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1.
Br J Nutr ; 115(6): 1117-25, 2016 Mar 28.
Artigo em Inglês | MEDLINE | ID: mdl-26817510

RESUMO

The acute effects of active and seated video gaming on energy intake (EI), blood glucose, plasma glucagon-like peptide-1 (GLP-17-36) and subjective appetite (hunger, prospective food consumption and fullness) were examined in 8-11-year-old boys. In a randomised, crossover manner, twenty-two boys completed one 90-min active and one 90-min seated video gaming trial during which food and drinks were provided ad libitum. EI, plasma GLP-17-36, blood glucose and subjective appetite were measured during and following both trials. Time-averaged AUC blood glucose was increased (P=0·037); however, EI was lower during active video gaming (1·63 (sem 0·26) MJ) compared with seated video gaming (2·65 (sem 0·32) MJ) (P=0·000). In a post-gaming test meal 1 h later, there were no significant differences in EI between the active and seated gaming trials. Although estimated energy expenditure was significantly higher during active video gaming, there was still no compensation for the lower EI. At cessation of the trials, relative EI (REI) was significantly lower following active video gaming (2·06 (sem 0·30) MJ) v. seated video gaming (3·34 (sem 0·35) MJ) (P=0·000). No significant differences were detected in time-averaged AUC GLP-17-36 or subjective appetite. At cessation of the active video gaming trial, EI and REI were significantly less than for seated video gaming. In spite of this, the REI established for active video gaming was a considerable amount when considering the total daily estimated average requirement for 8-11-year-old boys in the UK (7·70 MJ).


Assuntos
Regulação do Apetite , Comportamento Infantil , Fenômenos Fisiológicos da Nutrição Infantil , Ingestão de Energia , Atividade Motora , Jogos de Vídeo/efeitos adversos , Glicemia/análise , Criança , Estudos Cross-Over , Metabolismo Energético , Inglaterra , Peptídeo 1 Semelhante ao Glucagon/sangue , Humanos , Masculino , Refeições , Fragmentos de Peptídeos/sangue , Instituições Acadêmicas , Comportamento Sedentário , Lanches
2.
Br J Nutr ; 114(12): 2148-55, 2015 Dec 28.
Artigo em Inglês | MEDLINE | ID: mdl-26435259

RESUMO

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 school-based 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 bouts during which foods and drinks were offered, EI was measured. Appetite sensations - hunger, prospective food consumption and fullness - were recorded using visual analogue scales during all gaming bouts at 30-min intervals and at two 15-min intervals post gaming. In the two bouts with food and drink, no significant differences were found in acute EI (MJ) (P=0·238). Significant differences were detected in appetite sensations for hunger, prospective food consumption and fullness between the four gaming bouts at various time points. The relative EI calculated for the two gaming bouts with food and drink (active gaming 1·42 (sem 0·28) MJ; seated gaming 2·12 (sem 0·25) MJ) was not statistically different. Acute EI in response to active gaming was no different from seated gaming, and appetite sensations were influenced by whether food was made available during the 90-min gaming bouts.


Assuntos
Apetite , Ingestão de Energia , Jogos de Vídeo , Criança , Estudos Cross-Over , Humanos , Masculino , Atividade Motora
3.
Alcohol Alcohol ; 46(3): 270-7, 2011.
Artigo em Inglês | MEDLINE | ID: mdl-21450698

RESUMO

AIMS: To report on alcohol use disorders and hazardous drinking from a survey of university students in England in 2008-2009. METHODS: A cross-sectional survey using the Alcohol Use Disorders Identification Test (AUDIT) was carried out in a purposive sample of 770 undergraduates from seven universities across England. RESULTS: Sixty-one per cent of the sample (65% men; 58% women) scored positive (8+) on the AUDIT, comprising 40% hazardous drinkers, 11% harmful drinkers and 10% with probable dependence. There were large and significant differences in mean AUDIT scores between the universities taking part in the survey. Two universities in the North of England showed a significantly higher combined mean AUDIT score than two universities in the Midlands which in turn showed a significantly higher mean AUDIT score than three universities in the South. When the effects of university attended were extracted in a binary logistic regression analysis, independent significant predictors of AUDIT positive status were younger age, 'White' ethnicity and both on-campus and off-campus term-time student accommodation. CONCLUSIONS: Undergraduates at some universities in England show very high levels of alcohol-related risk and harm. University authorities should estimate the level of hazardous drinking and alcohol use disorders among students at their institutions and take action to reduce risk and harm accordingly. Research is needed using nationally representative samples to estimate the prevalence of alcohol risk and harm in the UK student population and to determine the future course of drinking problems among students currently affected.


