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.
View Article and Find Full Text PDFThe 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.
View Article and Find Full Text PDFThe 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.
View Article and Find Full Text PDFObjective: 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.
View Article and Find Full Text PDFAims: 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.