Effects of Interactive Video Game Cycling on Obese Adolescent Health
Overweight With Comorbidity, Obesity

About this trial
This is an interventional treatment trial for Overweight With Comorbidity focused on measuring Adolescents, Obesity, Exercise, Music, Virtual Reality
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
Sites / Locations
- Children's Hospital Of Eastern Ontario Research Institute
Arms of the Study
Arm 1
Arm 2
Experimental
Active Comparator
Interactive video cycling
Cycling to Music
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.