Nutritional Adaptations to Physical or Sedentary Activities in Youth

NCT01912300 · Status: WITHDRAWN · Phase: NA · Type: INTERVENTIONAL

Last updated 2013-07-31

No results posted yet for this study

Summary

Sedentary behaviors have been shown to increase food consumption among youth and adults. The recent active video games devices have been suggested to compensate for the increased energy intake they induce by the increased energy expenditure they generate. To date no study has been conducted to question whether or not such modern sedentary activities induce energy consumption modification in youth. The aim of this work is to compare the impact of a passive video games vs. active video games vs. physical exercise in terms of subsequent energy intake and appetite feelings in normal weight and obese youth.

Conditions

  • Passive Video Games (PVG)
  • Active Video Games (AVG)
  • Exercise (EX)

Interventions

BEHAVIORAL

experimental condition: Passvice Video game; Avtive Video game; Exercise

Sponsors & Collaborators

  • Université Blaise Pascal, Clermont-Ferrand

    lead OTHER

Eligibility

Min Age
12 Years
Max Age
15 Years
Sex
MALE
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2013-07-31
Primary Completion
2013-07-31
Completion
2014-07-31

Countries

  • France

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT01912300 on ClinicalTrials.gov