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Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8–11-year-old boys

Published online by Cambridge University Press:  05 October 2015

Susan Allsop*
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle upon Tyne NE1 8ST, UK
Caroline J. Dodd-Reynolds
Affiliation:
School of Applied Social Sciences, Durham University, Durham DH1 3HN, UK
Benjamin P. Green
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle upon Tyne NE1 8ST, UK
Dorothée Debuse
Affiliation:
Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, 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, 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 present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8–11-year-old boys in a school-based 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.

Information

Type
Full Papers
Copyright
Copyright © The Authors 2015 
Figure 0

Fig. 1 Hunger sensations for all participants. * At 30 min, participants felt less hungry during seated gaming with food (○) compared with seated gaming without food (●, P=0·010). * At 60 min, they felt less hungry during active gaming with food (△) compared with seated gaming without food (●, P=0·025). † At 60 min they felt significantly more hungry during active gaming without food (▲) in comparison with both seated (○, P=0·049) and active gaming with food (△, P=0·013). * At 90 min, participants felt significantly less hungry during active gaming with food (△) compared with both seated (●, P=0·032) and active gaming without food (▲, P=0·029). Values are means (n 21), with their standard errors.

Figure 1

Fig. 2 Prospective food consumption for all participants. * At 60 min participants wanted to eat significantly more when seated gaming without food (●) compared with during active gaming with food (△, P=0·030). † At 90 min, participants wanted to eat significantly more when seated gaming without food (●) compared with seated gaming with food (○, P=0·042). Values are means (n 21), with their standard errors.

Figure 2

Fig. 3 Fullness sensations for all participants. * At 60 min, the participants felt significantly less full when seated gaming without food (●) than when seated gaming with food (○, P=0·011) † and active gaming with food (, P=0·011). They also felt more full during ‡ active gaming with food () compared with during active gaming without food (▲, P=0·023). Values are means (n 21), with their standard errors.

Figure 3

Table 1 Baseline and time-averaged AUC appetite sensations for all gaming bouts (Mean values with their standard errors)

Figure 4

Table 2 Physical activity (PA), energy expenditure (EE), energy intake (EI), relative EI and time to eating onset for all participants for each gaming bout (Mean values with their standard errors)