Active Video-game Playing and Food Intake in Children

Study Overview
=================
Brief Summary
-----------------
The purpose of this experiment is to investigate the effect of active video game playing for 30 minutes on food intake and subjective appetite. The investigators hypothesize that video game playing will affect food intake in children. Food intake will be measured at 30 minutes following a glucose (50g glucose in 250ml of water) or sweetened non-caloric (150mg Sucralose® in 250ml of water) beverage with or without active video game playing. Subjective appetite will be measured at 0, 15, 30 and 60 minutes.

Official Title
-----------------
Active Video-game Playing and a Glucose Preload on Food Intake Regulation in Children

Conditions
-----------------
Appetitive Behavior

Intervention / Treatment
-----------------
* Behavioral: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing


Participation Criteria
=================
Eligibility Criteria
-----------------
Inclusion Criteria: healthy boys with no emotional, behavioral or learning problems Exclusion Criteria: Exclusion criteria are children with significant behavioral or emotional difficulties, those with dietary restrictions, or those taking medications.

Ages Eligible for Study
-----------------
Minimum Age: 9 Years
Maximum Age: 14 Years

Sexes Eligible for Study
-----------------
All

Accepts Healthy Volunteers
-----------------
Accepts Healthy Volunteers

Study Plan
=================
How is the study designed?
-----------------

Design Details

Primary Purpose: Prevention
Allocation: Randomized
Intervention Model: Crossover Assignment
Interventional Model Description: Repeated measures cross-over design.
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Glucose Beverage<br>50 g of glucose in solution | Behavioral: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing<br> <br> |
| Experimental: Control Beverage<br>Sucralose in solution | Behavioral: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing<br> <br> |
| Experimental: Glucose beverage and active video game playing<br>50 g of glucose in solution and 30 min of active video game playing | Behavioral: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing<br> <br> |
| Experimental: Control Beverage and active video game playing<br>Sucralose in solution and 30 min of active video game playing | Behavioral: Glucose beverage, control beverage, glucose beverage and active video game playing, control beverage and active video game playing<br> <br> |

What is the study measuring?
-----------------
Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Food Intake (kcal) |  | 30 minutes after treatment | 
| Subjective appetite (mm) | subjective appetite assessed by motivation-to-eat visual analogue scale. The scale range is between 0 and 100 mm. Higher scores represent higher appetite | baseline and then 15, 30, and 60 minutes after preload consumption | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Subjective Mood (mm) | Measured using visual analogue scale (mm). Each VAS is a 100 mm line where they will place a pencil mark to describe their feelings. | baseline and then 15, 30, and 60 minutes after preload consumption | 

 Terms related to the study
=================
Keywords Provided by Centre Hospitalier Valida
-----------------
appetite, food intake, active gaming