跳至主要内容
临床试验/NCT01523795
NCT01523795已完成不适用

PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

University of North Carolina, Chapel Hill2 个研究点 分布在 1 个国家目标入组 120 人开始时间: 2010年10月最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
120
试验地点
2
主要终点
Energy intake

研究概览

简要总结

The purpose of this study is to determine whether playing motion-controlled video games produces low caloric intake and higher caloric expenditure than watching TV or playing traditional video games.

详细描述

The purpose of this study is to investigate differences in behaviors and emotions during TV watching and video game playing. Participants will be randomized to either watch TV, play traditional button-based video games, or play motion-based video games for one hour while palatable snack foods and sugar-sweetened beverages are provided within easy reaching distance. Both energy intake as well as energy expenditure during a one-hour period will be measured. All three conditions will be optimized to resemble typical in-home conditions as much as possible.

An additional goal of this study is to provide insight into the possible pathways by which TV and video games differentially affect intake and expenditure. Distraction from the real world (also called presence or engagement) will be analyzed to determine if a) these variables differ across groups and b) if these variables explain differences in energy intake and/or expenditure. The TV group will watch TV shows using Netflix streaming service, which will allow them to choose from a variety of popular shows without viewing commercials. As the investigators are primarily interested in satiety and hand occupation effects, the lack of commercials will allow us to eliminate food advertisements as a causal factor.

Finally, the third major goal of the study is to investigate how young adults choose screen-based media. In the two video game arms, participants will be allowed to choose to play any of 10 provided games, and in the TV group, participants will be able to choose from hundreds of options. Choices of game/program, time spent on each game/program, and psychological reactions to each game will be measured and analyzed.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
盲法
None

入排标准

年龄范围
18 Years 至 35 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • Between the ages of 18 and 35 years old

排除标准

  • Not at least a novice video game played (defined as having played games once or twice within the last year)
  • Has pre-existing medical condition that precludes physical activity
  • Is unable to find transportation to the study center
  • Does not agree to be videotaped during the experiment
  • Does not agree or is unable to fast for two hours prior to the experiment
  • Is pregnant or nursing
  • Weighs more than 300 pounds (required by one of the game controllers)

结局指标

主要结局

Energy intake

时间窗: One-hour study period

Energy intake was measured by weighing available food and beverage containers before and after one-hour period in which participants watched TV/played video games, then calculating the differences in weights

次要结局

  • Energy expenditure(One-hour study period)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (2)

Loading locations...

相似试验