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Food intake response to exercise and active video gaming in adolescents: effect of weight status

Published online by Cambridge University Press:  24 November 2015

J. P. Chaput
Affiliation:
Healthy Active Living and Obesity Research Group, Children’s Hospital of Eastern Ontario Research Institute, 401 Smyth Road, Ottawa, ON, K1H 8L1, Canada School of Human Kinetics, Faculty of Health Sciences, University of Ottawa, 75 Laurier Ave East, Ottawa, ON, K1N 6N5, Canada
A. Tremblay
Affiliation:
Department of Kinesiology, Faculty of Medicine, Laval University, avenue de la Médecine, Quebec City, QC, G1V 0A6, Canada
B. Pereira
Affiliation:
Biostatistics Unit (Direction de la Recherche Clinique et de l’Innovation), Clermont-Ferrand University Hospital, Rue Montalembert, 63000 Clermont-Ferrand, France
Y. Boirie
Affiliation:
Department of Human Nutrition, Clermont-Ferrand University Hospital, G. Montpied Hospital, Rue Montalembert, 63000 Clermont-Ferrand, France INRA, UMR 1019, 63122 Saint-Genès-Champanelle, France Unité de Formation et de Recherche Medicine, University Clermont 1, Rue Montalembert, 63000 Clermont-Ferrand, France Centre de Recherche en Nutrition Humaine-Auvergne, Rue Montalembert, 63000 Clermont-Ferrand, France
M. Duclos
Affiliation:
INRA, UMR 1019, 63122 Saint-Genès-Champanelle, France Unité de Formation et de Recherche Medicine, University Clermont 1, Rue Montalembert, 63000 Clermont-Ferrand, France Centre de Recherche en Nutrition Humaine-Auvergne, Rue Montalembert, 63000 Clermont-Ferrand, France Department of Sport Medicine and Functional Explorations, Clermont-Ferrand University Hospital, G. Montpied Hospital, Rue Montalembert, 63000 Clermont-Ferrand, France
D. Thivel*
Affiliation:
Unité de Formation et de Recherche Medicine, University Clermont 1, Rue Montalembert, 63000 Clermont-Ferrand, France Laboratory of the Metabolic Adaptations to Exercise Under Physiological and Pathological Conditions (AME2P), Clermont University, Blaise Pascal University, Impasse Amélie Murat, EA 3533, 63000 Clermont-Ferrand, France
*
* Corresponding author: D. Thivel, fax +33 4 73 40 76 79, email David.Thivel@univ-bpclermont.fr
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Abstract

Although 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.

Information

Type
Full Papers
Copyright
Copyright © The Authors 2015 
Figure 0

Table 1 Descriptive characteristics of the obese and lean groups (Mean values and standard deviations)

Figure 1

Fig. 1 Energy expenditure (EE) induced by the four different conditions (control (CON), passive video game (PVG), active video game (AVG), exercise (EX)) in both lean () and obese () adolescents. Values are means, with standard deviations represented by vertical bars. The ANOVA revealed a significantly higher EE in obese compared with lean participants whatever the condition (P<0·05). EE-AVG and EE-EX are significantly higher than PVG- and CON-EE in both lean and obese participants (P<0·05).

Figure 2

Fig. 2 (a) Lunch time energy intake (kJ) and (b) relative energy intake (REI) (kJ) after the control (, CON), passive video game (, PVG), active video game (, AVG) and exercise (, EX) sessions in lean and obese adolescents. Values are means, with standard deviations represented by vertical bars. Absolute energy intake (a): the ANOVA revealed a group effect (P<0·001). No condition effect in obese participants. EX was significantly lower than PVG and AVG in lean adolescents (P<0·050). (b) The ANOVA revealed a group effect (P<0·05). REI-AVG was significantly lower compared with REI-PVG in lean adolescents (P<0·05) and REI-EX significantly lower than the three other condition (P<0·05). There was no significant difference between conditions in obese adolescents.

Figure 3

Table 2 Energy derived from macronutrients in lean and obese adolescents during the experimental sessions* (Mean values and standard deviations)