CClinicalTrials.gg
CompletedNCT01523795Updated Feb 1, 2012

PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

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

Phase
Not applicable
Study type
Interventional
Enrollment
120
Allocation
Randomized
Ages
18 Years to 35 Years
Sex
All
01

Study summary

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.

Read the detailed description

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.

02

Conditions studied

  • Obesity
  • Physical Activity

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Keywords

  • Energy intake
  • Video games
  • Television
  • Physical activity
  • Obesity
03

In context

Obesity

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 →

Lead sponsor

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.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 35 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • Between the ages of 18 and 35 years old

Exclusion criteria

Exclusion Criteria:

  • 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)
05

Study design

Phase
Not applicable
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
120 participants (actual)

Study arms

  • Experimental
    Motion-controlled video gaming

    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

  • Active comparator
    Traditional video gaming

    Participants played traditional (handheld gamepad controller-based) video games using a Playstation 3 console for one hour

    Other: Traditional video gaming

  • Active comparator
    Television watching

    Participants watched television via Netflix instant streaming for one hour

    Other: Television watching

Interventions

  • OtherMotion-controlled video gaming

    Play of motion-controlled video games for one hour

  • OtherTraditional video gaming

    Participants played traditional video games for one hour

  • OtherTelevision watching

    Participants watched television for one hour

06

What researchers measure

Primary outcomes

  1. 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

Secondary outcomes

  1. 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

07

Study locations

1 site
  • UNC Lineberger Comprehensive Cancer Center
    Chapel Hill, North Carolina 27755, United States
08

References and documents

Publications

  • Lyons EJ, Tate DF, Ward DS, Wang X. Energy intake and expenditure during sedentary screen time and motion-controlled video gaming. Am J Clin Nutr. 2012 Aug;96(2):234-9. doi: 10.3945/ajcn.111.028423. Epub 2012 Jul 3. PubMed 22760571 ↗
09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Feb 1, 2012, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT01523795
Lead sponsor
University of North Carolina, Chapel Hill
Responsible party
Sponsor
First posted
Feb 1, 2012
Start date
Oct 2010
Primary completion
Feb 2011
Completion
Feb 2011
Last update
Feb 1, 2012

Study contacts

Elizabeth J Lyons, PhD, MPH
principal investigator · University of Texas

Oversight

Data monitoring committee
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

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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