ORIGINAL ARTICLE
Energy intake adaptations to acute isoenergetic active
video games and exercise are similar in obese adolescents
JP Chaput
1,2, C Schwartz
3, Y Boirie
4,5,6,7, M Duclos
5,6,7,8, A Tremblay
9and D Thivel
3,7BACKGROUND/OBJECTIVES: Although the impact of passive video games (PVGs) on energy intake has been previously explored
in lean adolescents, data are missing on the nutritional adaptations to passive and active video games (AVGs) in obese adolescents.
It is also unknown whether isoenergetic AVGs and exercise (EX) differently affect food consumption in youth.
SUBJECTS/METHODS: Nineteen obese adolescent boys (12–15 years old) had to complete four 1-hour sessions in a crossover
manner: control (CON; sitting on a chair), PVG (boxing game on Xbox 360), AVG (boxing game on Xbox Kinect 360) and EX (cycling).
The EX was calibrated to generate the same energy expenditure as the AVG session. Energy expenditure was measured using a
K4b2 portable indirect calorimeter. Ad libitum food intake (buffet-style meal) and appetite sensations (visual analogue scales) were
assessed after the sessions.
RESULTS: As expected, mean energy expenditure was similar between AVG (370 ± 4 kcal) and EX (358 ± 3 kcal), both of which were
signi
ficantly higher than PVG (125 ± 7 kcal) and CON (98 ± 5 kcal) (Po0.001). However, ad libitum food intake after the sessions was
not signi
ficantly different between CON (1174 ± 282 kcal), PVG (1124 ± 281 kcal), AVG (1098 ± 265 kcal) and EX (1091 ± 290 kcal).
Likewise, the energy derived from fat, carbohydrate and protein was not significantly different between sessions, and appetite
sensations were not affected.
CONCLUSIONS: Energy intake and food preferences after an hour of AVG or PVG playing remain unchanged, and isoenergetic
sessions of AVG and EX at moderate intensity induce similar nutritional responses in obese adolescent boys.
European Journal of Clinical Nutrition (2015)
69, 1267–1271; doi:10.1038/ejcn.2015.31; published online 25 March 2015
INTRODUCTION
In addition to the increasing availability and consumption of
energy-dense foods and the lack of physical activity, sedentary
behaviors have been pointed out to explain the high rates of
obesity and their metabolic complications.
1,2Many children today
spend prolonged periods of time engaged in screen-based
activities such as TV watching, computer use and video game
playing,
3,4which have been associated with increased body
weight and adverse health outcomes.
5,6The implication of sedentary activities in the progression of
weight gain has been primarily attributed to the low-energy
expenditure of these activities.
7However, computer-related
activities have been shown to promote overconsumption of food
in young adults,
8,9and a recent experimental study found
increased energy intake in youth after passive video game (PVG)
playing.
10In their work, Chaput et al.
10asked healthy lean male
adolescents to play seated video games for 1 h and found an
80 kcal increase in energy consumption compared with a control
session of quiet sitting. This increase in food intake was not
accompanied by increased subjective appetite sensations or
increased appetite-related hormones,
10suggesting that other
factors may be at play.
It has been suggested that, despite this increased food intake
induced by playing PVGs, the use of active video games (AVGs)
could be better at promoting a negative energy balance given their
ability to enhance energy expenditure.
11Although it has been
effectively shown that AVGs increase acute energy expenditure,
12,13some interventional studies failed to
find any body weight loss in
obese youth by using AVGs instead of exercise (EX) training.
14This
observation might be explained by some possible compensation in
food intake and/or physical activity adjustments.
15Furthermore,
although nutritional adaptations to EX have been observed in
obese children and adolescents,
16–19we found no evidence
regarding potential energy intake adaptations to AVGs in this
population. It is also unknown whether isoenergetic AVGs and EX
differently affect food intake in youth.
The aim of the present work was thus to compare the effects of
acute sessions of PVGs, AVGs and physical EX on energy intake, food
preferences and appetite sensations in obese male adolescents.
