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Expectancies and serious gaming

The role of expectancies in optimizing food behaviors by playing serious games

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON28360
Enrollment
120
Registered
2016-11-02
Start date
2016-10-10
Completion date
Unknown
Last updated
2024-02-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

In this study, the effects of a positive outcome expectancy considering the effectiveness and working mechanisms of health-related serious gaming on food-related behaviors are investigated, with or without playing health-related serious games. In deze studie wordt het effect van een positieve uitkomstverwachting ten aanzien van de effectiviteit en werkingsmechanismen van serious games gericht op voedingsgerelateerde gedragingen onderzocht, met en zonder het spelen van gezondheidsgerelateerde s

Interventions

This randomized controlled experiment involves four conditions, in which: (1) health-related serious games are performed without providing a positive outcome expectancy, (2) health-related serious gam

Sponsors

Leiden University
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Between 18 and 35 years old 2. Good understanding of written and spoken Dutch

Exclusion criteria

Exclusion criteria: 1. Severe psychological and/or somatic conditions 2. Food allergies and/or intolerances 3. BMI ¡Ý 30

Design outcomes

Primary

MeasureTime frame
The primary study outcome is self-reported food preference and food choice, as measured by a food choice task.

Secondary

MeasureTime frame
1. Actual food consumption, as measured by a bogus taste test. 2. Implicit attitude towards food, as measured by an implicit association task.

Contacts

Public ContactA.W.M. Evers

LUMC PO Box 9555

a.evers@fsw.leidenuniv.nl+31 (0)71 527 3627

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)