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PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

This study has been completed.
Sponsor:
ClinicalTrials.gov Identifier:
NCT01523795
First Posted: February 1, 2012
Last Update Posted: February 1, 2012
The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details.
Information provided by (Responsible Party):
University of North Carolina, Chapel Hill
  Purpose
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.

Condition Intervention
Obesity Physical Activity Other: Motion-controlled video gaming Other: Traditional video gaming Other: Television watching

Study Type: Interventional
Study Design: Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)
Official Title: PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

Further study details as provided by University of North Carolina, Chapel Hill:

Primary Outcome Measures:
  • Energy intake [ Time Frame: 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


Secondary Outcome Measures:
  • Energy expenditure [ Time Frame: One-hour study period ]
    Energy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents


Enrollment: 120
Study Start Date: October 2010
Study Completion Date: February 2011
Primary Completion Date: February 2011 (Final data collection date for primary outcome measure)
Arms Assigned Interventions
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
Play of motion-controlled video games for one hour
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
Participants played traditional video games for one hour
Active Comparator: Television watching
Participants watched television via Netflix instant streaming for one hour
Other: Television watching
Participants watched television for one hour

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.

  Eligibility

Information from the National Library of Medicine

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Ages Eligible for Study:   18 Years to 35 Years   (Adult)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   Yes
Criteria

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)
  Contacts and Locations
Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT01523795


Locations
United States, North Carolina
UNC Lineberger Comprehensive Cancer Center
Chapel Hill, North Carolina, United States, 27755
Sponsors and Collaborators
University of North Carolina, Chapel Hill
Investigators
Principal Investigator: Elizabeth J Lyons, PhD, MPH University of Texas
  More Information

Publications automatically indexed to this study by ClinicalTrials.gov Identifier (NCT Number):
Responsible Party: University of North Carolina, Chapel Hill
ClinicalTrials.gov Identifier: NCT01523795     History of Changes
Other Study ID Numbers: 10-1415
First Submitted: January 27, 2012
First Posted: February 1, 2012
Last Update Posted: February 1, 2012
Last Verified: January 2012

Keywords provided by University of North Carolina, Chapel Hill:
Energy intake
Video games
Television
Physical activity
Obesity