The effects of a gamified approach avoidance training and verbal suggestions on food outcomes

Journal Article (2018)
Author(s)

Lemmy Schakel (Universiteit Leiden)

Dieuwke S. Veldhuijzen (Universiteit Leiden)

H. van Middendorp (Universiteit Leiden)

Pieter van Dessel (Universiteit Gent)

Jan De Houwer (Universiteit Gent)

Rafa Bidarra (TU Delft - Computer Graphics and Visualisation)

Andrea W.M. Evers (Universiteit Leiden, Leiden University Medical Center)

Research Group
Computer Graphics and Visualisation
Copyright
© 2018 Lemmy Schakel, Dieuwke S. Veldhuijzen, Henriet van Middendorp, Pieter van Dessel, Jan De Houwer, Rafael Bidarra, Andrea W.M. Evers
DOI related publication
https://doi.org/10.1371/journal.pone.0201309
More Info
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Publication Year
2018
Language
English
Copyright
© 2018 Lemmy Schakel, Dieuwke S. Veldhuijzen, Henriet van Middendorp, Pieter van Dessel, Jan De Houwer, Rafael Bidarra, Andrea W.M. Evers
Research Group
Computer Graphics and Visualisation
Issue number
7
Volume number
13
Pages (from-to)
1-17
Reuse Rights

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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.