METHODS
Participants
A total of 19 obese (according to Cole et al.20) adolescent boys aged 12–15 years (Tanner stage 3–4) were recruited through pediatric consultations (Clermont-Ferrand University Hospital and Romagnat Children Medical Center, France). All adolescents had to be free of any medication that could interfere with the protocol, could not present any contraindications to
1
Healthy Active Living and Obesity Research Group, Children’s Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada;2
School of Human Kinetics, Faculty of Health Sciences, University of Ottawa, Ottawa, Ontario, Canada;3Clermont University, Blaise Pascal University, EA 3533, Laboratory of the Metabolic Adaptations to Exercise under Physiological and Pathological Conditions (AME2P), Clermont-Ferrand, France;4
Department of Human Nutrition, Clermont-Ferrand University Hospital, G. Montpied Hospital, Clermont-Ferrand, France;5
INRA, UMR 1019, Clermont-Ferrand, France;6
University Clermont 1, UFR Medicine, Clermont-Ferrand, France;7
CRNH-Auvergne, Clermont-Ferrand, France;8
Department of Sport Medicine and Functional Explorations, Clermont-Ferrand University Hospital, G. Montpied Hospital, Clermont-Ferrand, France and9
Department of Kinesiology, Faculty of Medicine, Laval University, Quebec City, Quebec, Canada. Correspondence: Dr D Thivel, Clermont University, Blaise Pascal University, EA 3533, Laboratory of the Metabolic Adaptations to Exercise under Physiological and Pathological Conditions (AME2P), campus des cezeaux, BP 80026, Aubière Cedex F-63171, France. E-mail: David.Thivel@univ-bpclermont.fr
Received 8 December 2014; revised 29 January 2015; accepted 3 February 2015; published online 25 March 2015
physical activity and had to be engaged ino2 h of physical activity per week. All adolescents and their legal representative received information sheets and signed consent forms as requested by the ethical authorities (AU1033). This protocol is registered as a clinical trial (clinicaltrials.gov: NCT01912300).
Study protocol
After a medical inclusion visit to control for the ability of the adolescents to complete the study, they were asked to perform a submaximal aerobic test and their body composition was assessed by dual-energy X-ray absorptiometry. The adolescents were then asked to visit the laboratory on four different occasions separated by at least 7 days to undergo different experimental sessions (within-subject crossover design): (1) a control (CON) session; (2) a PVG session; (3) an AVG session; and (4) an EX session. On each of the four occasions the adolescents had to join the laboratory at 08:00 am where they received a standardized breakfast respecting the nutritional recommendations (same composition and calorie content as previously detailed, Thivel et al.19,21). At 10:30 am they were asked to complete one of the following activities: stay seated at rest for 1 h (CON); play a PVG for 1 h; play an AVG for 1 h; or complete a cycling EX. Heart rates were recorded during the four sessions using heart rate monitors. Thirty minutes after the sessions, participants were served an ad libitum buffet-style meal and their appetite was assessed at regular intervals throughout the day.
The order of the session had to be half-randomized in order to have AVG and EX isoenergetic. To do so, the randomization was repeated until the AVG session was placed before the EX session in order to match the EX duration and to make them elicit the same energy expenditure. Energy expenditure was assessed during AVG using a portable indirect calorimeter (K4b2), whereas it was estimated during EX, PVG and CON using heart rate recording (based on the results of the submaximal test). Ad libitum lunch time energy intake and food preferences were assessed and appetite sensations were questioned at regular intervals.
Anthropometric and body composition measurements
A digital scale was used to measure body weight to the nearest 0.1 kg, and barefoot standing height was assessed to the nearest 0.1 cm using a wall-mounted stadiometer. Body mass index was calculated as body weight (kg) divided by height squared (m2). Fat mass and fat-free mass were
assessed using dual-energy X-ray absorptiometry following standardized procedures (QDR4500A scanner, Hologic, Waltham, MA, USA).
Basal metabolic rate
The Basal Metabolic rate of the adolescents was estimated using the equation developed for obese adolescents by Lazzer and collaborators in 2006, based on the participants' body composition, as follows:22
BMR KJð Þ ¼ Sex ´ 909:12ð Þ - Age ´ 107:48ð Þ þ LeanMass ´ 68:39ð Þ þ FatMass ´ 55:19ð Þ þ 3631:23 ð2Þ where sex = 1 for male, BMR is expressed in KJ (and then concerted in kcal in Table 1), age in years, weight in kg, stature in meters, and LM and FM in kg.
