Purpose

The purpose of this study is to test the effect of virtual reality (VR) food marketing exposure (versus VR non-food control) on snack consumption, purchase intention, hunger, and arousal in black and white young adults. Participants will be randomized to either the VR food marketing condition or VR non-food control. Study participation duration will be 2 hours during a one-time, single visit.

Condition

Eligibility

Eligible Ages
Between 18 Years and 24 Years
Eligible Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  1. 18-24 years old; 2. self-identify as Black or white in order to determine racial/ethnic differences in responses to unhealthy VR-based food and beverage marketing; 3. self-report normal or corrected-to-normal vision from glasses or contacts; 4. self-report comfort and ability to walk around within a VR paradigm; 5. able to read, write, understand, and respond to all study materials (including the VR paradigm) in English 6. residing in the NYC-metropolitan area in order to be available for in-person study 7. capacity and willingness to provide consent

Exclusion Criteria

  1. report a history of disorders causing motion sickness or have a history of significant motion sickness, which could be triggered within the VR paradigm 2. self-report dietary restriction, such as food allergies or veganism, which may lead to different effects when exposed to food marketing; 3. Self-report disliking 50% or more of the snacks that will be offered during the laboratory test snack as determined by a score of 5 or less on the food preferences questionnaire, which may have a confounding effect on consumption; 4. report being pregnant or breastfeeding, which may affect hunger; 5. smoke or consume tobacco, which decreases salivary flow; or 6. self-report being very hungry based on 100 mm VAS hunger rating, which minimizes the burden to participants to fast prior to the visit and maximizes the ability to detect differences between groups.Those excluded for being very hungry will have the option of returning to the visit on a different day.

Study Design

Phase
N/A
Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel Assignment
Primary Purpose
Other
Masking
None (Open Label)

Arm Groups

ArmDescriptionAssigned Intervention
Experimental
Virtual Reality (VR) food marketing exposure
Participants will be given 15 minutes to explore the VR experience and provide feedback on whether they believe their peers would engage with the experience (concealment/deception).
  • Behavioral: Wendyverse VR food marketing experience
    In the Wendyverse VR application ("app") participants can order from a Wendy's restaurant, play games, meet with others who may be visiting the Wendyverse, and access codes that can be used to obtain free food at physical restaurants.
Active Comparator
VR non-food control
Participants will be given 15 minutes to explore the VR experience and provide feedback on whether they believe their peers would engage with the experience (concealment/deception).
  • Behavioral: Nikeland VR non-food marketing experience
    In Nikeland VR app, participants can play sports, try on apparel, and engage with celebrity athletes.

Recruiting Locations

NYU Langone Health
New York 5128581, New York 5128638 10016

More Details

Status
Recruiting
Sponsor
NYU Langone Health

Study Contact

Omni Cassidy, Ph.D.
646-501-3546
Omni.cassidy@nyulangone.org

Detailed Description

Food marketing has been unequivocally linked to poor diet and risk of excessive weight gain in young people. Food companies disproportionately target Black consumers with more advertisements ("ads") and the least healthy ads, contributing to nutritional disparities and nutrition-related diseases. To expand their reach, food companies have developed virtual reality (VR) marketing experiences that are engaging, highly sophisticated, and may more powerfully elicit biological signals precipitating a motivation to consume foods. Yet, little is known about how exposure to VR food marketing influences biological and behavioral outcomes among Black young adults. The interactional role of food/nutrition insecurity and exposure to VR food marketing among Black young adults is also unknown. There is a critical need to understand the biological and behavioral effects of VR food marketing among Black communities while the technology is in its infancy.

Notice

Study information shown on this site is derived from ClinicalTrials.gov (a public registry operated by the National Institutes of Health). The listing of studies provided is not certain to be all studies for which you might be eligible. Furthermore, study eligibility requirements can be difficult to understand and may change over time, so it is wise to speak with your medical care provider and individual research study teams when making decisions related to participation.