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Food IntakeNCT05169996

Virtual Reality Effects on Food Intake Game to Decrease Food Intake

A study testing Real Food, Real Nonfood and Virtual reality Food in people with Food Intake, run by Tilburg University at 1 site in Netherlands.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 18 to 30 yearsHealthy volunteers can take part
Conditions the study is for
Food Intake
What is being tested?
Real Food, Real Nonfood and Virtual reality Food
Could I receive a placebo?
No, everyone receives an active treatment
How many people
202 participants
Where
1 siteNetherlands
Study dates
9 May 2018to 26 Sep 2018
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 30 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • None (except for age 18-30)

Who cannot join

  • Peanut allergy (self-reported)

Trial locations and contacts

1 site in 1 country.

Netherlands1 site
  • University of Amsterdam - ComLab

    Amsterdam

Other trials in Netherlands

About this study

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

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.

Read the detailed description

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.

Conditions
Food Intake
Being tested
Real Food, Real Nonfood, Virtual reality Food, Virtual reality Nonfood, Virtual reality Food Branded
Keywords
virtual reality, pre-exposure, food cravings

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Real FoodOther

    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 NonfoodOther

    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.

  • Virtual reality FoodOther

    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 NonfoodOther

    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 Food BrandedOther

    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

Study groups in NCT05169996
Study groupRoleWhat they receive
Real FoodExperimentalParticipants are exposed to a tangram game with puzzle pieces from chocolate.
Receives: Other: Real Food
Real NonfoodExperimentalParticipants are exposed to a tangram game with puzzle pieces from wood.
Receives: Other: Real Nonfood
Virtual reality FoodExperimentalParticipants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) chocolate.
Receives: Other: Virtual reality Food
Virtual reality NonfoodExperimentalParticipants are exposed to a virtual reality experience with a tangram game with puzzle pieces from (virtual) wood.
Receives: Other: Virtual reality Nonfood
Virtual reality Food BrandedExperimentalParticipants 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.
Receives: Other: Virtual reality Food Branded

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Food intake

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

    Measured: During the lab session

  2. 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"

    Measured: During the lab session

  3. 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."

    Measured: During the lab session

Secondary outcomes (5)
  1. 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').

    Measured: During the lab session

  2. 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')

    Measured: During the lab session

  3. 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.

    Measured: During the lab session

  4. 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 '.

    Measured: During the lab session

  5. 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').

    Measured: During the lab session

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted27 Dec 2021
  2. Study start9 May 2018
  3. Primary completion26 Sep 2018
  4. Study completion26 Sep 2018

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Model description
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.
Masking
Single blind
Who is masked
Participant
Enrolment
202 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05169996
Sponsor's protocol ID
2018-PC-9033
Status last verified
Dec 2021
First submitted
26 Nov 2021
Last updated
27 Dec 2021
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • 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.

    PubMed 35113028

Questions about this trial

What is this clinical trial studying?

A study testing Real Food, Real Nonfood and Virtual reality Food in people with Food Intake, run by Tilburg University at 1 site in Netherlands.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 1 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 27 Dec 2021. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Netherlands. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Food intake (time frame: During the lab session). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT05169996, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 27 Dec 2021.

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