| Literature DB >> 30048511 |
Lemmy Schakel1,2, Dieuwke S Veldhuijzen1,2, Henriët van Middendorp1,2, Pieter Van Dessel3, Jan De Houwer3, Rafael Bidarra4, Andrea W M Evers1,2,5.
Abstract
There is initial support for the effectiveness of approach-avoidance trainings in altering food-related health behaviors. Furthermore, outcome expectancies induced by verbal suggestions might optimize the effectiveness of these interventions, as shown in placebo research. The present study investigated the effectiveness of a gamified approach-avoidance training on food-related outcomes and whether verbal suggestions could strengthen those effects. A total of 120 participants were randomly assigned to 1 of 4 conditions: serious gaming only, verbal suggestions only, serious gaming combined with verbal suggestions, or a gaming control condition. Virtual food preference and food choice were assessed with a food choice task, with pairs differing in healthiness or in healthiness and attractiveness. Implicit food preference was assessed with an Implicit Association Test and food intake with a bogus taste test. Participants in both serious gaming conditions made healthier food choices for pairs differing in healthiness and attractiveness and had healthier implicit food preferences compared to gaming control. No effects were found on food intake. These findings provide the first preliminary support for the effects of a gamified approach-avoidance training on virtual food choice and implicit food preference. Future studies should further elucidate these effects, also in other health domains such as physical activity.Entities:
Mesh:
Year: 2018 PMID: 30048511 PMCID: PMC6062074 DOI: 10.1371/journal.pone.0201309
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Screenshots of all games.
(A) Serious game in which participants were instructed to approach healthy items and avoid unhealthy items by pressing the corresponding arrows on the keyboard; (B) Serious game in which participants were instructed to click away the unhealthy items; (C) Serious game in which participants were instructed to collect the healthy items in a basket; (D) Non-health-related game in which participants were instructed to find and match similar pictures; (E) Non-health-related game in which participants were instructed to complete horizontal lines with various shaped blocks that fell down; (F) Non-health-related game in which participants were instructed to guess a color code by identifying the color pattern.
Descriptives for the four conditions separately.
| Gaming control | Serious gaming | Verbal suggestions | Serious gaming + verbal suggestions | |
|---|---|---|---|---|
| Age | 20.89 (1.85) | 20.72 (2.42) | 22.13 (2.91) | 21.32 (2.18) |
| Body Mass Index | 22.53 (2.61) | 21.99 (1.78) | 22.07 (2.79) | 22.21 (2.59) |
| Sex, | 24 (85.70) | 24 (82.80) | 23 (76.70) | 25 (80.60) |
| Hunger | 3.82 (1.98) | 3.97 (1.61) | 3.77 (1.85) | 4.20 (1.38) |
| Appetite | 4.18 (2.04) | 4.66 (1.57) | 4.00 (1.74) | 4.67 (1.40) |
| Feeling like a bite | 4.36 (2.09) | 4.76 (1.41) | 4.23 (1.89) | 4.97 (1.43) |
| Self-control (SCS) | 38.50 (7.95) | 37.21 (9.14) | 42.10 (6.61) | 39.03 (8.51) |
| Self-efficacy (HEWSE) | 24.07 (5.02) | 23.83 (4.72) | 24.60 (4.53) | 24.70 (5.19) |
| Healthy eating goal | 5.21 (1.07) | 4.90 (1.08) | 5.10 (0.96) | 5.37 (0.85) |
1N = 30.
Note. SCS = Self-Control Scale, HEWSE = Healthy Eating and Weight Self-Efficacy scale
Means and standard deviations of food-related outcome measures per condition.
| Gaming control | Serious gaming | Verbal suggestions | Serious gaming + verbal suggestions | |
|---|---|---|---|---|
| Food preference H tradeoff | 1.50 (5.32) | 1.03 (5.52) | 4.53 (6.62) | 2.38 (7.82) |
| Food preference H+A tradeoff | -2.36 (5.06) | -3.93 (5.03) | -2.93 (7.89) | -0.66 (6.61) |
| Food choice H tradeoff | 1.89 (0.79) | 1.83 (0.89) | 2.10 (0.66) | 1.90 (1.05) |
| Food choice H+A tradeoff | 0.79 (0.79) | 0.97 (0.78) | 1.03 (0.81) | 1.34 (0.90) |
| Implicit food preference | 0.51 (0.64) | 0.84 (0.49) | 0.79 (0.50) | 0.88 (0.46) |
| Food Consumption | 58.71 (23.96) | 66.04 (26.43) | 59.02 (23.18) | 66.33 (25.88) |
*indicates a significant difference between both serious gaming conditions combined, i.e., with and without the verbal suggestion, and the gaming control condition
1N = 29.
2N = 28.
Note. H tradeoff = Healthiness tradeoff, H+A tradeoff = Healthiness and Attractiveness tradeoff
Fig 2Means and standard errors of the mean for virtual food preference.
H tradeoff pairs = Healthiness tradeoff pairs; H+A tradeoff pairs = Healthiness and Attractiveness tradeoff pairs. A higher score on the y-axis represents a more healthy food preference. No significant differences were found in relative food preference between the four conditions on H tradeoff pairs and H+A tradeoff pairs.
Fig 3Means and standard errors of the mean for number of virtual healthy food choices.
H tradeoff pairs = Healthiness tradeoff pairs; H+A tradeoff pairs = Healthiness and Attractiveness tradeoff pairs. A significant difference was found in that the two serious gaming conditions combined, i.e., with and without the verbal suggestion, showed a higher mean of healthy food choices on H+A tradeoff pairs compared to gaming control. No significant differences between the four conditions were found for H tradeoff pairs.
Fig 4Mean and standard error of the mean for implicit food preference.
A higher score on the y-axis represents a more healthy implicit food preference. A significant difference was found in that the two serious gaming conditions combined, i.e., with and without the verbal suggestions, showed a higher implicit preference for healthy food items compared to gaming control.
Fig 5Mean and standard error of the mean for total amount of food consumption.
No significant differences between the four conditions were found in total amount of food consumption.