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Expectancies and serious gaming


- candidate number25496
- NTR NumberNTR6198
- ISRCTNISRCTN no longer applicable
- Date ISRCTN created
- date ISRCTN requested
- Date Registered NTR2-nov-2016
- Secondary IDsCEP16-0728/261 CEP Leiden University
- Public TitleExpectancies and serious gaming
- Scientific TitleThe role of expectancies in optimizing food behaviors by playing serious games
- ACRONYMExpectancies and serious gaming
- hypothesisThe aim of the study is to investigate whether a positive outcome expectancy considering the effectiveness and working mechanisms of health-related serious gaming alone or in combination with playing health-related serious games can optimize food preference and food choice.
- Healt Condition(s) or Problem(s) studiedGaming, Serious gaming
- Inclusion criteria1. Between 18 and 35 years old
2. Good understanding of written and spoken Dutch
- Exclusion criteria1. Severe psychological and/or somatic conditions
2. Food allergies and/or intolerances
3. BMI 30
- mec approval receivedyes
- multicenter trialno
- randomisedyes
- masking/blindingNone
- controlPlacebo
- groupParallel
- Type2 or more arms, randomized
- Studytypeintervention
- planned startdate 10-okt-2016
- planned closingdate10-nov-2016
- Target number of participants120
- InterventionsThis 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 games are performed and a positive outcome expectancy considering the effectiveness and working mechanisms of health-related serious gaming is provided, (3) a positive outcome expectancy considering the effectiveness and working mechanisms of health-related serious gaming is provided, without performing health-related serious games, and (4) non-health-related games are performed without providing a positive outcome expectancy.
- Primary outcomeThe primary study outcome is self-reported food preference and food choice, as measured by a food choice task.
- Secondary outcome1. Actual food consumption, as measured by a bogus taste test.
2. Implicit attitude towards food, as measured by an implicit association task.
- TimepointsFirst, participants are screened through an online questionnaire in order to check the eligibility criteria. When they are eligible to take part in the study, they are invited to one lab session. During the lab session, participants complete questionnaires and are then randomized to one of the four conditions as described above. Subsequently, participants perform the food choice task, a bogus taste test and an implicit association task. Thereafter, they again have to complete several questionnaires.
- Trial web siten/a
- statusopen: patient inclusion
- CONTACT FOR PUBLIC QUERIESProf. Dr. A.W.M. Evers
- CONTACT for SCIENTIFIC QUERIESProf. Dr. A.W.M. Evers
- Sponsor/Initiator Leiden University
- Funding
(Source(s) of Monetary or Material Support)
European Research Council Consolidator Grant
- Publicationsn/a
- Brief summaryPrior research demonstrated that serious gaming can be a promising tool in promoting health behaviors, such as a healthy food choice. To our knowledge, however, it is not yet investigated whether health behaviors could also be optimized when participants do not perform health-related serious games, but are solely instructed about the effectiveness and the actions of the games. Therefore, in the present study it is investigated whether a positive outcome expectancy considering the effectiveness and working mechanisms of serious games can optimize food preference and food choice.
- Main changes (audit trail)
- RECORD2-nov-2016 - 19-feb-2017


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