| Behm-Morawitz et al. (2016)USA | 3 arm RCT.To examine the effects of virtual embodiment & play in a social virtual world (Second Life [SL]) for increasing health self-efficacy (exercise & nutrition efficacy) among overweightAdults. | 4 week programme. Start interview participants completed surveys, body measurements taken & instructions provided. At week 4, same measures taken plus open ended questions about experiences in the study.At week 2 survey was emailed to participants to keep them engaged but this was not used in the analysis.Participants were randomly assigned to one of three conditions:(i)3D social virtual world (avatar virtual interaction. Experimental condition)(ii) 2D social networking site (no avatar virtual interaction control condition).(iii) no intervention (no virtual interaction control condition).(i) Avatar virtual intervention participants were instructed to use SL for a minimum of two times/week (totalling 2 h/week) for the duration of the study.Participants visited a list of in world locations that promoted physical activities, such asyoga, weightlifting, snowboarding & surfing.In week 1: participants were taught to use SL & navigate to the Avatar Fitness Club to practice exercising with their avatar. For social engagement, participants signed up to use the virtual world in groups of 3–4 participants but 75% of time in SL spent on independent activity rather than social interaction(ii) no avatar virtual intervention control condition was added to investigate whether simply participating in some sort of virtual community might improve health self-efficacy & weight loss regardless of virtual embodimentParticipants also spent most of their time independently exploring the site an average of two times/week.(iii) the no intervention control condition (i.e., no face-to-face & no virtual intervention) was included to test whether just being in the experiment impacted participants' health self-efficacy & weight loss. | Participants, n = 92, were recruited using mass email ata large Midwestern university & flyers in the local community(population = 115,000), who were overweight & seeking to lose weight healthily98%, n = 90, were female; 2% (n = 2) male but did not completethe study & were dropped from analysis (total sample = 90 females)Age range 18–61 years (m = 25, SD = 9.92)Seventy (76%) identified aswhite, 12 (13%) as African American/ black, 9 (10%) as Asian, 4 (4%) as Hispanic/Latino, & 1 (1%) as other. | Self-efficacy & weight lossMeasures were administered at week 1 (Time1) & week 4 (Time2). Midpoint (week 2) online survey emailed to participants to maintain engagement.(i) Exercise efficacy – measured using the abbreviated version of the Self-Efficacy & Exercise Habits Survey (Biocca, 1997). Participants rated their confidence to engage in exercise on a scale from 1 (I know I cannot) to 5 (I know I can) e.g. “Stick to your exercise program even when you have excessive demands at work.”(ii) Nutrition efficacy - measured using the five item 5-a-day fruits & vegetables confidence scale from the abbreviated version of the Self-Efficacy & Healthy Eating Habits Scale, from 1 (not at all confident) to 5 (extremely confident) (Sallis, 2014) e.g. “Eat fruits & vegetables for a snack instead of unhealthy foods like chips or candy.”(iii) frequency of exercise – measured by response to “In a typical week, how many days do you accumulate 30 min or more of purposeful physical activity per day?” (Sallis, 2014).(iv) 5-a-day eating behaviour (Time1) - self-report the number of servings of fruits & vegetables eaten on average/day. Response options ranged from 1 to 6+ servings.(v) Body Mass Index (BMI) - measured the participants' weight, height & BMI. | 3D social virtual world - SL (using an avatar) - Avatar Fitness Club to practice exercising with their avatar.For social engagement, participants signed up to use the virtual world in groups of 3–4 participants. | Significant interaction effect between condition & time, F(1, 38) = 4.93, p = 0.03, g2 = 0.11 i.e. exercise efficacy increased for the SL group, but not for the control groups.The SL intervention, however, did not increase nutrition efficacy - F(1, 38) = 1.99, p = 0.17.Significant difference between experimental & control groups weight loss, t(18) = 2.15, p = 0.04.SL participants lost 1.75 pounds in comparison with 0.91 pounds for the control conditions - difference in weight-loss is small & is only cautiously optimistic for the use of SL in the relative short term for sustained weight loss.Self-presence was positively related to nutrition – p < 0.05., but not for exercise efficacy.Significant positive correlations between self-presence & avatar efficacy items p < 0.01.Research question 1: How do participants who are seeking to loseweight healthfully perceive the effectiveness of SL as a virtual tool? Coding analysis revealed two themes: virtual embodiment & health self-efficacy:(i) virtual embodiment theme was detected in