PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

Study Overview
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Brief Summary
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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.

Detailed Description
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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.

Official Title
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PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects

Conditions
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Obesity, Physical Activity

Intervention / Treatment
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* Other: Motion-controlled video gaming
* Other: Traditional video gaming
* Other: Television watching


Participation Criteria
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Eligibility Criteria
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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)

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 35 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Motion-controlled video gaming<br>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<br>* Play of motion-controlled video games for one hour<br>|
| Active Comparator: Traditional video gaming<br>Participants played traditional (handheld gamepad controller-based) video games using a Playstation 3 console for one hour | Other: Traditional video gaming<br>* Participants played traditional video games for one hour<br>|
| Active Comparator: Television watching<br>Participants watched television via Netflix instant streaming for one hour | Other: Television watching<br>* Participants watched television for one hour<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| 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 | One-hour study period | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Energy expenditure | Energy expenditure was measured using a Sense Wear Pro armband, which uses accelerometry and galvanic skin response to estimate metabolic equivalents | One-hour study period | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Energy intake, Video games, Television, Physical activity, Obesity