PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects
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
- 是
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)
