Pre-meal active video game playing increased subjective appetite but not food intake in children and adolescents

2020 ◽  
Vol 222 ◽  
pp. 112931
Author(s):  
Melissa Baker ◽  
Julia O. Totosy de Zepetnek ◽  
Branka Gladanac ◽  
Kerry Miller ◽  
Melissa Da Silva ◽  
...  
2015 ◽  
Vol 60 (8) ◽  
pp. 1172-1179 ◽  
Author(s):  
E. Salonini ◽  
S. Gambazza ◽  
I. Meneghelli ◽  
G. Tridello ◽  
M. Sanguanini ◽  
...  

Appetite ◽  
2014 ◽  
Vol 83 ◽  
pp. 256-262 ◽  
Author(s):  
Alyson Branton ◽  
Tina Akhavan ◽  
Branka Gladanac ◽  
Damion Pollard ◽  
Jo Welch ◽  
...  

2019 ◽  
Vol 44 (3) ◽  
pp. 248-254 ◽  
Author(s):  
Brandon J.F. Gheller ◽  
Julia O. Totosy de Zepetnek ◽  
Jo M. Welch ◽  
Melissa D. Rossiter ◽  
Bohdan Luhovyy ◽  
...  

Video game playing (VGP) is associated with overweight/obesity (OW/OB). VGP and caloric preloads in the pre-meal environment influence short-term food intake (FI) in healthy-weight children. Therefore, the purpose of the present study was to examine the effect of pre-meal VGP and a glucose preload on subjective emotions, subjective appetite, and FI in boys with OW/OB. On 4 separate mornings, boys with OW/OB (n = 22; mean ± SD: age = 11.9 ± 1.6 years; body mass index percentile = 94.3 ± 3.9) participated in 4 test conditions. Two hours after a standardized breakfast, boys consumed equally sweetened preloads (250 mL) of sucralose (0 kcal) or glucose (200 kcal), with or without 30 min of subsequent VGP. Immediately after each test condition, FI was evaluated during an ad libitum pizza meal. Subjective appetite was measured at 0 (baseline), 15, and 30 min. Subjective emotions (aggression, anger, excitement, disappointment, happiness, upset, and frustration) were measured at 0 and 30 min. VGP did not affect FI, but the glucose preload decreased FI compared with the sucralose control (Δ = −103 ± 48 kcal, p < 0.01). However, cumulative FI (preload kcal + meal kcal) was 9% higher after the glucose preload (p < 0.01). Subjective appetite increased with time (p < 0.05) but was not influenced by preload or VGP. Frustration was the only subjective emotion that increased following VGP (p < 0.01). A glucose preload, but not VGP, suppressed FI in boys with OW/OB, suggesting a primary role of physiological factors in short-term FI regulation.


2015 ◽  
Vol 11 (3) ◽  
pp. 1-16 ◽  
Author(s):  
Jih-Hsuan Lin ◽  
Wei Peng

How perceived realism in a video game contributes to game enjoyment and engagement is a theoretically important and practically significant question. The conceptualization and operationalization of perceived realism in previous video game studies vary greatly, particularly regarding the dimensions of perceived graphic realism and perceived external realism. The authors argue that it is important to examine perceived enactive realism, particularly for interactive and participatory media such as video games. This study examines the contribution of two types of perceived realism—perceived graphic realism and perceived enactive realism—to enjoyment and engagement as manifested by the level of physical movement intensity in an active video game playing context. It was found that perceived enactive realism was a significant predictor of enjoyment and engagement in playing active video games. However, perceived graphic realism was not found to be a significant predictor of enjoyment or engagement. Theoretical and practical implications are discussed.


2015 ◽  
Vol 115 (3) ◽  
pp. 547-553 ◽  
Author(s):  
J. P. Chaput ◽  
A. Tremblay ◽  
B. Pereira ◽  
Y. Boirie ◽  
M. Duclos ◽  
...  

AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.


2014 ◽  
Vol 28 (S1) ◽  
Author(s):  
Brandon Gheller ◽  
Tina Akhavan ◽  
Damion Pollard ◽  
Branka Gladanac ◽  
Monika Constantino ◽  
...  

2015 ◽  
Vol 2015 ◽  
pp. 1-7 ◽  
Author(s):  
Brandy E. Strahan ◽  
Jennifer H. Elder

Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video games (6 weeks) on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS) and the Behavior Assessment System for Children Second Edition (BASC-2) pre- and postintervention. The Therapy Attitude Inventory (TAI) was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research.


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