TY - JOUR
T1 - Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8–11-year-old boys
AU - Allsop, Susan
AU - Dodd-Reynolds, Caroline
AU - Green, Benjamin
AU - Debuse, Dorothée
AU - Rumbold, Penny
N1 - Published online 5-10-15. No external funding.
PY - 2015/10/5
Y1 - 2015/10/5
N2 - The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8–11 year-old boys in a schoolbased setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts, each separated by 1 week. The gaming bouts were (1) seated gaming, no food or drink; (2) active gaming, no food or drink; (3) seated gaming with food and drink offered ad libitum; and (4) active gaming with food and drink offered ad libitum. In the two gaming bouts during which foods and drinks were offered, EI was measured. Appetite sensations – hunger, prospective food consumption and fullness – were recorded using visual analogue scales during all gaming bouts at 30-min intervals and at two 15-min intervals post gaming. In the two bouts with food and drink, no significant differences were found in acute EI (MJ) (P=0·238). Significant differences were detected in appetite sensations for hunger, prospective food consumption and fullness between the four gaming bouts at various time points. The relative EI calculated for the two gaming bouts with food and drink (active gaming 1·42 (SEM 0·28) MJ; seated gaming 2·12 (SEM 0·25) MJ) was not statistically different. Acute EI in response to active gaming was no different from seated gaming, and appetite sensations were influenced by whether food was made available during the 90-min gaming bouts.
AB - The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8–11 year-old boys in a schoolbased setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts, each separated by 1 week. The gaming bouts were (1) seated gaming, no food or drink; (2) active gaming, no food or drink; (3) seated gaming with food and drink offered ad libitum; and (4) active gaming with food and drink offered ad libitum. In the two gaming bouts during which foods and drinks were offered, EI was measured. Appetite sensations – hunger, prospective food consumption and fullness – were recorded using visual analogue scales during all gaming bouts at 30-min intervals and at two 15-min intervals post gaming. In the two bouts with food and drink, no significant differences were found in acute EI (MJ) (P=0·238). Significant differences were detected in appetite sensations for hunger, prospective food consumption and fullness between the four gaming bouts at various time points. The relative EI calculated for the two gaming bouts with food and drink (active gaming 1·42 (SEM 0·28) MJ; seated gaming 2·12 (SEM 0·25) MJ) was not statistically different. Acute EI in response to active gaming was no different from seated gaming, and appetite sensations were influenced by whether food was made available during the 90-min gaming bouts.
KW - EE energy expenditure
KW - EI energy intake
KW - PA physical activity
KW - VAS visual analogue scales
KW - Active gaming
KW - Appetite
KW - Children
KW - Energy intake
KW - Physical activity
UR - https://www.scopus.com/pages/publications/84949316750
U2 - 10.1017/S0007114515003724
DO - 10.1017/S0007114515003724
M3 - Article
SN - 0007-1145
VL - 114
SP - 2148
EP - 2155
JO - British Journal of Nutrition
JF - British Journal of Nutrition
IS - 12
ER -