A validated food menu was used to assess food intake after the conditions and for the rest of the day. A dietary record was used for the 3-day period. Energy expenditure was measured using portable indirect calorimetry throughout each experimental condition. An accelerometer (to measure the rate of movement) was used for the rest of the 3-day period. The main outcomes revealed acute (after the 3 conditions) and short-term (in the 3-day period) energy intake and expenditure.
This study found that energy expenditure was significantly higher during the AVG condition as compared to the resting period and seated video gaming.
However, no major differences were found in energy expenditure 24 hours and 3 days after the experimental conditions. The researchers did not find any differences in total energy intake immediately after the experimental conditions or after 24 hours.
Appetite sensations were similar at all time points.
The final conclusions in this study note that the increase in energy expenditure during a single session of Kinect AVG play is not associated to increased food intake. The energy expenditure is compensated after the session with no change in energy balance after 24 hours. The results imply that the total energy balance after 2 hours among male adolescents playing AVGs is unaffected by the energy expenditure during the session.
References :
1. http://ajcn.nutrition.org/content/early/2015/03/11/ajcn.114.105528.abstract
2. Aidan Gribbon, Jessica McNeil, Ollie Jay, Mark S Tremblay and Jean-Philippe Chaput. Active video games and energy balance in male adolescents: A randomized crossover trial
1-3.
Am J Clin Nutr. 2015 Jun;101(6):1126-34. doi: 10.3945/ajcn.114.105528.
3. https://www.ruor.uottawa.ca/handle/10393/32275
Source: Medindia