participants' responsesin relation to their feeling & perception of their avatar's effects on improving their motivation & body(ii) health self-efficacy responses focused on the ways that SL allowed them to try physical activities that they previously did not think they could do or had not done due to loss of motivation & efficacy.Research questions 2 analysis: What do participants who are seeking to lose weight healthfully perceive to be the limitations of SL as a virtual tool?Three themes emerged: technology issues, time constraints & lack of enjoyment:-(i) Some participants expressed frustration due to technical difficulties. Generally, these responses were more characteristic of older (age 40+) participants in the study & were not widespread. In two cases, technical difficulties were cited as a stress that led to increased eating, which counteracted positive change.(ii) Time investment was an additional perceived drawback was. Some had difficulty finding time to use SL & others noted that they would rather spend the time exercising than being on the computer. There was a relationship between this theme & lack of enjoyment - Approximately 2/3 of participants who noted time constraints also noted a lack of enjoyment.(iii) Lack of enjoyment theme characterized the dislike some participants had for SL. These individuals stated that they generally did not enjoy video games. There was also a sense that they did not feel connected to their avatar. This lack of enjoyment prevented the participants from gaining the intended benefits. | 28/4858% |
| Cesa et al. (2013)Italy | RCT with one year follow up.(i) to evaluate the brief & long-termefficacy of the proposed approach (VR-enhanced CBT for obeseinpatients with BED) in a randomized controlled trial.(ii) hypothesis -VR-enhanced CBT (ECT) is more effective than standardCBT & a control condition in: (1) maintaining & furtherimproving weight loss, (2) maintaining binge eatingremission at 1-year follow-up after discharge from a multimodalmedically managed inpatient program (IP).(iii) ECT is more effective than standard CBT &a control condition in improving & maintaining bodysatisfaction. | Random allocation to conditions:(i) Enhanced Cognitive Therapy (ECT) n = 27. During the standard inpatient program, participants received x 15 additional sessions over 5 weeks. After week 1, participants entered x 5 weekly group sessions similar to the CBT sessions (focused on concerns about body weight & shape &problematic eating) & x10 biweekly VR sessions. ECT treatment was based on a detailed protocol describing the contents of each of the 15 sessions. Manual based on the CBT approach described by Fairburn and Wilson (1993) & Ricca et al. (2000) piloted & adapted to an inpatient setting.(ii) Cognitive Behavioural Therapy (CBT) n = 20: during the standard inpatient program, participants received x 15 additional cognitive behaviour therapy (CBT) sessions over 5 weeks. Therapists followed a detailed manual that outlined the contents of each session.(iii) Control: Standard care - inpatient multimodal treatment (IP) n = 19: consisted of hospital-based living for a duration of 6 weeks.Inpatients received medical, nutritional, physical & psychological care. Participants maintained a low-calorie diet (tailored to patients' needs), entered weekly nutritional groups held by dieticians, received psychological support both in individual & group settings & undertook physical training. | 90 obese (BMI > 40) female patients with binge eating disorders (BED) referred to an obesity rehabilitation centre - 24 declined study participation before treatment commenced (n = 66).Criteria for participation:(i) Women aged 18–50 years(ii) who met DSM-IV-TR criteria for BED for at least 6 months prior to the beginning of the study,(iii) no other concurrent severe psychiatric disturbance(psychosis, depression with suicidal risk, alcohol or drug abuse),(iv) no concurrent involvement in other treatment for BED,including pharmacotherapy,(v) no concurrent medical conditionnot related to the disorder,(vi) written & informed consent to participate. | Outcome measures: weight, number of binge eating episodes during the previous month & body satisfaction.(i) BMI - Height was measured with a stadiometer & weight assessed with the participant in lightweight clothing with shoes removed, on a balance beam scale.(ii) binge eating - single question extracted from the EDI-Symptom Checklist was administered at each time-point to assess the number of binge eating episodes (with binge eating defined as the consumption of unusually large amounts of food with a subjective sense of loss of control during the last month).