Evidence map›Paper›PMID 25762809›Full record

Trial reportThe American journal of clinical nutrition2015

Active video games and energy balance in male adolescents: a randomized crossover trial.

Aidan Gribbon, Jessica McNeil, Ollie Jay, Mark S Tremblay, Jean-Philippe Chaput

Registry-linked trialOpen access · bronzeAbstract readRandomized Controlled Trial
In one paragraph

Trial report in The American journal of clinical nutrition, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT01655901 (Effects of Active Video Games on Energy Balance), which is not on this map. Cited by 10 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed, 2 pooled it
7.6field-weighted citation impact, top 3% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT01655901 nacompletednot on this map

Effects of Active Video Games on Energy Balance: a Randomized Crossover Study in Adolescents

TypeinterventionalSponsorChildren's Hospital of Eastern OntarioRan2012 to 2014Enrolled30ConditionsActive Video Games and Appetite ControlArmsActive video gaming, Passive video gaming, Resting
3 · Its place in the literature

Who cites it

10 citing papers in PubMed, 2 syntheses or guidelines pooled it, 31 citations in OpenAlex.

  1. Pooled it
  2. Guideline
  3. Trial
  4. Review
  5. A Systematic Review on Effect of Electronic Media on Diet, Exercise, and Sexual Activity among Adolescents.Indian journal of community medicine : official publication of Indian Association of Preventive & Social Medicine · 2018
    Review
  6. Review
  7. Article
  8. Article
  9. Might Video Games Help Remedy Childhood Obesity?Childhood obesity (Print) · 2015
    Article
  10. Are active video games useful to combat obesity?The American journal of clinical nutrition · 2015
    Article
4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

5 authors at 1 institution in 2 countries.

Aidan GribbonFrom the Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada (AG, MST, and J-PC); the Behavioral and Metabolic Research Unit, School of Human Kinetics, University of Ottawa, Ottawa, Ontario, Canada (JM); and Exercise and Sport Science, Faculty of Health Sciences, University of Sydney, Sydney, Australia (OJ).
Jessica McNeilFrom the Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada (AG, MST, and J-PC); the Behavioral and Metabolic Research Unit, School of Human Kinetics, University of Ottawa, Ottawa, Ontario, Canada (JM); and Exercise and Sport Science, Faculty of Health Sciences, University of Sydney, Sydney, Australia (OJ).
Ollie JayFrom the Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada (AG, MST, and J-PC); the Behavioral and Metabolic Research Unit, School of Human Kinetics, University of Ottawa, Ottawa, Ontario, Canada (JM); and Exercise and Sport Science, Faculty of Health Sciences, University of Sydney, Sydney, Australia (OJ).
Mark S TremblayFrom the Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada (AG, MST, and J-PC); the Behavioral and Metabolic Research Unit, School of Human Kinetics, University of Ottawa, Ottawa, Ontario, Canada (JM); and Exercise and Sport Science, Faculty of Health Sciences, University of Sydney, Sydney, Australia (OJ).
Jean-Philippe ChaputFrom the Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada (AG, MST, and J-PC); the Behavioral and Metabolic Research Unit, School of Human Kinetics, University of Ottawa, Ottawa, Ontario, Canada (JM); and Exercise and Sport Science, Faculty of Health Sciences, University of Sydney, Sydney, Australia (OJ). jpchaput@cheo.on.ca.
The University of Sydney · AU

Funding

Canadian Institutes of Health Research 123794
6 · The paper itself

Abstract

backgroundActive video games (AVGs) have been shown to acutely increase energy expenditure when compared with seated video games; however, the influence of AVGs on compensatory adjustments in energy intake and expenditure is largely unknown.

objectiveThe aim was to examine the acute effects of AVGs on energy intake and expenditure.

designWith the use of a randomized crossover design, 26 male adolescents (mean ± SD age: 14.5 ± 1.4 y) completed three 1-h experimental conditions: resting control, seated video game play (Xbox 360; Microsoft), and AVG play (Kinect Adventures on Xbox 360) followed by an ad libitum lunch. A validated food menu was used to assess food intake immediately after the conditions and for the remainder of the day, and a dietary record was used for the subsequent 3-d period. Energy expenditure was measured by using portable indirect calorimetry throughout each experimental condition, and an accelerometer was used to assess the subsequent 3-d period. Appetite sensations were assessed by using visual analog scales at different time points during the testing day. The primary outcomes were acute (immediately after the conditions and 24-h) and short-term (3-d) energy intake and expenditure.

resultsEnergy expenditure was significantly higher (~145%; P < 0.001) during the AVG condition than during the resting control and seated video game conditions; however, no significant differences in energy expenditure were observed 24 h (~6%; P > 0.49) and 3 d after the experimental conditions (~3%; P > 0.82). No significant differences were observed in absolute energy intake immediately after the conditions (~2%; P > 0.94) or in absolute energy intake 24 h (~5%; P > 0.63) and 3 d (~9%; P > 0.53) after the experimental conditions. Finally, appetite sensations were similar between conditions at all time points (P > 0.05).

conclusionsThe increase in energy expenditure promoted by a single session of Kinect AVG play is not associated with increased food intake but is compensated for after the intervention, resulting in no measurable change in energy balance after 24 h. These results suggest that the potential of Kinect to reduce the energy gap underlying weight gain is offset within 24 h in male adolescents. This trial was registered at clinicaltrials.gov as NCT01655901.

Indexed as

Energy IntakeEnergy MetabolismMotor ActivityVideo GamesAdolescentAppetiteBody WeightCalorimetry, IndirectCross-Over StudiesDiet RecordsFollow-Up StudiesHumansMaleRestSurveys and Questionnairesappetiteenergy expenditureenergy intakeexergamingfoodobesityteenagers

Identifiers

PMID25762809
PMCPMC6879016
OpenAlexW2148381739

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.