Active Video Games and Energy Balance in Male Adolescents
Active video games (AVGs) have been shown to increase energy expenditure as compared to seated/sedentary video games. However, the effect of AVGs on consequent energy intake and expenditure was largely unknown. The current study by researchers Gribbon et al. examined the effects of AVGs on energy intake and expenditure.
The researchers used a randomized crossover design with 26 male adolescents of approximately 14.5 years. The adolescents were given 3 one-hour experimental conditions: resting control seated video game play (Xbox 360; Microsoft), and AVG play (Kinect Adventures on Xbox 360). This was followed by an ad lib lunch (where the adolescents were allowed to eat as much as desired).
A validated food menu was used to assess food intake after the conditions and for the rest of the day. A dietary record was used for the 3-day period. Energy expenditure was measured using portable indirect calorimetry throughout each experimental condition. An accelerometer (to measure the rate of movement) was used for the rest of the 3-day period. The main outcomes revealed acute (after the 3 conditions) and short-term (in the 3-day period) energy intake and expenditure.
This study found that energy expenditure was significantly higher during the AVG condition as compared to the resting period and seated video gaming.
However, no major differences were found in energy expenditure 24 hours and 3 days after the experimental conditions. The researchers did not find any differences in total energy intake immediately after the experimental conditions or after 24 hours. Appetite sensations were similar at all time points.
The final conclusions in this study note that the increase in energy expenditure during a single session of Kinect AVG play is not associated to increased food intake. The energy expenditure is compensated after the session with no change in energy balance after 24 hours. The results imply that the total energy balance after 2 hours among male adolescents playing AVGs is unaffected by the energy expenditure during the session.
References:
1. http://ajcn.nutrition.org/content/early/2015/03/11/ajcn.114.105528.abstract
2. Aidan Gribbon, Jessica McNeil, Ollie Jay, Mark S Tremblay and Jean-Philippe Chaput. Active video games and energy balance in male adolescents: A randomized crossover trial1-3. Am J Clin Nutr. 2015 Jun;101(6):1126-34. doi: 10.3945/ajcn.114.105528.
3. https:www.ruor.uottawa.ca/handle/10393/32275
Source: Medindia
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Namitha Kumar. (2015, June 07). Active Video Games and Energy Balance in Male Adolescents . Medindia. Retrieved on Nov 23, 2024 from https://www.medindia.net/news/healthinfocus/active-video-games-and-energy-balance-in-male-adolescents-149783-1.htm.
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Namitha Kumar. "Active Video Games and Energy Balance in Male Adolescents ". Medindia. Nov 23, 2024. <https://www.medindia.net/news/healthinfocus/active-video-games-and-energy-balance-in-male-adolescents-149783-1.htm>.
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Namitha Kumar. "Active Video Games and Energy Balance in Male Adolescents ". Medindia. https://www.medindia.net/news/healthinfocus/active-video-games-and-energy-balance-in-male-adolescents-149783-1.htm. (accessed Nov 23, 2024).
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Namitha Kumar. 2015. Active Video Games and Energy Balance in Male Adolescents . Medindia, viewed Nov 23, 2024, https://www.medindia.net/news/healthinfocus/active-video-games-and-energy-balance-in-male-adolescents-149783-1.htm.