Examining the Effect of Virtual Reality-Based Fast-Food Marketing on Eating-Related Outcomes in Young Adults: Protocol for a Randomized Controlled Trial.

IF 1.5 Q3 HEALTH CARE SCIENCES & SERVICES
Omni Cassidy, Emma Boyland, Susan Persky, Andrea B Troxel, Brian Elbel
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引用次数: 0

Abstract

Background: Black communities, compared to White communities, are disproportionately targeted with more unhealthy food advertisements on television and social media. Exposure to unhealthy food and beverage marketing is associated with appetitive sensations, purchase intention, and intake behaviors, which may contribute to poor overall diet quality and worsening nutritional disparities in Black communities. Despite the negative effects, food and beverage companies are expanding their reach and harnessing advanced technology to create immersive experiences using virtual reality (VR). Black young adults may be uniquely vulnerable.

Objective: We aim to explore the effect of a VR-based fast-food marketing experience (compared with a VR-based nonfood control) on purchase intention, arousal, and hunger in a sample of Black and White young adults.

Methods: We will recruit 200 Black and White young adults (aged 18-24 years) from the New York City metropolitan area for a 1-time, 2-hour laboratory-based study. After screening and obtaining informed consent, eligible participants will be randomized to 1 of 2 VR conditions: a VR-based fast-food marketing experience (Wendyverse; experimental) or a VR-based nonfood control (Nikeland). In the Wendyverse, users can order from the restaurant operated by Wendy's, play games, meet others who may be visiting the Wendyverse, and access codes that can be used to obtain free food at physical restaurants. The control condition will be the Nikeland app, where participants can play sports, try on apparel, and engage with celebrity athletes. Study personnel will provide a 5-minute training session to participants before beginning the experiment to ensure that they feel comfortable in the VR environment. Participants will otherwise engage with the VR app independently. The primary outcomes will be fast-food purchase intention, assessed via a self-report questionnaire; arousal, assessed via electrodermal activity or skin conductance; and hunger, assessed via salivary reactivity. We will also conduct secondary analyses to examine interactions by race, ethnicity, and food or nutrition insecurity as a proxy for socioeconomic status. Analyses of covariance and multiple linear regressions will be conducted to examine the effects of VR-based fast-food marketing exposure on the relevant outcomes (compared to the control).

Results: This study was funded by the National Institute on Minority Health and Health Disparities in September 2024. Recruitment is expected to begin in September 2025. We expect to complete data collection by October 2026 and begin data cleaning and analysis in November 2026.

Conclusions: On the basis of previous research and data, we anticipate that young adults randomized to view VR-based food and beverage marketing will self-report higher purchase intention and demonstrate stronger arousal and hunger. The data will be used to support future research and improve the understanding of the effects of digital forms of unhealthy food and beverage marketing on young people.

Trial registration: ClinicalTrials.gov NCT06917391; https://clinicaltrials.gov/study/NCT06917391.

International registered report identifier (irrid): PRR1-10.2196/69096.

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研究基于虚拟现实的快餐营销对年轻人饮食相关结果的影响:一项随机对照试验方案。
背景:与白人社区相比,黑人社区不成比例地成为电视和社交媒体上更多不健康食品广告的目标。接触不健康的食品和饮料营销与食欲感觉、购买意愿和摄入行为有关,这可能导致黑人社区整体饮食质量差和营养差距加剧。尽管有负面影响,但食品和饮料公司正在扩大业务范围,并利用先进技术利用虚拟现实(VR)创造身临其境的体验。年轻的黑人成年人可能特别容易受到伤害。目的:我们旨在探讨基于虚拟现实的快餐营销体验(与基于虚拟现实的非食品控制相比)对黑人和白人年轻人的购买意愿、觉醒和饥饿感的影响。方法:我们将从纽约市大都会区招募200名黑人和白人年轻人(18-24岁)进行1次,2小时的实验室研究。在筛选并获得知情同意后,符合条件的参与者将被随机分配到2个VR条件中的一个:基于VR的快餐营销体验(Wendyverse;实验性)或基于VR的非食品控制(Nikeland)。在Wendyverse中,用户可以在Wendy's经营的餐厅点餐,玩游戏,与可能访问Wendyverse的其他人见面,并获得可用于在实体餐厅获得免费食物的代码。控制条件将是耐克兰的应用程序,参与者可以在其中进行运动,试穿服装,并与名人运动员互动。研究人员将在实验开始前为参与者提供5分钟的培训,以确保他们在VR环境中感到舒适。否则,参与者将独立参与VR应用程序。主要结果将是快餐购买意愿,通过自我报告问卷进行评估;唤醒,通过皮肤电活动或皮肤电导评估;饥饿感,通过唾液反应来评估。我们还将进行二次分析,以考察种族、民族和食物或营养不安全之间的相互作用,作为社会经济地位的代表。将进行协方差分析和多元线性回归来检验基于vr的快餐营销暴露对相关结果的影响(与对照相比)。结果:该研究于2024年9月由国家少数民族健康和健康差异研究所资助。招聘预计将于2025年9月开始。我们预计在2026年10月前完成数据收集,并在2026年11月开始数据清理和分析。结论:在之前的研究和数据的基础上,我们预计随机观看基于vr的食品和饮料营销的年轻人会自我报告更高的购买意愿,表现出更强的唤醒和饥饿感。这些数据将用于支持未来的研究,并提高对数字形式的不健康食品和饮料营销对年轻人的影响的理解。试验注册:ClinicalTrials.gov NCT06917391;https://clinicaltrials.gov/study/NCT06917391.International注册报表标识符(irrid): PRR1-10.2196/69096。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.40
自引率
5.90%
发文量
414
审稿时长
12 weeks
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