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| ID | Type | Description | Link |
|---|---|---|---|
| 1K01MD019320-01A1 | U.S. NIH Grant/Contract | View source |
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| Name | Class |
|---|---|
| National Institute on Minority Health and Health Disparities (NIMHD) | NIH |
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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.
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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Virtual Reality (VR) food marketing exposure | Experimental | 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). |
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| VR non-food control | Active Comparator | 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). |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Wendyverse VR food marketing experience | Behavioral | 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. |
| Measure | Description | Time Frame |
|---|---|---|
| Snack consumption | Following the VR exposure, snacks (health and unhealthy snacks) will be offered to participants with the instruction to eat ad libitum for 20 minutes. Snack consumption will be measured using a Cardinal Detecto stainless steel scale which transmits weight information wirelessly. | Post-VR exposure (up to 20 minutes) |
| Purchase intention via self-report questionnaire | Purchase intention will be assessed using a self-report questionnaire. Questions include: How likely are you to buy food from any fast-food restaurant in the next 2 weeks? Scores will range from 0 ("Not at all") to 5 ("Highly likely"). Higher scores indicate a higher likelihood to purchase food from the restaurant. | Post-VR exposure (~5-10 minutes) |
| Change in salivary flow | A dental roll will be placed horizontally under participants' tongues for 30 seconds pre- and post-VR exposure. Salivation will not be collected during the exposure so as not to disrupt the immersion. An increase in salivary flow indicates hunger. | Baseline, post-VR exposure (~5-10 minutes) |
| Change in electrodermal activity | Electrodermal activity refers to the changes in the electrical properties of the skin due to sweat secretion. Electrodermal activity is measured through skin conductance, two Ag-AgCl electrodes will be taped to the distal phalanx of the index and ring fingers on the participants' non-dominant hand. Electrodermal activity will be measured. A stronger electrodermal response indicates arousal. | From baseline to post-VR exposure, up to 15 minutes |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Omni Cassidy, Ph.D. | Contact | 646-501-3546 | Omni.cassidy@nyulangone.org | |
| M. Gabriela Valverde | Contact | 646-501-3546 | Maria.valverde@nylangone.org |
| Name | Affiliation | Role |
|---|---|---|
| Omni Cassidy, Ph.D. | NYU Langone Health | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| NYU Langone Health | Recruiting | New York | New York | 10016 | United States |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 40982800 | Derived | Cassidy O, Boyland E, Persky S, Troxel AB, Elbel B. Examining the Effect of Virtual Reality-Based Fast-Food Marketing on Eating-Related Outcomes in Young Adults: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2025 Sep 22;14:e69096. doi: 10.2196/69096. |
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Individual participant data that underlie the results reported in this article, after deidentification (text, tables, figures, and appendices) will be made available as soon as possible or at the time of associated publication. All data will be shared by the close of the award. Data will be made available, at minimum, for seven years. Upon reasonable request The investigator who proposed to use the data. Data are available for 5 years at a third party website (Open Science Framework: https://osf.io/).
Data will be made available as soon as possible or at the time of associated publication. All data to be shared will be shared by the close of the award. Data will be made available, at minimum, for seven years.
Data are available for 5 years at a third party website (Open Science Framework: https://osf.io/).
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| Nikeland VR non-food marketing experience | Behavioral | In Nikeland VR app, participants can play sports, try on apparel, and engage with celebrity athletes. |
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