(iii) body image/satisfaction – (a) The Italian version of the Body Satisfaction Scale (BSS)(b) The Italian version of the Body Image Avoidance Questionnaire (BIAQ)(c) Contour Drawing Rating Scale (CDRS) | NeuroVR open-source software used. This includes 14 virtual environments used by the therapist during a 60-min session with the patient. Prescribed VR environments.The environments present critical situations related to the maintaining/ relapse mechanisms (Home, Supermarket, Pub, Restaurant, Swimming Pool, Beach, Gymnasium) & two body image comparison areas. Through the VR experience, patientspracticed both eating/ emotional/relational management & general decision-making & problem-solving skills. By directly practicing these skills within the VR environment, patients were helped in developing specific strategies for avoiding &/or coping with triggering situations.The first session was used to assess any stimuli that could elicitabnormal eating behaviour. Specifically, the attention was focused on a patient's concerns about food, eating, shape, & weight. The next 14 sessions were used to assess & modify:(i) Expectations & Emotions Related to Food & Weight (Functional Analysis)(ii) Strategies Used to Cope With Difficult Interpersonal &Potential Maintenance Situations(iii) Body Experience of the Subject | End of 6 week IP period (n = 66).Weight significantly decreased in all the three conditions (ECT: −6.17 kg, CI -7 to −5.3, p < 0.001; CBT: −7.1 kg,CI -7.9 to −6.2, p < 0.001; IP: −6.6 kg, CI -8.1 to −5.2, p < 0.001) at end of treatment (6 weeks); no significant differences between groups.Body satisfaction (BSS & CDRS) significantly improved in all groups with no difference across them.Body image concerns (BIAQ-Total) significantly improved only in the ECT condition.1 year follow-up (n = 44).Both ECT & BCT maintaining or furthering were effective at maintaining or furthering weight loss at 1-year follow-up (p = 0.52 both compared to IP). No significant difference CBT & ECT.Control participants regained on average most of the weight they had lost during the inpatient program.Binge eating episodes decreased to zero during the inpatient program but were reported again in all the three groups at 1-year follow-up. No significant difference between groups.. | 37/4288% |
| Johnston et al. (2012)USA | Controlled before & after study.To explore the effectiveness of a virtual-world weight loss program relative to weight loss, behaviour change & self-efficacy. | Club One Island's virtual-world program compared with a face-to-face program similar in structure & content offered in a commercial fitness club setting.Virtual-world program: An interactive weight loss community. Provides participants with a professional team, education & specialized tools to help them overcome individual barriers to weight loss. Access to educational components & specialized tools is available 24 h a day, 7 days a week, along with virtual world & email access to instructors.Prior to the start of the virtual-world program, participants received technical training & support (e.g. computer setup & navigating the island).12-week program delivered to cohorts of 15–20 participants for a total of 48 instructor hours. Each week, four1-h classes (Nutrition, Movement, Healthy Habits & Support Group) are led by certified fitness, nutrition & support professionals. Each week addresses a common theme (e.g. emotion as related to eating) across all 4 classes.Face-to Face program: Comparison face-to-face group had to attend a real facility. The program included instructor-led weekly educational sessions on nutrition, movement & habit change, as well as a social support groupmeeting. Program participants were also able to use clubequipment & facilities during normal business hours | Intervention: x38 participants recruited via print & online media.Participants were aged 18+ years, with a BMI of 25 kg/m2 or greater & had access to an Internet-connected computer.76% female (25/33), mean age = 46.3 (SD 9.6) years; 73% (24/33) held college or advanced degrees & 76% (25/33) had annualincomes exceeding US $75,000.All 33 (5 lost to follow up) reported they were novice users of SL (0–3 months)Control (face-to-face group): x24 participantswere recruited, convenience sample, via email &newsletters from Club One's member base.Enrollees were of a similar age & BMI95% (20/21) female, mean age = 37.5 (SD 10.6) years; 90% (19/21) held college or advanced degrees & 71% (15/21) reported incomes over US $75,000 | Primary Outcomes: Height, weight & BMI -recorded using standard techniques at baseline (pre-program) & within 1 week of program completion.Percentage change in baseline weight was calculated; a reduction of 5% or more of baseline weight results in clinically significant health benefits.Baseline & post surveys captured data regarding health-related behaviours (i.e. general health, sleep & degree of moderate & vigorous physical activity) & nutrition & eating habits (i.e. frequency of breakfast & number of servings of fruit & vegetables/day - adapted from the US Centers for Disease Control &Prevention's Behavioural Risk Factor Surveillance System Survey).Secondary Outcomes: Self-efficacy, with regard to both physicalactivity & weight management were