Food Intake Clinical Trial
Official title:
Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake
Verified date | December 2021 |
Source | Tilburg University |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
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.
Status | Completed |
Enrollment | 202 |
Est. completion date | September 26, 2018 |
Est. primary completion date | September 26, 2018 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 18 Years to 30 Years |
Eligibility | Inclusion Criteria: - None (except for age 18-30) Exclusion Criteria: - Peanut allergy (self-reported) |
Country | Name | City | State |
---|---|---|---|
Netherlands | University of Amsterdam - ComLab | Amsterdam |
Lead Sponsor | Collaborator |
---|---|
Tilburg University |
Netherlands,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Food intake | Food intake (chocolates) in grams was measured by weighting the bowls of the taste test | During the lab session | |
Primary | 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 | |
Primary | 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 | Virtual product appeal | One question was asked to measure virtual product appeal: 'How appealing was the chocolate you saw while playing the game?' This questions was answered on a visual analog scale ranging from 0 ('not appealing at all') to 100 ('extremely appealing'). | During the lab session | |
Secondary | Craving for virtual chocolate | One question was asked to measure craving for virtual chocolate: 'How much did you feel like eating the chocolate?'. This questions was answered on a 7-point scale ranging from 1 ('Not at all') to 7 ('A whole lot') | During the lab session | |
Secondary | Emotional response | The self-assessment manikin (SAM) scales (Bradley & Lang, 1994) were used for measuring emotional responses. For this self-reported measure of emotional response, participants were shown a row of five manikins per emotional dimension that differed in the level of arousal or valence they portrayed. For the scale measuring arousal, the first manikin seemed very calm, but the final one seemed very excited. Similarly, for the scale measuring valence, the first manikin seemed very sad, and the final one seemed very happy. The participants were asked to indicate their emotional state while playing the VR game on a 9-point response scale. Each odd number of the scale corresponded with one of the five manikins for arousal and valence. | During the lab session | |
Secondary | Perceived entertainment value | Perceived entertaining value of the game was measured using a four-item 7-point scale ranging from 1 ('totally disagree') to 7 ('totally agree') (Martí-Parreno, Aldas-Manzano, Curras-Perez, & Sanchez-García, 2013) with the following items: 'Playing the game has been enjoyable', 'I had fun playing the game', 'Playing the game has been pleasurable ', and 'Playing the game has been exciting '. | During the lab session | |
Secondary | Game difficulty | Game difficulty was measured using a four-item ('To what extent did you find the game easy', 'To what extent did you feel like you were making progress towards the end of the game?', 'How well do you think you performed in the game?', and 'To what extent did you find the game challenging?') 7-point scale ranging from 1 ('not at all') to 7 ('very much so'). | During the lab session |
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