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临床试验/NCT05169996
NCT05169996已完成不适用

Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake

Tilburg University1 个研究点 分布在 1 个国家目标入组 202 人开始时间: 2018年5月9日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
202
试验地点
1
主要终点
Food intake

研究概览

简要总结

Aims:

  • The first aim was to replicate the pre-exposure effect. This was done by assessing the effect of exposing participants to a puzzle game with real foods compared to real nonfoods on food intake.
  • The second aim was to investigate the potential of VR for eliciting the pre-exposure effect. This was done by comparing the effect of a VR puzzle game with foods to a VR puzzle game with nonfoods on food intake.
  • The third aim was to assess the effect of branding in VR on brand responses and the role of emotional responses herein. This was done by comparing a branded virtual puzzle game with foods with a (non-branded) virtual puzzle game with foods.

Study design: a randomized 2 (game: real vs virtual) x 2 (product: food vs non-food) between-subjects design lab experiment, the effectiveness of pre-exposure to food in a VR game is tested. A fifth condition was added ("VR x branded food") in order to examine brand effects.

详细描述

Aim: Every day, people are exposed to a wide variety of tasty foods, which is thought to be the leading cause of overeating. However, subsequent intake is believed to decrease when individuals engage with foods outside an eating context in an unrelated task-this is called the pre-exposure effect. Thus far, this effect has only been found when tempting foods are physically present. The current study aims to examine whether the effect also occurs when hyper-realistic food is present in VR.

Virtual reality (VR) provides the ultimate level of immersion, creating a sense of physical presence in the three-dimensional virtual environment. Therefore, VR has a major potential for implementation of the pre-exposure effect in an intervention and to assess the underlying psychological mechanisms. The level of immersion is also thought to increase the effects of brand exposure. Here, a VR game was developed with realistic virtual foods and it was assessed in the lab whether interaction with virtual foods decreases subsequent food intake similarly as real foods do. In addition the effects of brand exposure in VR on brand-relevant outcomes were assessed.

Aims:

  • The first aim was to replicate the pre-exposure effect. This was done by assessing the effect of exposing participants to a puzzle game with real foods compared to real nonfoods on food intake.
  • The second aim was to investigate the potential of VR for eliciting the pre-exposure effect. This was done by comparing the effect of a VR puzzle game with foods to a VR puzzle game with nonfoods on food intake.
  • The third aim was to assess the effect of branding in VR on brand responses and the role of emotional responses herein. This was done by comparing a branded virtual puzzle game with foods with a (non-branded) virtual puzzle game with foods.

Study design: In a randomized 2 (game: real vs virtual) x 2 (product: food vs non-food) between-subjects design lab experiment, the effectiveness of pre-exposure to food in a VR game is tested. A fifth condition was added ("VR x branded food") in order to examine brand effects.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Prevention
盲法
Single (Participant)

盲法说明

Participants were not informed about in which arm of the study they were allocated.

入排标准

年龄范围
18 Years 至 30 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • None (except for age 18-30)

排除标准

  • Peanut allergy (self-reported)

结局指标

主要结局

Food intake

时间窗: During the lab session

Food intake (chocolates) in grams was measured by weighting the bowls of the taste test

Brand attitude

时间窗: During the lab session

Brand attitude was measured using a six-item 7-point semantic differential scale ranging from 1 (i.e., 'bad', 'unappealing', 'unpleasant', 'unattractive', 'boring', 'dislike') to 7 ('good', 'appealing', 'pleasant', 'attractive', 'exciting', 'like'), with the item "Select the answers that best reflect your opinion of the chocolate brand Milka"

Purchase intention

时间窗: During the lab session

Purchase intention was measured on a single-item 7-point scale ranging from 1 ('totally disagree') to 7 ('totally agree') by asking the participants to indicate how much they agreed with the statement "I am planning on buying Milka chocolate within the next seven days."

次要结局

  • Virtual product appeal(During the lab session)
  • Emotional response(During the lab session)
  • Craving for virtual chocolate(During the lab session)
  • Perceived entertainment value(During the lab session)
  • Game difficulty(During the lab session)

研究者

发起方
Tilburg University
申办方类型
Other
责任方
Principal Investigator
主要研究者

Laura Nynke van der Laan

Associate professor

Tilburg University

研究点 (1)

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