, using the average of three measurements for each arm

Memory recallAfter 60 minutes from start of intervention

Subjects will be shown images for a set time to allow memorization, and then be given another set time to recall as many of these images as possible

Trial Locations

Locations (1)

UCL Institute of Child Health

🇬🇧

London, United Kingdom

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