measured using the Physical Activity Confidence Scale &the Weight Efficacy Lifestyle Questionnaire (WEL).Attitudes towards exercising at a health club were captured with items adapted from Miller and Miller (2010) in pre-surveyVirtual-world participants were asked about priorexperience with SL (post survey) | Club One Island – designed to:(i) provide an environment that closely mirrors the physical world;(ii) be visually & functionally engaging; offers interactive 3D spaces (e.g. a restaurant, Mini-Mart convenience store & an encouragement room), creative educational tools (e.g. a nutritional jeopardy game & a fire pit illustrating how thebody uses food as fuel), over 30 movement activities (e.g. bikes & bike paths, surfing, exercise balls, lap swim, basketball, weight lifting, yoga, dancing & rock climbing) & numerous healthy habits tools (e.g. tracking charts). All elements are intended to engage participants in social networking, play & learning.Through setting up learning situations that incorporate practicing new behaviours (eg, throwing away 3D food, addressing the “food pushers” & non- supportive people in their lives & doing any physical activity in public), Club One Island is intended to help participants overcome their fears related to weight loss.The weight loss program was designed to move participants from a diet & exercise cycle of weight loss & gain to a view that they are on a healthy life path that does nothave a stop & end date, but is maintainable for the rest of their livesParticipants choose how their avatar looks (actual or desired) & are able to make modifications over time, as wanted.The Nutrition, Movement & Healthy Habits classes were all designed in such a way that participants were always moving. | At baseline, virtual-world participants reported a statistically significant (p = 0.03) higher negative attitude towards exercising at a real club (mean score 3.35, SD 1.13, on a scale of 1 to 7, where 1 = strongly disagree; higher scores represent morenegative attitudes) than face-to-face participants (2.69, SD 0.97).Primary Outcomes: No significant baseline differences were noted between groups for weight, BMI, general health, fruit & vegetable consumption, breakfast frequency & physical activity self-efficacy.Significant baseline differences were observed for moderate physical activity (p = 0.02), vigorous physical activity (p = 0.001), sleep (p = 0.02) & WEL (p = 0.04) in favour of F2F group who were existing fitness club members.No significant group x time interactions were found.Both groups lost a significant amountof weight at 12 weeks (virtual world: 3.9 kg, P < 0.001; face-to-face: 2.8 kg, p = 0 0.002).Compared with baseline, the virtual-world group lost an average of 4.3% (range − 17.3% to 3.3%), with 33% (11/33) of the participants losing a clinically significant (≥5%) amount of weight.Face-to-face group lost an average of 3.0% (range − 11.0% to 2.7%), with 29% (6/21) losing a clinically significant (≥5%) amount.15.2% (5/33) of the virtual-world &14.3% (3/21) of the face-to-face groups lost 7% or more of their body weight.No significant differences were seen between groups for the percentage of weight lost (p = 0.34) or the percentage of participants losing 5% or more of their baseline body weight (p = 0.39).Secondary Outcomes: The group × time interaction was significant for pre- to post intervention general health (p = 0.01), moderate & vigorous physicalActivity (p = 0.04), physical activity self-efficacy (p = 0.02), fruit & vegetable consumption (p < 0.001) & WEL (p < 0.001) for the virtual-world group.Significant improvements across all of the variables were seen for the virtual-world group; the face-to-face group hadnon-significant improvements in self-efficacy for physical activity & WEL, as well as for fruit & vegetable consumption.Virtual-world participants reported a statistically significant (p = 0.03) highernegative attitude towards exercising at a real club, (mean score 3.35, SD 1.13, on a scale of 1 to 7, where 1 = strongly disagree; higher scores represent morenegative attitudes) than face-to-face participants (2.69, SD 0.97).Face-to-face group reported decreases in moderate & vigorous physical activity that were nonsignificant.A significant time effect for general health & breakfast consumption was noted in both groups.Significant improvement in perceptions of general health (p < 0.001) & an increase in the number of days the virtual-world group ate breakfast (p = 0.003) noted. No significant change in these variables for the face-to-face group.Virtual-world participants created avatars that reflected real depictions of themselves – as they lost weight in the real world, changes were made to theiravatar's appearance to reflect this. | 24/4257% |
