Evidence map›Paper›PMID 35113028›Full record

ArticleJMIR serious games2022

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

Yunxin Liu, Angelos Stamos, Siegfried Dewitte, Zeph M C van Berlo, Laura N van der Laan

Registry-linked trialAbstract read
In one paragraph

Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05169996 (Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake), which is not on this map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT05169996 nacompletednot on this map

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

TypeinterventionalSponsorTilburg UniversityRan2018 to 2018Enrolled202ConditionsFood IntakeArmsReal Food, Real Nonfood, Virtual reality Food, Virtual reality Nonfood, Virtual reality Food Branded
3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Yunxin LiuDepartment of Marketing and Retailing, ESSCA School of Management, Lyon, France.ORCID https://orcid.org/0000-0002-7941-4198
Angelos StamosDepartment of Management, Society and Communication, Copenhagen Business School, Copenhagen, Denmark.ORCID https://orcid.org/0000-0002-4648-1474
Siegfried DewitteBehavioral Economics and Engineering Group, Faculty of Economics and Business, KU Leuven, Leuven, Belgium.ORCID https://orcid.org/0000-0001-6010-4782
Zeph M C van BerloAmsterdam School of Communication Research, University of Amsterdam, Amsterdam, Netherlands.ORCID https://orcid.org/0000-0002-1008-8654
Laura N van der LaanDepartment of Communication and Cognition, Tilburg University, Tilburg, Netherlands.ORCID https://orcid.org/0000-0003-4307-0888

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

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

objectiveIn real life (RL), exposure to food cues in a situation in which the desire to eat food interferes with the completion of a food-related task reduces the subsequent food intake (ie, 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.

methodsThe study used a 2 (stimulus type: food vs nonfood) × 2 (mode: VR vs RL) between-subject design (n=175). Participants were randomly assigned to 1 of the 4 conditions.

resultsWe found the main effect of mode on food intake, with a higher food intake after both VR conditions than after RL conditions (P=.02). In addition, among female participants, we found that exposure to both food cues (ie, VR and RL) resulted in lower food intake than exposure to both nonfood cues (P=.05). In contrast, this effect was not observed among male participants (P=.34). Additionally, VR and RL cues generated similar emotional and behavioral responses (eg, arousal and game difficulty).

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

trial registrationClinicalTrials.gov NCT05169996; https://clinicaltrials.gov/ct2/show/NCT05169996.

Indexed as

food cravingshedonic consumptionpre-exposureself-controlvirtual reality

Identifiers

PMID35113028
PMCPMC8855293

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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.