Assuntos
Consumo de Bebidas Alcoólicas/epidemiologia , Transtornos Relacionados ao Uso de Álcool/epidemiologia , Universidades/estatística & dados numéricos , Adolescente , Adulto , Fatores Etários , Consumo de Bebidas Alcoólicas/psicologia , Transtornos Relacionados ao Uso de Álcool/psicologia , Intoxicação Alcoólica/epidemiologia , Intoxicação Alcoólica/etnologia , Intoxicação Alcoólica/psicologia , Alcoolismo/epidemiologia , Alcoolismo/etnologia , Alcoolismo/psicologia , Desempenho Atlético/psicologia , Depressores do Sistema Nervoso Central/efeitos adversos , Depressores do Sistema Nervoso Central/farmacologia , Estudos Transversais , Coleta de Dados , Inglaterra , Etanol/efeitos adversos , Etanol/farmacologia , Etnicidade , Feminino , Habitação , Humanos , Masculino , Escalas de Graduação Psiquiátrica , Meio Social , Estudantes/estatística & dados numéricos , Adulto Jovem
4.
Physiol Behav ; 164(Pt A): 207-13, 2016 10 01.
Artigo em Inglês | MEDLINE | ID: mdl-27265877

RESUMO

The aim of the present study was to establish the between-day reproducibility of fasting plasma GLP-17-36, glucagon, leptin, insulin and glucose, in lean and overweight/obese 8-11year-old boys. A within-group study design was utilised wherein the boys attended two study days, separated by 1week, where a fasting fingertip capillary blood sample was obtained. Deming regression, mean difference, Bland-Altman limits of agreement (LOA) and typical imprecision as a percentage coefficient of variation (CV %), were utilised to assess reproducibility between-days. On a group level, Deming regression detected no evidence of systematic or proportional bias between-days for all of the satiety-related analytes however, only glucose and plasma GLP-17-36 displayed low typical and random imprecision. When analysed according to body composition, good reproducibility was maintained for glucose in the overweight/obese boys and for plasma GLP-17-36, in those with lean body mass. The present findings demonstrate that the measurement of glucose and plasma GLP-17-36 by fingertip capillary sampling on a group level, is reproducible between-days, in 8-11year-old boys. Comparison of blood glucose obtained by fingertip capillary sampling can be made between lean and overweight/obese 8-11year-old boys. Presently, the comparison of fasting plasma GLP-17-36 according to body weight is inappropriate due to high imprecision observed in lean boys between-days. The use of fingertip capillary sampling in the measurement of satiety-related analytes has the potential to provide a better understanding of mechanisms that affect appetite and feeding behaviour in children.


Assuntos
Jejum/sangue , Peptídeo 1 Semelhante ao Glucagon/sangue , Fragmentos de Peptídeos/sangue , Saciação/fisiologia , Biomarcadores/sangue , Análise Química do Sangue , Glicemia/metabolismo , Composição Corporal , Criança , Dedos , Glucagon/sangue , Humanos , Insulina/sangue , Leptina/sangue , Masculino , Sobrepeso/sangue , Análise de Regressão , Reprodutibilidade dos Testes
5.
Games Health J ; 2(6): 347-53, 2013 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-26197076

RESUMO

OBJECTIVE: In the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse, however, about children's real life active gaming practices, and the laboratory protocols used thus far might not be representative. The purpose of the present study was to establish the sociodemographic characteristics, real life active gaming practices, and reasons for gameplay, to later inform intervention studies. MATERIALS AND METHODS: An "Active Gaming Questionnaire" was purposely developed and distributed to 44 7-11-year-old children and their parents. Forty questionnaires were completed and returned. RESULTS: Analysis found 95 percent of the children had access to active gaming consoles "at home." The favorite console was the Nintendo (Kyoto, Japan) Wii™, and the favorite game was Nintendo "Wii Sports." The majority of children frequently played active games against other people. The average reported gameplay time was 81 minutes on 1-2 days per week, usually on a Saturday. More than half of the children (52.5 percent) consumed foods and/or drinks during play, which was significantly associated (P=0.000) with an extended average gameplay time (increased by 25 minutes). The majority of participants (65 percent) considered active gaming to be an alternative form of exercise, and main reasons for active videogame play included for entertainment, health benefits, and the environment. CONCLUSIONS: In conclusion, children 9.3±1.4 years old typically play Nintendo "Wii Sports," once or twice per week for 81 minutes. Reported active gameplay time is extended by 25 minutes when food and/or drinks are consumed.

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