期刊论文详细信息
卷:101
Active video games and energy balance in male adolescents: a randomized crossover trial
Gribbon, Aidan ; McNeil, Jessica ; Jay, Ollie ; Tremblay, Mark S. ; Chaput, Jean-Philippe
关键词: exergaming;    appetite;    energy intake;    energy expenditure;    food;    obesity;    teenagers;   
DOI  :  10.3945/ajcn.114.105528
学科分类:食品科学和技术
PDF
【 摘 要 】

Background: Active 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. Objective: The aim was to examine the acute effects of AVGs on energy intake and expenditure. Design: With 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 calorimetty 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. Results: Energy expenditure was significantly higher (similar to 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 (similar to 6%; P > 0.49) and 3 d after the experimental conditions (similar to 3%; P > 0.82). No significant differences were observed in absolute energy intake immediately after the conditions (similar to 2%; P > 0.94) or in absolute energy intake 24 h (similar to 5%; P > 0.63) and 3 d (similar to 9%; P > 0.53) after the experimental conditions. Finally, appetite sensations were similar between conditions at all time points (P > 0.05). Conclusions: The 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.

【 授权许可】

   

【 预 览 】
附件列表
Files Size Format View
JA201706070005199SK.pdf KB PDF download
  文献评价指标  
  下载次数:17次 浏览次数:88次