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Effects of Interactive Video Game Cycling on Obese Adolescent Health

Primary Purpose

Overweight With Comorbidity, Obesity

Status
Completed
Phase
Phase 4
Locations
Canada
Study Type
Interventional
Intervention
Interactive video game cycling
Cycling to Music
Sponsored by
Children's Hospital of Eastern Ontario
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional treatment trial for Overweight With Comorbidity focused on measuring Adolescents, Obesity, Exercise, Music, Virtual Reality

Eligibility Criteria

12 Years - 17 Years (Child)All SexesDoes not accept healthy volunteers

Inclusion Criteria:

  • youth aged 12-17 years with BMI above 95th percentile for age and gender based on CDC growth chart data, OR
  • BMI > 85th percentile for age and gender with one of the following:
  • elevated fasting glucose or 2 hour OGTT (indicative of impaired glucose tolerance)
  • elevated fasting triglycerides, LDL-C, reduced HDL-C
  • total cholesterol/HDL-C ratio > 90th percentile
  • elevated fasting insulin
  • Blood pressure > 90th percentile
  • 1st degree relative with Type II diabetes or cardiovascular disease
  • Willingness to follow protocol and sign informed assent and consent

Exclusion Criteria:

  • Did not have a medical condition that altered intestinal absorption
  • Did not influence response to activity intervention or make vigorous exercise dangerous - such as
  • type 1 diabetes mellitus
  • inflammatory bowel disease,
  • severe arthritis/asthma,
  • congestive heart failure,
  • pulmonary disease,
  • systemic hypertension,
  • acute renal disease
  • other illness assessed by the study physician making participation inadvisable

Sites / Locations

  • Children's Hospital Of Eastern Ontario Research Institute

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

Active Comparator

Arm Label

Interactive video cycling

Cycling to Music

Arm Description

Interactive video cycling arm utilized the Gamebike that interfaced a Sony Play Station 2 with a stationary bicycle and a 42 inch flat screen TV. The Gamebike has a handle bar mounted game controller allowing the participant to play most Sony Play Station 2 raced-based video games. The Gamebike reads the participants' speed by cycling cadence and the faster the individual pedalled, the faster they moved in the virtual world on screen. Participants were asked to come to the lab for two sessions per week for 60 minutes for 10 weeks.Participants were told that they could exercise at any intensity or duration that they desired, and reading materials were provided for those who did not chose to exercise for the full 60 minute session.

Each participant exercised twice weekly for 10 weeks on the Gamebike® but the games and controls were turned off. The Gamebike® was used by both groups to control for any differences between two cycle ergometers such as comfort or usability. However, participants were allowed to listen to music of their choice via radio, CD or personal music device.

Outcomes

Primary Outcome Measures

Energy Expenditure (kilocalories)

Secondary Outcome Measures

Aerobic fitness

Full Information

First Posted
September 23, 2009
Last Updated
September 23, 2009
Sponsor
Children's Hospital of Eastern Ontario
Collaborators
Canadian Diabetes Association
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1. Study Identification

Unique Protocol Identification Number
NCT00983970
Brief Title
Effects of Interactive Video Game Cycling on Obese Adolescent Health
Official Title
Effects of Interactive Video Game Cycling on Obese Adolescent Health
Study Type
Interventional

2. Study Status

Record Verification Date
September 2009
Overall Recruitment Status
Completed
Study Start Date
May 2007 (undefined)
Primary Completion Date
March 2009 (Actual)
Study Completion Date
March 2009 (Actual)

3. Sponsor/Collaborators

Name of the Sponsor
Children's Hospital of Eastern Ontario
Collaborators
Canadian Diabetes Association

4. Oversight

Data Monitoring Committee
No

5. Study Description

Brief Summary
Exercise is an important component in the treatment of of child obesity and associated medical conditions. However, one of the strongest predictors of non-compliance from exercise programs in obese youth is lack of enjoyment, thus creating a more pleasurable environment, by using TV or video games as incentives, may be an effective way of increasing exercise in obese youth. The purpose of this study was to compare interactive video game stationary cycling (GameBike ®) with cycling to music on aerobic fitness, body composition, cardiovascular disease risk markers, and exercise behaviour as measured by attendance, energy expenditure, duration, intensity and distance pedaled in obese adolescents. Twenty six obese adolescents had an equal chance of being assigned to either interactive video game cycling (n=13) or cycling to music serving as controls (n=13). The 10-week program consisted of twice weekly sessions lasting a maximum of 60 minutes per session.
Detailed Description
Background: Energy expenditure through exercise is important for weight loss and reduction of medical morbidity associated with adolescent obesity. However, attrition from aerobic exercise programs is high in obese children as they do not tolerate it or enjoy it. Capitalizing on technology to use TV or video games as incentives to exercise may improve adherence to exercise and associated health benefits in obese adolescents. Objective: The purpose of this study was to compare the efficacy of interactive video game stationary cycling (GameBike ®) with cycling to music on aerobic fitness, body composition, cardiovascular disease risk markers, and exercise behaviour as measured by attendance, energy expenditure, duration, intensity and distance pedaled in obese adolescents. Method: Twenty six obese adolescents were stratified by gender and randomized to a either interactive video game cycling (n=13) or cycling to music serving as controls (n=13). The 10-week program consisted of twice weekly sessions lasting a maximum of 60 minutes per session.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Overweight With Comorbidity, Obesity
Keywords
Adolescents, Obesity, Exercise, Music, Virtual Reality