Submaximal aerobic capacity
The participants’ submaximal aerobic capacity was assessed during a graded cycling test performed at least 1 week before the experimental session. The test was composed of four stages of 4 min each, starting from 30 W with an increment of 15 W each. An electromagnetically braked cycle ergometer (Ergoline, Bitz, Germany) was used to perform the test. VO2and
VCO2were measured breath-by-breath through a mask connected to O2
and CO2 analyzers (Oxycon Pro-Delta, Jaeger, Hoechberg, Germany).
Calibration of gas analyzers was performed with commercial gases of known concentration. Ventilatory parameters were averaged every 30 s. Electrocardiography was also used for the duration of the tests. This test was performed under the supervision of an accredited medical doctor.
Description of the experimental sessions
CON session. For an hour (from 10:30 am to 11:30 am) the participants remained seated on a comfortable chair. They were not allowed to talk, read, watch TV or complete any intellectual tasks.
PVG. From 10:30 am to 11:30 am the participants had to play a PVG on an Xbox 360 (Microsoft, Redmond, WA, USA). All participants had to play a boxing game that was selected on the basis that the game is easy to learn, popular and can be played in an hour. Instructions on how to play the game were given to the participants earlier.
AVG. From 10:30 am to 11:30 am the adolescents had to play an AVG on an Xbox Kinect 360 (Microsoft). A boxing game was selected (Kinect sport device) as it is an easy game to play and as it had to match the PVG session. During this hour of AVG, the participants were equipped with a K4b2 portable indirect calorimeter to measure their oxygen consumption. The K4b2 was used to measure VO2, energy expenditure and related
cardiorespiratory parameters on a breath-by-breath basis. The K4b2 device has been used in similar populations during various kinds of physical activities,23as well as during AVG,24and has given reliable results.
EX session. From 10:30 am the adolescents were asked to complete a cycling EX set at moderate intensity (~65% of their estimated VO2max
using the results from the submaximal test and extrapolating to their individual theoretical maximal heart rate). The duration of the EX was individually calculated so that the energy expended during the cycling bout was equivalent to the one measured during AVG. The intensity was controlled using heart rate records and the workload imposed on the ergocycle (using the results from the submaximal aerobic capacity testing and calculating the workload corresponding to their estimated VO2max).
Although this method has been used in several previous studies to calibrate the energy expended during the EX (with similar populations), this remains an indirect method that is less accurate than direct technics such as indirect calorimeters (such as the K4b2 used during AVG). This was, however, the best available solution at this time because of practical reasons.
Energy intake
At 8:30 am, a standardized breakfast was offered to the adolescents. The breakfast was prepared by the investigation team in accordance with nutritional recommendations, and it represented 504 kcal as previously detailed.19,21The exact same breakfast (in terms of energy content and
food composition) was given to every participant during each experi-mental condition and they had to consume it entirely (same breakfast for every participants, during every session). As they received the breakfast in the laboratory, a member of the investigation team ensured that the adolescents consumed it all. The methodology employed for the breakfast has been previously published and detailed.19,24Thirty minutes after the
end of the experimental session an ad libitum lunch was offered to the participants. The composition of the buffet meal was the same for all participants and conformed to the adolescents’ tastes as determined by a food questionnaire completed prior to the experimental sessions. Top-rated items were avoided to limit overconsumption. The buffets offered to the participants were identical for the four sessions. Participants were told to eat until satisfied; additional food was provided if desired. Food consumption was weighed and recorded by investigators (Bilnut 4.0 SCDA Nutrisoft software, La Freissinouse, France) to calculate total energy intake. The proportion of total energy intake derived from fat, carbohydrate and protein was calculated using the same nutritional software used to assess
Table 1. Population characteristics
Mean ± s.d. Age (years old) 14.5± 0.8 Weight (kg) 91.0± 9.5 BMI (kg/m2) 32.19± 3.05 BMIz-score 2.23± 0,24 FM (%) 38.07± 2.68 FFM (kg) 55.0± 4.8 BMR (kcal) 2068± 140 Abbreviations: BMI, body mass index; BMR, estimated basal metabolic rate; FFM, fat-free mass; FM, fat mass.
