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Active Video Games and Energy Balance in Male Adolescents

Active video games (AVG) have been shown to acutely increase energy expenditure when compared to seated video games; however, the compensatory effects on energy intake and subsequent energy expenditure are largely unknown. The main objective of this thesis was to examine the acute effects of AVG on energy intake and expenditure in male adolescents. Our results suggest that male adolescents compensate for one hour of AVG play by decreasing their physical activity levels for the remainder of the day. There was no compensation in acute energy intake with AVG play. The results from this thesis suggest that the benefits of one hour of Kinect™ AVG play are offset within 24 hours in male adolescents. Therefore, caution must be exercised when prescribing AVG for interventions aimed at preventing/treating childhood obesity.

Identiferoai:union.ndltd.org:uottawa.ca/oai:ruor.uottawa.ca:10393/32275
Date January 2015
CreatorsGribbon, Aidan
ContributorsChaput, Jean-Philippe, Doucet, Eric
PublisherUniversité d'Ottawa / University of Ottawa
Source SetsUniversité d’Ottawa
LanguageEnglish
Detected LanguageEnglish
TypeThesis

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