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PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

University of North Carolina (UNC) logo

University of North Carolina (UNC)

Status

Completed

Conditions

Physical Activity
Obesity

Treatments

Other: Traditional video gaming
Other: Television watching
Other: Motion-controlled video gaming

Study type

Interventional

Funder types

Other

Identifiers

NCT01523795
10-1415

Details and patient eligibility

About

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.

Full 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.

Enrollment

120 patients

Sex

All

Ages

18 to 35 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Between the ages of 18 and 35 years old

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)

Trial design

120 participants in 3 patient groups

Motion-controlled video gaming
Experimental group
Description:
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
Treatment:
Other: Motion-controlled video gaming
Traditional video gaming
Active Comparator group
Description:
Participants played traditional (handheld gamepad controller-based) video games using a Playstation 3 console for one hour
Treatment:
Other: Traditional video gaming
Television watching
Active Comparator group
Description:
Participants watched television via Netflix instant streaming for one hour
Treatment:
Other: Television watching

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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