CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 65 enrolled
Drug / intervention
Active Video Game Play +1 morebehavioral
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT03407352
NCT03407352N/ACompleted

Response Inhibition to High Calorie Food Cues Among Adolescents Following Active and Sedentary Video Game Play Using a Go/No-Go Task: A Randomized Crossover Study

Brigham Young University·interventional·Posted Jan 23, 2018·Updated Feb 21, 2019

In Brief

A clinical study evaluating Active Video Game Play and Passive Video Game Play for Obesity. Completed, enrolled 65 participants across 1 site.

Detailed Summary

Response inhibition is a cognitive process that helps individuals suppress or avoid unwanted actions and inappropriate behavior. In regards to food, response inhibition allows a person to resist eating, ignore poor food choices and poor behavior related to food choices. Previous research suggests that physical activity may play a role in the regulation of response inhibition to food in adults. The purpose of this study is to compare the effects of an acute bout of active video gaming versus passive video gaming on response inhibition to high calorie and low calorie food images among adolescents. The proposed study is a randomized cross-over study with counterbalanced design. Participants will come to the lab two times. Each subject will serve as their own control. There will be two conditions and all participants will complete both conditions. One condition will be completed each time the participants come to the lab. The two conditions will include (a) 60 minutes of sedentary video game play and (b) 60 minutes of active video game play at moderate-intense levels. After each video game condition the participants will view pictures of high-calorie and low-calorie foods while being connected to an EEG machine. The EEG will measure the N2 and P3 event-related potentials, which will be used to index and analyze response inhibition. As participants view the pictures of high-calorie and low-calorie foods, they will be given a button pressing task where the press a button when they see pictures of the high-calorie or low-calorie foods. Immediately after each video game session participants will complete two cognitive measurement tasks. These tasks are (a) Stroop color-word task and (b) auditory verbal learning test. The Stroop color-word test requires the participants to read words typed in different colors on a sheet of paper and to say the name of the color of ink the words are printed in (ie to say "blue" when the word "red" is printed in blue ink). The auditory verbal learning test will require the researchers to read a list of 15 words and have participants repeat as many of the words back to the researcher as possible. This will be repeated 6 times. After the 5th time, there will be a 30 minute waiting period before the 6th trial where participants will be allowed to eat ad libitum pre-weighed foods while they wait to complete the last trial of the verbal learning test.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
ConditionsObesity
CountriesUnited States
Collaborators--

Timeline

N/ACompletedFinished
2017201820192020202120222023202420252026
First PostedJan 23, 2018
Enrollment StartJun 1, 2016
Primary CompletionSep 1, 2017
Study CompletionOct 1, 2017
TodayJul 2, 2026
Enrollment to primary: 1.3 yearsPosted 8.4 years ago

Interventions

Active Video Game Playbehavioral

60 minutes of active video game play at a moderate intensity

Passive Video Game Playbehavioral

60 minutes of passive video game play