energy intake. The methodology behind the ad libitum meals and assessment of energy intake were described previously.19
Subjective appetite sensations
At regular intervals throughout the day, starting from 8:00 am, participants were asked to rate their hunger, fullness and prospective consumption using visual analogue scales (of 100 mm) whose reliability has been established.25Participantsfilled in the visual analogue scales before and after theirfirst breakfast, before and after the experimental sessions, before and after lunch, and 15, 30, 60, 90 and 120 min after lunch. This method has previously been used and validated among obese adolescents to evaluate their appetite.18,19,26
Perceived exertion
After AVG and EX, the adolescents were asked to rate their perceived exertion using the Children’s Effort Rating Table utilized in the study by Williams et al.27This scale was elaborated using a range of items from 1 to 10, with number 1 corresponding to an extremely easy EX, and an effort leading the subject to interrupt the test because of its difficulty being indicated as 10. At the end of the study they were asked which one of the EX or AVG conditions was the most difficult to them.
Statistical analysis
On the basis of previously published data, the power calculation analysis showed that data from 18 subjects gave us a power (1-β) of 0.9, which was sufficient to show changes in energy intake as low as 5%, with an α of 0.05 (repeated-measures analysis of variance; ANOVA). Statistical analyses were performed using Statview 5.0 (SAS Institute, New York City, NY, USA). Results are expressed as mean (s.d.). The distribution of the data was tested using the Smirnov–Kolmogorov test prior to analysis and data did not require any transformation prior to analysis. Paired t-tests were used to compare the rate of perceived exertion between EX and AVG. Repeated-measures ANOVA were used to compare energy intake and macronutrient preferences, energy expenditure and mean heart rate and appetite sensation AUC between sessions. The level of significance was set at Po0.05.
RESULTS
The 19 obese adolescent boys (Tanner stage 3–4) were of a mean
age of 14.5 ± 0.8 years. The participants’ characteristics are
presented in Table 1.
The mean EX duration was 44 ± 5 min. The mean heart rate was
significantly higher during EX (138 ± 5 bpm) compared with the
other conditions, and signi
ficantly higher during AVG (119 ± 1
bpm) compared with PVG (82 ± 7 bpm) and CON (71 ± 1 bpm) and
during PVG compared with CON (P
o0.001). Although mean
energy expenditure was not signi
ficantly different between AVG
(370 ± 4 kcal) and EX (358 ± 3 kcal), both were signi
ficantly higher
than during PVG (125 ± 7 kcal) and CON (98 ± 5 kcal), and energy
expenditure during PVG was higher than during CON (P
o0.001).
An overall 84% of adolescents found the AVG session to be
more dif
ficult than EX and the rate of perceived exertion was
signi
ficantly higher during EX (6.5 ± 1.2) compared with AVG
(4.5 ± 1.2) (P
o0.05).
As shown in Table 2, ad libitum energy intake at lunch time was
not signi
ficantly different between CON (1174 ± 282 kcal), PVG
(1124 ± 281 kcal), AVG (1098 ± 265 kcal) and EX (1091 ± 290 kcal).
There was no signi
ficant difference regarding the energy derived
from each macronutrient as presented in Table 2.
None of the appetite sensations explored (hunger, satiety and
prospective food consumption) were found to be significantly
different between the four experimental conditions.
DISCUSSION
Although some compensatory hypotheses have been suggested
previously, there is today no evidence regarding the energy intake
responses to video games (active and passive) in obese
adolescents. The present study is the
first to explore the energy
intake, food preferences and appetite responses to such activities,
and to compare these responses with those induced by EX in this
population. According to our results, playing active or PVGs for an
hour does not affect subsequent energy intake in 12–15-year-old
obese males compare with a control session. Interestingly,
completing a cycling EX or playing an AVG eliciting the same
energy expenditure has similar effect on energy intake, food
preferences and appetite sensations in this population.
These results are in contradiction to previously published ones
in lean adolescents showing increased
10or decreased
28food
consumption after playing a PVG compared with a control session,
suggesting a potential role of weight status in the control of
energy intake. Importantly, it has to be noticed that during the
present protocol the adolescents were not allowed to eat during
the activities and had to wait for the ad libitum test meal offered
about half an hour later. This might explain the lack of signi
ficance
between conditions, as ~ 50% of children and adolescents report
eating while playing computer or video games and 90% during
screen time.
