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Comparison of short-term energy intake and appetite responses to active and seated video gaming, in 8–11-year-old boys

Published online by Cambridge University Press:  28 January 2016

Susan Allsop*
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Northumberland Building, Newcastle upon Tyne NE1 8ST, UK
Benjamin P. Green
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Northumberland Building, Newcastle upon Tyne NE1 8ST, UK
Caroline J. Dodd-Reynolds
Affiliation:
School of Applied Social Sciences, Durham University, Durham DH1 3HN, UK
Gillian Barry
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Northumberland Building, Newcastle upon Tyne NE1 8ST, UK
Penny L. S. Rumbold
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Northumberland Building, Newcastle upon Tyne NE1 8ST, UK
*
* Corresponding author: S. Allsop, fax +44 191 227 3190, email s.allsop@northumbria.ac.uk
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Abstract

The acute effects of active and seated video gaming on energy intake (EI), blood glucose, plasma glucagon-like peptide-1 (GLP-17–36) and subjective appetite (hunger, prospective food consumption and fullness) were examined in 8–11-year-old boys. In a randomised, crossover manner, twenty-two boys completed one 90-min active and one 90-min seated video gaming trial during which food and drinks were provided ad libitum. EI, plasma GLP-17–36, blood glucose and subjective appetite were measured during and following both trials. Time-averaged AUC blood glucose was increased (P=0·037); however, EI was lower during active video gaming (1·63 (sem 0·26) MJ) compared with seated video gaming (2·65 (sem 0·32) MJ) (P=0·000). In a post-gaming test meal 1 h later, there were no significant differences in EI between the active and seated gaming trials. Although estimated energy expenditure was significantly higher during active video gaming, there was still no compensation for the lower EI. At cessation of the trials, relative EI (REI) was significantly lower following active video gaming (2·06 (sem 0·30) MJ) v. seated video gaming (3·34 (sem 0·35) MJ) (P=0·000). No significant differences were detected in time-averaged AUC GLP-17–36 or subjective appetite. At cessation of the active video gaming trial, EI and REI were significantly less than for seated video gaming. In spite of this, the REI established for active video gaming was a considerable amount when considering the total daily estimated average requirement for 8–11-year-old boys in the UK (7·70 MJ).

Information

Type
Full Papers
Copyright
Copyright © The Authors 2016 
Figure 0

Fig. 1 Schematic representation of trials. , Capillary blood sample collection to determine the expression of glucagon-like peptide-1 (GLP-17–36), and glucose. VAS, visual analogue scale.

Figure 1

Table 1 Serving size, total energy and macronutrient values of food and drink items served during the gaming bouts

Figure 2

Fig. 2 Mean percentage (%) macronutrients ingested during gaming for all boys (n 21) as a percentage of total energy intake. *Boys consumed significantly more carbohydrate (CHO) (P=0·004) and protein (PRO) (P=0·022) but significantly less fat (P=0·004) during active video gaming than during seated video gaming. , Active gaming; , seated gaming

Figure 3

Table 2 Gaming energy intake (EI) (MJ), time to eating onset during gaming (min) physical activity (PA) metabolic equivalents (MET), energy expenditure (EE) (MJ), gaming relative EI (MJ), test meal EI (MJ), total relative EI and ingestion time of test meal (min) for all boys (n 21) for each gaming trial (Mean values with their standard errors)

Figure 4

Fig. 3 Time-averaged AUC x 135 min for (a) plasma GLP-17-36 and (b) blood glucose between active and seated video gaming (n 20 boys). (a) No significant differences in plasma GLP-17-36 (P=0·413). (b) * Blood glucose was significantly higher during active video gaming than when seated video gaming (P=0·037). , Active gaming; , seated gaming. GLP-17–36, glucagon-like peptide-1.