| Manzoni et al. (2016)Italy | RCT with one year follow up.(i) to evaluate brief & long-term incremental efficacy of the VR-enhanced CBT ofobesity in a randomized controlled trial with morbid BMI >40) female obese patients referred to an inpatient behavioural program.(ii) hypothesis that theVR-enhanced CBT is more effective than the inpatient program only as well as standard CBT in maintaining or further improving weight loss at 1 year follow-up. | Random allocation to groups:(i) VR n = 46. After week 1, participants entered x 5 weekly group sessions similar to the CBT sessions (focused on concerns about body weight & shape &problematic eating) & x10 biweekly VR sessions using NeuroVR open source software (includes 14 virtual environments presenting criticalsituations related to the maintaining/ relapse mechanisms(home, supermarket, pub, restaurant, swimming pool, beach, gymnasium) & two body-image comparison areas. Environments used by therapist during a x60 minute session with the patient.(ii) Cognitive Behavioural Therapy (CBT) n = 38: After week 1, patients entered x5 weekly group sessions aimed at addressing weight & primary goals & x 10 biweekly individual sessions, aimed at establishing & maintaining weight loss, addressing barriers to weight loss, increasing activity,addressing body image concerns & supporting weight maintenance.during the standard inpatient program.Therapists followed a detailed manual based on the CBT approach (Cooper et al., 2003, Cooper et al., 2010) & adapted to an inpatient setting. Patients were taught to self-monitor their food intake & eating patterns thoughts, as well as the circumstances & environment surrounding eating (e.g. whether eating alone or with others, speed of eating, & place of eating). Patients were also taught to identify problems in eating, mood & thinking patterns & to develop alternative patterns gradually.(iii) Standard behavioural program (SBP) n = 29 - hospital-based living for 6 weeks. Inpatients receive medical, nutritional, physical & psychological care the goal of which is to provide practical guidelines (e.g. stressing gradual weight loss with the caloric restriction achieved largely by reductions in fat intake), plus a low-calorie diet (1200 kcal/day) & physical training (x30 minutes of walking twice a week as a minimum). | n = 163 women BMI >40, 18–50 years of age; no other concurrent severe eating disorder.50 participants lost to follow-up leaving sample of 113 in analysisNo males admitted during data collection period met inclusion criteria of BMI >40 | Primary outcome measure was weight-loss maintenance.BMI - Height measured with a stadiometer; weight was assessed on a balance beam scale with the participant in lightweight clothing with shoes removed.Binge eating & body image/satisfaction:• The Italian version of the Body Satisfaction Scale BSS.4• The Italian version45 of the Body Image Avoidance Questionnaire - BIAQ• The Contour Drawing Rating Scale - CDRS | Virtual reality (VR)-enhanced CBT.NeuroVR open source software was used for the VR sessions – Through the VR experience, patients practice both eating/emotional/relational management & general decision-making & problem-solving skills. By directly practicing these skills within the VR environment, patients are helped in developing specific strategies for avoiding &/or coping with triggering situations. | Out of 163 patients recruited, 113 responded to the follow-up call & provided their weight data. The majority of patients who did not respond were in the SBP group (n = 21), followed by CBT (n = 14) & VR (n = 10). The chi-square test showed a significant association between the dropout rates & the experimental conditions (p = 0.02) with fewer patients being lost from VR or CBT treatments.All measures improved significantly at discharge from the inpatient program from baseline & no significant difference was found between.One-way ANCOVA on the post IP period to follow-up weight changes showed a significant group effect. Post hoc analyses revealed a significant difference between the VR & the SBP conditions & also between the CBT & the SBP conditions, but not between VR & CBT.Odds ratios showed that patients in the VR condition had a greater probability of maintaining or improving weight loss at 1 year follow-up than SBP patients (48% vs. 11%, p = 0.004) & to a lesser extent, than CBT patients had (48% vs. 29%, p = 0.08).Only the VR-enhanced CBT was effective in improving weight loss at 1 year follow-up.Participants who received only the inpatient program regained back, on average, most of the weight they had lost.The CBT group showed a non-significant weight increase, while no change was found within the VR group.Findings support the hypothesis that a VR module addressing the locked negative memory of the body may enhance the long-term efficacy of standard CBT. | 37/4288% |
