An interventional study of Motion-controlled video gaming and Traditional video gaming in Obesity and Physical Activity, sponsored by University of North Carolina, Chapel Hill. Completed at 1 site in United States. Open to participants aged 18 Years to 35 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2012-02-01.
Sponsored by University of North Carolina, Chapel Hill · Not applicable and Interventional
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.
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.
6,296 studies on the registry are indexed under Obesity; 1,692 are open to participants now.
This study's enrollment of 120 is above the median of 78 across 4,878 interventional studies indexed under Obesity.
Browse Obesity studies →University of North Carolina, Chapel Hill is the lead sponsor of 1,340 studies on the registry; 133 are open to participants now.
Of its 155 completed or terminated interventional studies of FDA-regulated products, 136 (88%) have results posted.
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Exclusion Criteria:
Participants played motion-controlled video games that involved at least throwing, hitting, or dancing motions using a Wii or Xbox 360 console for one hour
Other: Motion-controlled video gaming
Participants played traditional (handheld gamepad controller-based) video games using a Playstation 3 console for one hour
Other: Traditional video gaming
Participants watched television via Netflix instant streaming for one hour
Other: Television watching
Play of motion-controlled video games for one hour
Participants played traditional video games for one hour
Participants watched television for one hour
Energy intake
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
Time frame: One-hour study period
Energy expenditure
Energy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents
Time frame: One-hour study period
This study is completed, as verified in Jan 2012. You cannot join it, but the record below documents what was studied.
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University of North Carolina, Chapel Hill