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The effects of a gamified approach avoidance training and verbal suggestions on food outcomes
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 investiga...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6062074/ https://www.ncbi.nlm.nih.gov/pubmed/30048511 http://dx.doi.org/10.1371/journal.pone.0201309 |
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author | Schakel, Lemmy Veldhuijzen, Dieuwke S. van Middendorp, Henriët Dessel, Pieter Van Houwer, Jan De Bidarra, Rafael Evers, Andrea W. M. |
author_facet | Schakel, Lemmy Veldhuijzen, Dieuwke S. van Middendorp, Henriët Dessel, Pieter Van Houwer, Jan De Bidarra, Rafael Evers, Andrea W. M. |
author_sort | Schakel, Lemmy |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-6062074 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-60620742018-08-03 The effects of a gamified approach avoidance training and verbal suggestions on food outcomes Schakel, Lemmy Veldhuijzen, Dieuwke S. van Middendorp, Henriët Dessel, Pieter Van Houwer, Jan De Bidarra, Rafael Evers, Andrea W. M. PLoS One Research Article 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. Public Library of Science 2018-07-26 /pmc/articles/PMC6062074/ /pubmed/30048511 http://dx.doi.org/10.1371/journal.pone.0201309 Text en © 2018 Schakel et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Schakel, Lemmy Veldhuijzen, Dieuwke S. van Middendorp, Henriët Dessel, Pieter Van Houwer, Jan De Bidarra, Rafael Evers, Andrea W. M. The effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
title | The effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
title_full | The effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
title_fullStr | The effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
title_full_unstemmed | The effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
title_short | The effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
title_sort | effects of a gamified approach avoidance training and verbal suggestions on food outcomes |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6062074/ https://www.ncbi.nlm.nih.gov/pubmed/30048511 http://dx.doi.org/10.1371/journal.pone.0201309 |
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