Virtual Reality Effects on Food Intake Game to Decrease Food Intake
Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake
1 other identifier
interventional
202
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started May 2018
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
May 9, 2018
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 26, 2018
CompletedStudy Completion
Last participant's last visit for all outcomes
September 26, 2018
CompletedFirst Submitted
Initial submission to the registry
November 26, 2021
CompletedFirst Posted
Study publicly available on registry
December 27, 2021
CompletedDecember 27, 2021
December 1, 2021
5 months
November 26, 2021
December 9, 2021
Conditions
Keywords
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
EXPERIMENTALParticipants are exposed to a tangram game with puzzle pieces from chocolate.
Real Nonfood
EXPERIMENTALParticipants are exposed to a tangram game with puzzle pieces from wood.
Virtual reality Food
EXPERIMENTALParticipants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) chocolate.
Virtual reality Nonfood
EXPERIMENTALParticipants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) wood.
Virtual reality Food Branded
EXPERIMENTALParticipants 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.
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.
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.
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.
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.
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
Eligibility Criteria
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
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.
PMID: 35113028DERIVED
Study Officials
- PRINCIPAL INVESTIGATOR
Laura Nynke Laura Nynke, Dr. Ir.
Tilburg University
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
- 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