ArticleJMIR formative research2019
A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability.
Article in JMIR formative research, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
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Who cites it
7 citing papers in PubMed.
- The impact of visual fidelity on screen-based virtual reality food choices: A randomized pilot study.PloS one · 2025Trial
- Evaluating the Viability of Virtual Reality for Children's Food Choice Research: Comparative Mixed Methods Study.JMIR human factors · 2026Article
- Dietary patterns and obesity are associated with type 2 diabetes risk in elderly Chinese men: a machine learning approach.Frontiers in nutrition · 2025Article
- Article
- Food Desires and Hedonic Discrimination in Virtual Reality Varying in Product-Context Appropriateness among Older Consumers.Foods (Basel, Switzerland) · 2022Article
- Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study.BMC psychology · 2020Article
- A Virtual Home for the Virtual Clinical Trial.Journal of medical Internet research · 2020Article
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Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRegular consumption of take-out and fast foods with sugary drinks is associated with poor quality diets and higher prevalence of obesity. Among the settings where such food is consumed is the food court typically found in shopping malls prominent in many countries.
objectiveThe objective of this research was to develop a virtual reality food court that could be used to test food environmental interventions, such as taxation, and ultimately to facilitate the selection of healthier food choices.
methodsFourteen food courts in Sydney, Australia were selected to include those in the city center and suburbs of high and low socioeconomic status. Researchers visited the courts to collect information on number and type of food outlets, all menu items for sale, cost of foods and beverages and sales promotions. This information was used to assemble 14 food outlets typically found in food courts, and representative menus were compiled. The UNITY gaming platform was used to design a virtual reality food court that could be used with HTC VIVE goggles. Participants navigated the virtual reality food court using the head-mounted display, keyboard, and mouse and selected a lunch meal, including food and beverage. A validated questionnaire on presence within the virtual reality food court and system usability was completed at the end of the session. The constructs for presence included a sense of control, sensory fidelity, realism, distraction, and involvement. Questions were rated on a scale from 1 (worst) through 7 (best) for each of 28 questions giving a maximum total score of 196. The systems usability scale (SUS) that gives a final score out of 100 was also assessed.
resultsOne hundred and sixty-two participants with a mean age of 22.5 (SD 3.1) years completed the survey. The mean score for total presence was 144 (SE 1.4) consisting of control: 62.1 (SE 0.8), realism: 17.5 (SE 0.2), involvement: 9.6 (SE 0.2), sensory fidelity: 34.9 (SE 0.4), and distraction: 24.0 (SE 0.3). The mean SUS was 69 (SE 1.1).
conclusionsVirtual reality shows promise as a tool to study food choice for test interventions to inform practice and policy.
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