ArticleFrontiers in robotics and AI2018
Influence of Being Embodied in an Obese Virtual Body on Shopping Behavior and Products Perception in VR.
Article in Frontiers in robotics and AI, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- Reshaping restriction: virtual embodiment modulates eating biases in anorexia nervosa.Npj mental health research · 2026Article
- It is a matter of size-manipulating body size with virtual reality modulates reward sensitivity.Scientific reports · 2026Article
- A theoretical review of the Proteus effect: understanding the underlying processes.Frontiers in psychology · 2024Review
- Changing your body changes your eating attitudes: embodiment of a slim virtual avatar induces avoidance of high-calorie food.Heliyon · 2021Article
- Toward Enhanced Teleoperation Through Embodiment.Frontiers in robotics and AI · 2020Article
- Tracing Physical Behavior in Virtual Reality: A Narrative Review of Applications to Social Psychology.Journal of experimental social psychology · 2019Article
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Research in Virtual Reality (VR) showed that embodiment can influence participants' perceptions and behavior when embodied in a different yet plausible virtual body. In this paper, we study the changes an obese virtual body has on products perception (e.g., taste, etc.) and purchase behavior (e.g., number purchased) in an immersive virtual retail store. Participants (of a normal BMI on average) were embodied in a normal (N) or an obese (OB) virtual body and were asked to buy and evaluate food products in the immersive virtual store. Based on stereotypes that are classically associated with obese people, we expected that the group embodied in obese avatars would show a more unhealthy diet, (i.e., buy more food products and also buy more products with high energy intake, or saturated fat) and would rate unhealthy food as being tastier and healthier than participants embodied in "normal weight" avatars. Our participants also rated the perception of their virtual body: the OB group perceived their virtual body as significantly heavier and older. They also rated their sense of embodiment and presence within the immersive virtual store. These measures did not show any significant difference between groups. Finally, we asked them to rate different food products in terms of tastiness, healthiness, sustainability and price. The only difference we noticed is that participants embodied in an obese avatar (OB group) rated the
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