Trial reportThe American journal of clinical nutrition2015
Active video games and energy balance in male adolescents: a randomized crossover trial.
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.
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.
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.
Effects of Active Video Games on Energy Balance: a Randomized Crossover Study in Adolescents
Who cites it
10 citing papers in PubMed, 2 syntheses or guidelines pooled it, 31 citations in OpenAlex.
- Pooled it
- Cardiovascular Prevention in Children, Adolescents, and Young Adults. A Call-to-Action of the Italian Societies of Pediatrics (SIP), Hypertension (SIIA), Study of Atherosclerosis (SISA), and Cardiovascular Prevention (SIPREC).High blood pressure & cardiovascular prevention : the official journal of the Italian Society of Hypertension · 2026Guideline
- Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study.International journal of environmental research and public health · 2018Trial
- Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review.Sports (Basel, Switzerland) · 2024Review
- 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 · 2018Review
- Diagnosis, treatment and prevention of pediatric obesity: consensus position statement of the Italian Society for Pediatric Endocrinology and Diabetology and the Italian Society of Pediatrics.Italian journal of pediatrics · 2018Review
- Body mass index, new modes of TV viewing and active video games.Pediatric obesity · 2017Article
- Twelve weeks of dance exergaming in overweight and obese adolescent girls: Transfer effects on physical activity, screen time, and self-efficacy.Journal of sport and health science · 2017Article
- Might Video Games Help Remedy Childhood Obesity?Childhood obesity (Print) · 2015Article
- Are active video games useful to combat obesity?The American journal of clinical nutrition · 2015Article
Corrections and comments
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Authors and funding
5 authors at 1 institution in 2 countries.
Funding
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.
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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.