| Napolitano et al. (2013)USA | Mixed methods study: (i) an online survey to obtain feedback about an avatar program for modellingweight loss behaviours.ii) technology development & usability testing. | Phase 2: 4-week usability test using four virtual environments - supermarket, home gym, dining room/kitchen & living room, in which the avatar demonstrated healthy weight control behaviours related to weekly session topics in traditional behavioural weight control programs including: (i) navigating a supermarket & shopping for low calorie items(ii) physical activity, (iii) portion sizes &(iv) stimulus control4× weekly 30 min sessions including standardized information sharing through leaflets & videos, opportunity to ask questions & weigh in. Diet diaries were reviewed to determine adequate calorie intake recommended by BMI & also activity goal engagement. No specific weight loss target not given but general goal of 1–2 lbs. per week vocalised.Participant chose avatar appearance which did not change shape over time.Session content was delivered prior to avatar modelling electronically via a standardized digital recording by a registered dietitian (topics presented as they would be in face-to-face treatment) | Phase 1: n = 128 females were recruited online via postings, as well as in-person announcements & flyer postings (online recruitment was not limited regionally). Mean age = 34.10 years (SD = 13.01 years, range = 18–60 years); race = 57.0% white; 25.8% black; 10.2% Asian/PacificIslander; 3.9% Hispanic/Latino; 3.1% other. Mean BMI = 34.30 kg/m2, (SD = 8.15 kg/m2).Participants were overweight/obese (declared height & weight resulting in BMI ≥ 25) & interested in losing weightPhase 2: n = 8. Inclusion 18-65 yrs., BMI 25–40, no concurrent weight loss treatment, no health contraindications.Mean age = 44.13 years (SD = 10.56).Mean weight = 93.8 kg (SD = 16.18); Mean BMI = 33.32, (SD = 3.45); Race: 62.5% black, 25% Caucasian, 12.5% Hispanic.Participants reported accessing the Internet/email at least daily & enjoyed using technology. None had previous experience of using avatar-based technology. | Phase 1 measures:Demographics - Age, race, self-reported height & weight (BMI) & dietinghistory over last year (e.g. “In the past year, how many times have you started a weight loss program on your own that lasted for 3 days or less?”).Technology Use: Participants provided information related to their computer & video game use (e.g. “Do you play (or have you played) online role-playing games that use avatars (e.g. World of Warcraft, The Sims)?”) & exposure to or interest in technology & VR (e.g. “How much do you enjoy using technology (for example, Internet, computer, cell phone, Kindle)?” & “Have you ever used VR?”).Program Interest: Participants provided information about their interest in a VR weight loss program, perceptions of perceived helpfulness, suggestions for duration of sessions & skills they would like to see modelled.Phase 2 measures:(i) Height & Weight: height taken using a stadiometer to the nearest one-fourth inch.Body weight was measured on a calibrated scale; BMI calculated based on height & weight [BMI = weight (kg) / height2 (m2)].(ii) Physical Activity Self-Efficacy: The five-item physical activity self-efficacy (Marcus et al., 1992) to assess confidence to exercise inchallenging situations (e.g. “when I am tired”) using a five-point Likert scale (“not at all” to “extremely confident”)(internal consistency = 0.76 & 1-week test–retest reliability = 0.90).(iii) Weight Self-Efficacy: measured using Clark et al. (1991) self-efficacy in weight management scale to measure perceived control over food-related behaviours.(iv) Goal Setting & Planning: measured using goal setting & the exercise goal-setting scale & the exercise, planning & scheduling scale (Rovniak et al., 2002).Same measure adapted to assess goal setting & planning for nutrition & weight loss. Measurehas good internal consistency (exercise goal-setting scale = 0.89; exercise planning & scheduling scale = 0.87) (Rovniak et al., 2002).Consumer Satisfaction: Participants completed weekly exit interviews & a post-treatment survey that assessed the degree to which the program & its components (e.g. virtual avatar modelling, video content, handouts) were helpful.User satisfaction & preference components of usability: Participants completed weekly exit interviews & a post-treatment survey that assessed the degree of user satisfaction & preference components of usability e.g. “How interested would you be in having the avatar, or virtual model, look exactly like you?” | Phase 2:Programming developed in-house using a SL platform. Avatars varied in shape & size based on figure rating scales (Thompson and Gray, 1995; Stunkard et al., 1983) & were available in three skin tones based on feedback received during phase 1. The avatar body shapes were customised to reflect dimensions of obesity by customising the various body parts from a standard shape present in the inventory section of the SL platform.Four virtual environments were created - supermarket, home gym, dining room/kitchen & living room, in which the avatar demonstrated healthy weight control behaviours related to weekly session topics | Phase 1 findingsDieting History:More than two-thirds (71.9%) of participants had attempted to lose weight during the past year, with the average number of attempts lasting up to 3 days = 4 (SD = 8.60). Women reported most commonly using their own diet (46.1%) & exercise (37.5%) plans.Technology Use:All participants accessed the internet/ email at least daily & 90.6% enjoyed using technology most or all of the time;32.0% played online games that used avatars.The majority of participants had never used VR (95.3%) or SL (98.4%).Program Interest:Interest in an avatar-based program for modelling weight loss skills was high: 88.3% of participants reported they would participate in a program that used an avatar to help practice weight loss skills. Qualitative responses included:“Seeing ‘myself’ exercising or eating correctly… will help me visualize myself following these examples,” & “I would use the avatar because simulating a behaviour can help reinforce positive choices.”A majority of participants (71.9%) believed such a program would be at least somewhat helpful & anticipated that the avatar-based program would yield strong effects [anticipated average weight loss of 3.4 kg (SD = 1.97 kg; range = 0.91–13.61 kg) during the first month of a VR program & 7.92 kg (SD = 3.88 kg; range = 1.36–27.22 kg) after 3 months].Phase 2: Most women (87.5%) stated that the virtual models were helpful.Average weight loss after 4 weeks was 1.6 kg (SD = 1.7).Increased confidence on physical activity self-efficacy scale (p = 0.01).Usability: 100% reported they would recommend the program to others and felt it influenced their diet/exercise behaviour. 87.5% found avatar models helpful.User Preference: 25% did not want an avatar to reflect self but 75% were interest in an avatar that changed size & shape as they progressed through the program. | 34/4281% |
| Ossolinski et al. (2017)Australia | RCTTo evaluatethe effect of (i) a personalised future self-image (photograph) on weight change over a 6-month period &(ii) to include both men & women of any age over 18 years. | Participants randomized to receive a current & future self-image (photographic still based image of self at one of 5 future time points: 4, 8, 12, 26 or 52 weeks based on personal choice) immediately (early intervention group) or after 8 weeks (delayed intervention).At recruitment, participants complete a questionnaireoutlining demographic details & an assessment of motivational state using the Prochaska TranstheoreticalModel of Behaviour Change.Baseline height, weight & waist circumference were measured for all participants.All participants received 15 mins general lifestyle advice for weight loss & resource pamphlet listing freely available online resources for weight managements & accredited professional & weight loss programmes.Weight loss methods chosen by the individual.Participants asked to return every 4 weeks for 24 weeks to record weight on original calibrated scales.Researcher provided information on sources of advice at weigh-ins but not intervening periods.Participants randomized again at 16 week visit to receive either 2nd picture of choice of future self, based on new parameters or continue with original image. | A sample size of 150 was determined to have the power to detect a 1-kgweight difference between groups (based mean weight difference seen at 8 weeks in the pilot study (Jiwa et al., 2015)A total of 145 participants were recruited over an 8 month period.Male & female; aged 18 years +; BMI > 25; wanting to lose weight.Study engagement assumed if participant returned for 1st weigh in 4 weeks after recruitment.Study completers were those who returned to be weighed at week 20 or 24. For missing data, linear interpolation was undertaken & straight line applied between missing values.No 4 week weigh in = non-starters.Stopped returning for weigh in before week 20 = drop out, but included in intention to treat analysis. | Primary outcome:Weight loss over 16 weeks - using participantswhose weights were measured at weeks 8 &16 (at least).Secondary outcomes: Weight loss & change in waist circumference over 24 weeks - undertaken using only ‘completers’ who attended at weeks 8 &16. | A computerised application (app) prototype called ‘Future Me’ developed by the research team.The app portrays the effect of lifestyle on future personal appearance using input calorie & exercise information topredict future BMI. | At 24 weeks significant change in weight overall (p < 0.0001) & a difference in rate of change between groups (delayed-image group: −0.60%, early-image group: −0.42%, p = 0.01).Men lost weight at a greater rate than women.Participants in delayed image group lost more weight than immediate image group.No significant difference in change in waist circumference or proportion that lost 5% body weight between early/late image groups although the latter was greatest in delayed image group (may reflect greater proportion of participants in ‘contemplation’ on state of change scale). | 33/4278.6% |