NCT05169996

Brief Summary

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.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
202

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started May 2018

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

May 9, 2018

Completed
5 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 26, 2018

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

September 26, 2018

Completed
3.2 years until next milestone

First Submitted

Initial submission to the registry

November 26, 2021

Completed
1 month until next milestone

First Posted

Study publicly available on registry

December 27, 2021

Completed
Last Updated

December 27, 2021

Status Verified

December 1, 2021

Enrollment Period

5 months

First QC Date

November 26, 2021

Last Update Submit

December 9, 2021

Conditions

Keywords

virtual realitypre-exposurefood cravings

Outcome Measures

Primary Outcomes (3)

  • Food intake

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

    During the lab session

  • Brand attitude

    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"

    During the lab session

  • Purchase intention

    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."

    During the lab session

Secondary Outcomes (5)

  • Virtual product appeal

    During the lab session

  • Craving for virtual chocolate

    During the lab session

  • Emotional response

    During the lab session

  • Perceived entertainment value

    During the lab session

  • Game difficulty

    During the lab session

Study Arms (5)

Real Food

EXPERIMENTAL

Participants are exposed to a tangram game with puzzle pieces from chocolate.

Other: Real Food

Real Nonfood

EXPERIMENTAL

Participants are exposed to a tangram game with puzzle pieces from wood.

Other: Real Nonfood

Virtual reality Food

EXPERIMENTAL

Participants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) chocolate.

Other: Virtual reality Food

Virtual reality Nonfood

EXPERIMENTAL

Participants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) wood.

Other: Virtual reality Nonfood

Virtual reality Food Branded

EXPERIMENTAL

Participants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) chocolate. In the background of the puzzle, a brand is shown.

Other: Virtual reality Food Branded

Interventions

The game was played while sitting behind a table in the lab. The task in the game was to finish a tangram puzzle. In the Real Food condition, the tangram pieces were tempting food products (i.e., pieces of chocolate). Players had to physically move the chocolate pieces with their hands and puzzle them together.

Real Food

The game was played while sitting behind a table in the lab. The task in the game was to finish a tangram puzzle. In the Real Nonfood condition, the tangram pieces were plain pieces (i.e., pieces of wood). Players had to physically move the wooden pieces with their hands and puzzle them together.

Real Nonfood

The game was played by wearing a VR head-mounted display (HMD VR: HTC Vive) and people could interact in the virtual environment with the hand-held controllers. The task in the game was to finish a tangram puzzle. In the Virtual Reality Food condition, the tangram pieces were tempting food products (i.e., pieces of virtual chocolate). Players had to physically move the virtual chocolate pieces with the grab button on the controller and puzzle them together.

Virtual reality Food

The game was played by wearing a VR head-mounted display (HMD VR: HTC Vive) and people could interact in the virtual environment with the hand-held controllers. The task in the game was to finish a tangram puzzle. In the Virtual Reality Nonfood condition, the tangram pieces were plain pieces (i.e., pieces of virtual wood). Players had to physically move the virtual wood pieces with the grab button on the controller and puzzle them together.

Virtual reality Nonfood

The game was played by wearing a VR head-mounted display (HMD VR: HTC Vive) and people could interact in the virtual environment with the hand-held controllers. The task in the game was to finish a tangram puzzle. In the Virtual Reality Food condition, the tangram pieces were tempting food products (i.e., pieces of virtual chocolate). Players had to physically move the virtual chocolate pieces with the grab button on the controller and puzzle them together. In the background of the puzzle, a chocolate brand ('Milka') is shown

Virtual reality Food Branded

Eligibility Criteria

Age18 Years - 30 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • None (except for age 18-30)

You may not qualify if:

  • Peanut allergy (self-reported)

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Amsterdam - ComLab

Amsterdam, Netherlands

Location

Related Publications (1)

  • Liu Y, Stamos A, Dewitte S, van Berlo ZMC, van der Laan LN. Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial. JMIR Serious Games. 2022 Feb 3;10(1):e31747. doi: 10.2196/31747.

Study Officials

  • Laura Nynke Laura Nynke, Dr. Ir.

    Tilburg University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Masking Details
Participants were not informed about in which arm of the study they were allocated.
Purpose
PREVENTION
Intervention Model
PARALLEL
Model Details: In a 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.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Associate professor

Study Record Dates

First Submitted

November 26, 2021

First Posted

December 27, 2021

Study Start

May 9, 2018

Primary Completion

September 26, 2018

Study Completion

September 26, 2018

Last Updated

December 27, 2021

Record last verified: 2021-12

Data Sharing

IPD Sharing
Will not share

Locations