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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 2, 2021
Date Accepted: Sep 11, 2021

The final, peer-reviewed published version of this preprint can be found here:

Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial

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;10(1):e31747

DOI: 10.2196/31747

PMID: 35113028

PMCID: 8855293

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Development and evaluation of a virtual reality puzzle game to decrease food intake

  • Yunxin Liu; 
  • Angelos Stamos; 
  • Siegfried Dewitte; 
  • Zeph M. C. van Berlo; 
  • Laura N. van der Laan

ABSTRACT

Background:

Virtual Reality (VR) has gained popularity in daily life and VR food cues seem to elicit food cravings as similar to real food cues. However, little is known about the impact of VR food cues on actual food intake.

Objective:

In Real-Life (RL), exposure to food cues in a situation where the desire to eat food interferes with the completion of a food-related task reduces the subsequent food intake (i.e., the pre-exposure effect). In this study, we examine on the one hand whether the pre-exposure effect could be replicated in RL and on the other hand whether this effect could be extended to VR contexts.

Methods:

The current research employed a 2 (Stimulus Type: Food vs. Nonfood) × 2 (Mode: VR vs. RL) between-subject design (n = 175). Participants were randomly assigned to one of the four conditions.

Results:

We found the main effect of mode on food intake with a higher food intake after both VR conditions than after RL conditions (p = .020). Also, among female participants, we found that exposure to both food cues (i.e., VR and RL) resulted in lower food intake than exposure to both nonfood cues (p = .048). In contrast, this effect was not observed among male participants (p = .336). Additionally, VR and RL cues generated similar emotional and behavioral responses (e.g., arousal and game difficulty).

Conclusions:

We were unable to replicate the exposure effect in our complete sample. Sub-group analyses, however, showed that for women exposure to food cues (either in VR or RL) did reduce food intake, indicating that a VR pre-exposure procedure may effectively be applied exclusively for women.


 Citation

Please cite as:

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;10(1):e31747

DOI: 10.2196/31747

PMID: 35113028

PMCID: 8855293

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