7. Study Design

Primary Purpose
Treatment
Study Phase
Phase 4
Interventional Study Model
Parallel Assignment
Masking
None (Open Label)
Allocation
Randomized
Enrollment
30 (Actual)

8. Arms, Groups, and Interventions

Arm Title
Interactive video cycling
Arm Type
Experimental
Arm Description
Interactive video cycling arm utilized the Gamebike that interfaced a Sony Play Station 2 with a stationary bicycle and a 42 inch flat screen TV. The Gamebike has a handle bar mounted game controller allowing the participant to play most Sony Play Station 2 raced-based video games. The Gamebike reads the participants' speed by cycling cadence and the faster the individual pedalled, the faster they moved in the virtual world on screen. Participants were asked to come to the lab for two sessions per week for 60 minutes for 10 weeks.Participants were told that they could exercise at any intensity or duration that they desired, and reading materials were provided for those who did not chose to exercise for the full 60 minute session.
Arm Title
Cycling to Music
Arm Type
Active Comparator
Arm Description
Each participant exercised twice weekly for 10 weeks on the Gamebike® but the games and controls were turned off. The Gamebike® was used by both groups to control for any differences between two cycle ergometers such as comfort or usability. However, participants were allowed to listen to music of their choice via radio, CD or personal music device.
Intervention Type
Behavioral
Intervention Name(s)
Interactive video game cycling
Intervention Description
Participants were required to exercise on a Gamebike® (Cat Eye Electronics Ltd, Boulder Col.) interactive video gaming system that was interfaced with a Sony Play Station 2® (Sony computer Entertainment America Inc. Foster, City, CA) and a 42" flat screen television monitor. The Gamebike® has a handlebar mounted game controller allowing the participant to play most Sony Playstation 2- race-based video games. The Gamebike® reads the participant's speed by cycling cadence and the faster the individual pedalled, the faster they moved in the virtual world on screen. Participants were told that they could exercise at any intensity and duration they desired. Participants were asked to come to the lab for two sessions per week for 60 minutes for 10 weeks. Although participants were required to stay in the lab for 60 minutes, they could take breaks or stop when they wanted, and reading materials were available for those who did not or could not cycle for the full 60 minute session.
Intervention Type
Behavioral
Intervention Name(s)
Cycling to Music
Intervention Description
Each participant exercised twice weekly for 10 weeks on the Gamebike® but the games and controls were turned off. The Gamebike® was used by both groups to control for any differences between two cycle ergometers such as comfort or usability. However, participants were allowed to listen to music of their choice via radio, CD or personal music device. We incorporated music into the control condition because most youth and young adults exercise to music and this provides a more stringent test of the Gamebike® while improving the ecological validity of the research design. We also wanted to minimize drop-out and felt that expecting overweight/obese adolescents, who often report disliking aerobic exercise, to bike in a lab with no form of distraction would create a less than desirable exercise environment and result in high drop-out rates.
Primary Outcome Measure Information:
Title
Energy Expenditure (kilocalories)
Time Frame
baseline and 10-weeks
Secondary Outcome Measure Information:
Title
Aerobic fitness
Time Frame
baseline and 10 weeks

10. Eligibility

Sex
All
Minimum Age & Unit of Time
12 Years
Maximum Age & Unit of Time
17 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
Inclusion Criteria: youth aged 12-17 years with BMI above 95th percentile for age and gender based on CDC growth chart data, OR BMI > 85th percentile for age and gender with one of the following: elevated fasting glucose or 2 hour OGTT (indicative of impaired glucose tolerance) elevated fasting triglycerides, LDL-C, reduced HDL-C total cholesterol/HDL-C ratio > 90th percentile elevated fasting insulin Blood pressure > 90th percentile 1st degree relative with Type II diabetes or cardiovascular disease Willingness to follow protocol and sign informed assent and consent Exclusion Criteria: Did not have a medical condition that altered intestinal absorption Did not influence response to activity intervention or make vigorous exercise dangerous - such as type 1 diabetes mellitus inflammatory bowel disease, severe arthritis/asthma, congestive heart failure, pulmonary disease, systemic hypertension, acute renal disease other illness assessed by the study physician making participation inadvisable
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Gary S Goldfield, Ph.D.
Organizational Affiliation
Children's Hospital of Eastern Ontario Research Institute
Official's Role
Principal Investigator
First Name & Middle Initial & Last Name & Degree
Kristi B Adamo, PhD.
Organizational Affiliation
Children's Hospital of Eastern Ontario Research Institute
Official's Role
Principal Investigator
First Name & Middle Initial & Last Name & Degree
Jane A Rutherford, MSc
Organizational Affiliation
Children's Hospital of Eastern Ontario Research Institute
Official's Role
Study Director
Facility Information:
Facility Name
Children's Hospital Of Eastern Ontario Research Institute
City
Ottawa
State/Province
Ontario
ZIP/Postal Code
K1H 8L1
Country
Canada

12. IPD Sharing Statement

Citations:
PubMed Identifier
24952265
Citation
Thivel D, Chaput JP, Adamo KB, Goldfield GS. Is energy intake altered by a 10-week aerobic exercise intervention in obese adolescents? Physiol Behav. 2014 Aug;135:130-4. doi: 10.1016/j.physbeh.2014.06.013. Epub 2014 Jun 19.
Results Reference
derived

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Effects of Interactive Video Game Cycling on Obese Adolescent Health

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