200 Participants Needed

Virtual Reality Food Marketing for Public Health

OC
MG
Overseen ByM. Gabriela Valverde
Age: 18 - 65
Sex: Any
Trial Phase: Academic
Sponsor: NYU Langone Health
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Nikeland VR non-food marketing experience, Wendyverse VR food marketing experience?

Research suggests that virtual reality (VR) can be a useful tool in shaping food choices and teaching healthier eating habits, which could help in obesity prevention and management. VR has been shown to enhance motivation and skill development in other health-related areas, indicating potential benefits for using VR in food marketing experiences to promote public health.12345

Is virtual reality food marketing safe for humans?

The studies reviewed do not provide specific safety data for virtual reality food marketing experiences like Nikeland VR or Wendyverse VR. However, virtual reality platforms have been used in various research settings, such as nutrition education and food selection, without reported safety concerns, suggesting they are generally considered safe for human use.16789

How does the Virtual Reality Food Marketing treatment differ from other treatments for food marketing exposure?

The Virtual Reality Food Marketing treatment is unique because it uses immersive virtual reality experiences to influence perceptions of food marketing, unlike traditional methods that rely on physical environments or media campaigns. This approach allows for a controlled and engaging way to study and potentially alter how people, especially children, respond to food marketing.710111213

What is the purpose of this trial?

The purpose of this study is to test the effect of virtual reality (VR) food marketing exposure (versus VR non-food control) on snack consumption, purchase intention, hunger, and arousal in black and white young adults. Participants will be randomized to either the VR food marketing condition or VR non-food control. Study participation duration will be 2 hours during a one-time, single visit.

Research Team

OC

Omni Cassidy, Ph.D.

Principal Investigator

NYU Langone Health

Eligibility Criteria

This trial is for black and white young adults interested in how virtual reality (VR) affects snack consumption, purchase intentions, hunger, and arousal. Specific eligibility criteria are not provided.

Inclusion Criteria

Self-identify as Black or white in order to determine racial/ethnic differences in responses to unhealthy VR-based food and beverage marketing
I can read, write, and understand English for all study materials.
Self-report normal or corrected-to-normal vision from glasses or contacts
See 3 more

Exclusion Criteria

Self-report dietary restriction, such as food allergies or veganism, which may lead to different effects when exposed to food marketing
Report being pregnant or breastfeeding, which may affect hunger
I smoke or use tobacco.
See 3 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

1-2 weeks

VR Exposure

Participants are exposed to either VR food marketing or VR non-food control for 15 minutes and provide feedback

15 minutes
1 visit (in-person)

Post-Exposure Assessment

Participants' purchase intention, salivary flow, electrodermal activity, and snack consumption are measured

Up to 20 minutes

Follow-up

Participants are monitored for any immediate reactions or feedback post-exposure

5-10 minutes

Treatment Details

Interventions

  • Nikeland VR non-food marketing experience
  • Wendyverse VR food marketing experience
Trial Overview The study tests the impact of VR food marketing (Wendyverse VR) against a non-food VR experience (Nikeland VR). Participants will be randomly assigned to one of these two conditions for a single session lasting 2 hours.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Virtual Reality (VR) food marketing exposureExperimental Treatment1 Intervention
Participants will be given 15 minutes to explore the VR experience and provide feedback on whether they believe their peers would engage with the experience (concealment/deception).
Group II: VR non-food controlActive Control1 Intervention
Participants will be given 15 minutes to explore the VR experience and provide feedback on whether they believe their peers would engage with the experience (concealment/deception).

Find a Clinic Near You

Who Is Running the Clinical Trial?

NYU Langone Health

Lead Sponsor

Trials
1,431
Recruited
838,000+

National Institute on Minority Health and Health Disparities (NIMHD)

Collaborator

Trials
473
Recruited
1,374,000+

Findings from Research

Virtual reality (VR) can be an innovative tool in marketing research to influence food choices and promote healthier eating habits, potentially countering the marketing of unhealthy foods.
Interviews with experts highlight the use of virtual grocery stores to educate students about nutrition and the relationship between food quality and health, which could aid in addressing obesity and diabetes.
New directions in the use of virtual reality for food shopping: marketing and education perspectives.Ruppert, B.[2021]
The mobile game-based VR rehabilitation program (MoU-Rehab) significantly improved upper extremity function in stroke patients compared to conventional therapy, as measured by the Fugl-Meyer Assessment and other metrics.
The program was well-tolerated with no adverse effects reported, and patients expressed high satisfaction, indicating its feasibility as a rehabilitation tool for upper limb recovery after ischemic stroke.
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke.Choi, YH., Ku, J., Lim, H., et al.[2019]
The Experience Success (ES) project utilized virtual reality (VR) technology to create a safe and interactive environment for training weight management skills, specifically targeting social eating situations.
Feedback from 37 overweight/obese women indicated that the VR scenario significantly improved their skills, confidence, and commitment to managing their eating behaviors in social contexts.
Development of and feedback on a fully automated virtual reality system for online training in weight management skills.Thomas, JG., Spitalnick, JS., Hadley, W., et al.[2021]

References

New directions in the use of virtual reality for food shopping: marketing and education perspectives. [2021]
Application of virtual reality methods to obesity prevention and management research. [2021]
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke. [2019]
Development of and feedback on a fully automated virtual reality system for online training in weight management skills. [2021]
Virtual reality for health care: the status of research. [2006]
"Alien Health": A Nutrition Instruction Exergame Using the Kinect Sensor. [2021]
Consistency of nutrition recommendations for foods marketed to children in the United States, 2009-2010. [2021]
Virtual self-conversation using motivational interviewing techniques to promote healthy eating and physical activity: A usability study. [2023]
Validation of a Virtual Reality Buffet environment to assess food selection processes among emerging adults. [2021]
Choice, Motives, and Mixed Messages: A Qualitative Photo-Based Inquiry of Parents' Perceptions of Food and Beverage Marketing to Children in Sport and Recreation Facilities. [2022]
11.United Statespubmed.ncbi.nlm.nih.gov
How Branded Marketing and Media Campaigns Can Support a Healthy Diet and Food Well-Being for Americans: Evidence for 13 Campaigns in the United States. [2021]
Food choices in recreation facilities: operators' and patrons' perspectives. [2014]
Appetite for change? Facilitators and barriers to nutrition guideline implementation in Canadian recreational facilities. [2021]
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