TY - JOUR
T1 - The better the story, the bigger the serving
T2 - Narrative transportation increases snacking during screen time in a randomized trial
AU - Lyons, Elizabeth J.
AU - Tate, Deborah F.
AU - Ward, Dianne S.
N1 - Funding Information:
This study was funded by a NIMH-NRSA postdoctoral fellowship (grant number 5-T32MH75854-05). Dr. Lyons is supported by a research career development award (K12HD052023: Building Interdisciplinary Research Careers in Women’s Health Program - BIRCWH) from the National Institute of Allergy and Infectious Diseases (NIAID), the Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD), and the Office of the Director (OD), National Institutes of Health. This analysis was conducted with the support of the Institute for Translational Sciences at the University of Texas Medical Branch, supported in part by a Clinical and Translational Science Award (UL1TR000071) from the National Center for Advancing Translational Sciences, National Institutes of Health. The authors wish to thank Philip Carr and Stephanie Komoski for their assistance with data acquisition and cleaning and Karen Erickson, M.P.H., R.D. for her assistance with study administration.
PY - 2013/5/16
Y1 - 2013/5/16
N2 - Background: Watching television and playing video games increase energy intake, likely due to distraction from satiety cues. A study comparing one hour of watching TV, playing typical video games, or playing motion-controlled video games found a difference across groups in energy intake, but the reasons for this difference are not clear. As a secondary analysis, we investigated several types of distraction to determine potential psychosocial mechanisms which may account for greater energy intake observed during sedentary screen time as compared to motion-controlled video gaming.Methods: Feelings of enjoyment, engagement (mental immersion), spatial presence (the feeling of being in the game), and transportation (immersion in a narrative) were investigated in 120 young adults aged 18 - 35 (60 female).Results: Only narrative transportation was associated with total caloric intake (ρ = .205, P = .025). Transportation was also higher in the TV group than in the gaming groups (P = .002) and higher in males than in females (P = .003). Transportation mediated the relationship between motion-controlled gaming (as compared to TV watching) and square root transformed energy intake (indirect effect = -1.34, 95% confidence interval -3.57, -0.13). No other distraction-related variables were associated with intake.Conclusions: These results suggest that different forms of distraction may differentially affect eating behavior during screen time, and that narrative appears to be a particularly strong distractor. Future studies should further investigate the effects of narrative on eating behavior.
AB - Background: Watching television and playing video games increase energy intake, likely due to distraction from satiety cues. A study comparing one hour of watching TV, playing typical video games, or playing motion-controlled video games found a difference across groups in energy intake, but the reasons for this difference are not clear. As a secondary analysis, we investigated several types of distraction to determine potential psychosocial mechanisms which may account for greater energy intake observed during sedentary screen time as compared to motion-controlled video gaming.Methods: Feelings of enjoyment, engagement (mental immersion), spatial presence (the feeling of being in the game), and transportation (immersion in a narrative) were investigated in 120 young adults aged 18 - 35 (60 female).Results: Only narrative transportation was associated with total caloric intake (ρ = .205, P = .025). Transportation was also higher in the TV group than in the gaming groups (P = .002) and higher in males than in females (P = .003). Transportation mediated the relationship between motion-controlled gaming (as compared to TV watching) and square root transformed energy intake (indirect effect = -1.34, 95% confidence interval -3.57, -0.13). No other distraction-related variables were associated with intake.Conclusions: These results suggest that different forms of distraction may differentially affect eating behavior during screen time, and that narrative appears to be a particularly strong distractor. Future studies should further investigate the effects of narrative on eating behavior.
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U2 - 10.1186/1479-5868-10-60
DO - 10.1186/1479-5868-10-60
M3 - Article
C2 - 23680389
AN - SCOPUS:84877946506
SN - 1479-5868
VL - 10
JO - International Journal of Behavioral Nutrition and Physical Activity
JF - International Journal of Behavioral Nutrition and Physical Activity
M1 - 60
ER -