Literature DB >> 21527099

New directions in the use of virtual reality for food shopping: marketing and education perspectives.

Barb Ruppert1.   

Abstract

Virtual reality is used in marketing research to shape food selection and purchase decisions. Could it be used to counteract the marketing of less-nutritious foods and teach healthier food selection? This article presents interviews with Raymond Burke, Ph.D., of Indiana University Bloomington, and Rachel Jones, M.P.H., of the University of Utah College of Health. Topics covered include new marketing research technologies, including virtual reality simulations; retailing and shopper behavior; and the use of virtual grocery stores to help students explore quality of diet and food/nutrient relationships. The interviewees discuss how the technologies they have developed fit into research and behavior change related to obesity and diabetes.
© 2011 Diabetes Technology Society.

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Year:  2011        PMID: 21527099      PMCID: PMC3125922          DOI: 10.1177/193229681100500217

Source DB:  PubMed          Journal:  J Diabetes Sci Technol        ISSN: 1932-2968


  7 in total

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Authors:  Louise C Mâsse; Allison W Watts
Journal:  Child Obes       Date:  2013-08       Impact factor: 2.992

2.  Turning virtual reality into reality: a checklist to ensure virtual reality studies of eating behavior and physical activity parallel the real world.

Authors:  Aner Tal; Brian Wansink
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

3.  Using a Virtual Store As a Research Tool to Investigate Consumer In-store Behavior.

Authors:  Kunalai Ploydanai; Jos van den Puttelaar; Erica van Herpen; Hans van Trijp
Journal:  J Vis Exp       Date:  2017-07-24       Impact factor: 1.355

4.  Virtual reality technologies for research and education in obesity and diabetes: research needs and opportunities.

Authors:  Abby G Ershow; Charles M Peterson; William T Riley; Albert Skip Rizzo; Brian Wansink
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

5.  Falls Sensei: a serious 3D exploration game to enable the detection of extrinsic home fall hazards for older adults.

Authors:  Arthur G Money; Anita Atwal; Emily Boyce; Sophie Gaber; Susan Windeatt; Kyriakos Alexandrou
Journal:  BMC Med Inform Decis Mak       Date:  2019-04-16       Impact factor: 2.796

6.  Shopping in Reality or Virtuality? A Validation Study of Consumers' Price Memory in a Virtual vs. Physical Supermarket.

Authors:  Lina Fogt Jacobsen; Nora Mossing Krogsgaard-Jensen; Anne O Peschel
Journal:  Foods       Date:  2022-07-15

7.  A Qualitative Investigation to Underpin the Development of an Electronic Tool to Assess Nutrition Literacy in Australians Adults.

Authors:  Alyssa M Cassar; Gareth S Denyer; Helen T O'Connor; Janelle A Gifford
Journal:  Nutrients       Date:  2018-02-23       Impact factor: 5.717

  7 in total

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