2015
DOI: 10.1017/s0007114515003724
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Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8–11-year-old boys

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 schoolbased 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… Show more

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Cited by 5 publications
(15 citation statements)
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References 49 publications
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“…The main finding from the present study was that despite a significantly higher heart rate in the HIIT condition, there was no evidence of any altered food intake at a subsequent lunch. Previous studies in young people have found a similar lack of short-term compensation for exercise across a range of activity simulations (Moore et al, 2004;Dodd et al, 2008;Rumbold et al, 2011;Allsop et al, 2015) although none of this work was HIITbased or in a regular free-living school lesson and meal environment.…”
Section: Discussionmentioning
confidence: 55%
See 1 more Smart Citation
“…The main finding from the present study was that despite a significantly higher heart rate in the HIIT condition, there was no evidence of any altered food intake at a subsequent lunch. Previous studies in young people have found a similar lack of short-term compensation for exercise across a range of activity simulations (Moore et al, 2004;Dodd et al, 2008;Rumbold et al, 2011;Allsop et al, 2015) although none of this work was HIITbased or in a regular free-living school lesson and meal environment.…”
Section: Discussionmentioning
confidence: 55%
“…Previous work has often involved controlled, laboratory-based protocols to manipulate and examine acute food intake responses to physical activity (Bozinovski et al, 2008;Dodd, Welsman, and Armstrong, 2008). Curriculum-based activity (netball) has also been examined (Rumbold et al, 2011;2013) and recently screen-based physical activity and the impact on snack intake has been explored (Allsop et al, 2015;2016). For the most part, little evidence exists to suggest 'compensation' for activity-induced energy expenditure; in other words, prescribed exercise bouts do not appear to result directly in an increase in energy intake, although some work does suggest a reduction in energy intake following exercise (Moore, Dodd, Welsman, and Armstrong, 2004;Thivel et al, 2016) and notably this has been observed with continuous cycling exercise at high intensity at 75% VO 2 max (Thivel et al, 2012).…”
mentioning
confidence: 99%
“…A maior parte (71%) dos artigos investigou efeitos dos EXGs sobre a atividade física, capacidades físicas e variáveis antropométricas (p.ex. Staiano et al 6 ; Vernadakis et al 8 ; Lwin e Malik 9 ; Li et al 10 ; Gao et al 11 ; Maloney et al 12 ; Allsop et al 13 ). Quase metade dos estudos (48) investigou a relação entre utilização de EXGs e motivação no currículo escolar 10,[14][15] .…”
Section: Resultsunclassified
“…Movements are sensed via a hand-held motion controller (Nintendo Wii™), video cameras (Eye Toy™; Sony and Xbox Kinect™; Microsoft) or weight-sensing platforms (Konami, Dance Dance Revolution™ and Nintendo Wii Fit™) (6) . Recent active video gaming research with paediatric groups has established that game play produces greater energy expenditure (EE) and light to moderate PA when compared with resting, television viewing and seated video gaming (7)(8)(9)(10)(11)(12) . There is also evidence that boys expend more energy than girls during active video game play (8,13) and that they display greater enjoyment and engagement in this type of video game (13) .…”
mentioning
confidence: 99%
“…Recently, and in view of this, the EI from food and drinks offered ad libitum during both active and seated video gaming was explored, in 8-11-year-old boys (11) . The findings of the study established that EE was significantly greater from active video game play; however, EI during both trials was similar.…”
mentioning
confidence: 99%