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, 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, 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 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.

Methods: The 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.

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=.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).

Conclusions: We 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 registration: ClinicalTrials.gov NCT05169996; https://ichgcp.net/clinical-trials-registry/NCT05169996.

Keywords: food cravings; hedonic consumption; pre-exposure; self-control; virtual reality.

Conflict of interest statement

Conflicts of Interest: None declared.

©Yunxin Liu, Angelos Stamos, Siegfried Dewitte, Zeph M C van Berlo, Laura N van der Laan. Originally published in JMIR Serious Games (https://games.jmir.org), 03.02.2022.

Figures

Figure 1
Figure 1
Screenshot of VR puzzle game with chocolate (left panel; VR food condition) and wooden (right panel; VR nonfood condition) puzzle pieces. Participants could pick up puzzle pieces with the controller and place them in the outline in front of them.
Figure 2
Figure 2
The interaction between stimulus type and mode on the completion time.

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Source: PubMed

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