29Moreover, Lyons and collaborators found in adults a
slightly lower energy intake during a motion-controlled video
game compared with a passive one and a control session.
30The
choice of refraining participants from eating while playing video
games in the present study was to ensure a better control of their
food consumption and also because they had to wear a portable
indirect calorimeter during AVG.
Although the statistical analysis missed revealing any signi
ficant
difference between conditions, we can observe a slight reduction
of about 85 kcal after AVG and EX compared with the control
session. Despite this lack of statistical signi
ficance, such a decrease
in spontaneous energy consumption could be of clinical
importance as it has been estimated that an energy gap of about
100 kcal/day could prevent weight gain in most of the
population.
31Although the actual literature has underlined an
anorexigenic effect of acute EX in obese adolescents,
18,19this has
been observed after intensive EXs (
470% VO
2max), whereas in
the present work the EX was set at moderate intensity. Moreover,
this anorexigenic effect of exercise was mainly observed at dinner
time,
18,19whereas only the lunch meal was assessed in the
present work.
Although the evidence remains quite limited regarding
macro-nutrient intake after sedentary activities and EX, our results
support those of others who did not
find any fat, protein or
carbohydrate intake modi
fications after a session of PVGs,
10sitting
periods
32or EX bouts
18,21in lean and obese children and
adolescents. Similarly, none of the sensations of appetite (hunger,
satiety and prospective food consumption) under study differed
between conditions, which is in agreement with most of the
current literature.
10,18,33Importantly, the similar energy intake
observed between conditions cannot be attributed to the lack of
differences in appetite sensations as effective food intake and
sensations of appetite were found to be unrelated in lean and
obese youth.
34Table 2. Total energy intake and energy derived from the macronutrients during the experimental conditions
CON PVG AVG EX Mean s.d. Mean s.d. Mean s.d. Mean s.d. Energy intake (kcal) 1174 282 1124 281 1098 265 1091 290 Protein (%) 29.9 6.7 28.6 5.1 28.4 5.6 30.6 6.1 Fat (%) 16.6 3.8 16.1 3.9 16.2 3.7 16.7 3.8 CHO (%) 52 10.7 54.6 8.5 54.7 8.7 52.2 9.5 Abbreviations: AVG, active video game; CHO, carbohydrates; CON, control condition; EX, exercise; PVG, passive video game.
Given that the present study is the
first to consider energy
intake adaptations post video games in obese adolescents,
replication studies will be needed to confirm our findings.
However, if con
firmed, this would suggest that the previously
observed lack of weight loss after AVG-based programs in obese
adolescents
14might be mainly due to spontaneous physical
activity compensation and would give more credit to the actually
debated
‘activitystat’ hypothesis.
35–37The present work only
explored the acute nutritional responses to such activities, and
longitudinal trials are needed. Another limitation of the present
work is that only boxing games were used; other activities might
have induced different acute psychological stress that has been
associated with eating in the absence of hunger.
38As others
obtained contradictory results in lean adolescents after a PVG
session
10,28and as some authors showed different energy intake
responses to acute EX between lean and obese adolescents,
16,21it
would be necessary to conduct a similar study with both lean and
obese adolescents to further investigate the role of weight status.
From a clinical point of view, these results may suggest that the
promotion of physical EX is preferable over active video games for
bringing about an effect in an obese adolescent's energy balance.
Indeed, for the same amount of energy expended, only 44 min of
moderate intensity EX is needed where an hour of AVG is required,
without any difference in terms of energy intake compensation.
This is especially supported by the fact that an hour of
low-to-moderate EX would generate a higher energy expenditure than an
hour of AVG without increasing subsequent food consumption in
obese adolescents.
18Collectively, the present results suggest for the
first time that
energy intake and food preferences after an hour of active or PVGs
remain unchanged and that isoenergetic sessions of AVGs and EX
at moderate intensity induce similar nutritional responses in obese
adolescent boys.
CONFLICT OF INTEREST
The authors declare no conflict of interest.ACKNOWLEDGEMENTS
This study was supported by the 2012 DANONE Institute Research Award. The 2012 Danone Institute Research Grant funded this work.
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