TY - JOUR
T1 - Effect of virtual eating environment on consumers’ evaluations of healthy and unhealthy snacks
AU - Pennanen, Kyösti
AU - Närväinen, Johanna
AU - Vanhatalo, Saara
AU - Raisamo, Roope
AU - Sozer, Nesli
N1 - Funding Information:
This work was supported by VTT Technical Research Centre of Finland Ltd under the Food Economy 4.0 program and by the Academy of Finland [grant number: 316804 ].
Funding Information:
The authors wish to thank Ms. Janika Miettinen and Mr. Aapeli Lahtinen for their assistance in the data collection, Mr. Mikko Lindholm for processing the biosignal data, Mr. Eero Koskinen for preparing the immersive environment for the experiment, and Mr. Jari Kangas for his valuable comments. This work was supported by VTT Technical Research Centre of Finland Ltd under the Food Economy 4.0 program and by the Academy of Finland [grant number: 316804].
Publisher Copyright:
© 2020 Elsevier Ltd
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/6
Y1 - 2020/6
N2 - Immersive technologies such as virtual reality and augmented reality have been recently explored in the field of food consumption studies from different perspectives. The present study utilized virtual reality technology in a within-subject experiment with three conditions to examine whether a varying virtual eating environment can alter consumers’ emotional responses (positive, negative, neutral) to the eating situation and whether the resulting emotional responses correlate with consumers’ wanting, liking, and hedonic evaluations of healthy and unhealthy snacks. In addition, the study analyzed whether a virtual eating environment that generates a positive emotional response can raise consumers’ rating of a healthy snack to the same level as an unhealthy snack consumed in a plain, unimmersed environment. The results showed a correlation between positive emotional responses and the pre-tasting evaluations of both snacks. In terms of hedonic evaluations, positive emotional responses correlated mainly with consumers’ evaluation of the unhealthy snack. When pre-tasting wanting and liking evaluations are compared between experimental conditions, the results indicate that a healthy snack is rated higher in a virtual reality environment that induces a more positive emotional response. The healthy snack was also rated at the same level as the unhealthy snack consumed in a plain environment. No differences between conditions were observed in consumers’ hedonic evaluations of the products. EEG and heart rate measurement results indicate that this might be because tasting a healthy snack generates more cognitive processing than an unhealthy snack. This might reduce the influence of the virtual eating environment on consumers’ evaluations. To conclude, virtual reality technologies might have the potential to support consumers’ eating experiences and healthy food choices by improving their evaluations of the products.
AB - Immersive technologies such as virtual reality and augmented reality have been recently explored in the field of food consumption studies from different perspectives. The present study utilized virtual reality technology in a within-subject experiment with three conditions to examine whether a varying virtual eating environment can alter consumers’ emotional responses (positive, negative, neutral) to the eating situation and whether the resulting emotional responses correlate with consumers’ wanting, liking, and hedonic evaluations of healthy and unhealthy snacks. In addition, the study analyzed whether a virtual eating environment that generates a positive emotional response can raise consumers’ rating of a healthy snack to the same level as an unhealthy snack consumed in a plain, unimmersed environment. The results showed a correlation between positive emotional responses and the pre-tasting evaluations of both snacks. In terms of hedonic evaluations, positive emotional responses correlated mainly with consumers’ evaluation of the unhealthy snack. When pre-tasting wanting and liking evaluations are compared between experimental conditions, the results indicate that a healthy snack is rated higher in a virtual reality environment that induces a more positive emotional response. The healthy snack was also rated at the same level as the unhealthy snack consumed in a plain environment. No differences between conditions were observed in consumers’ hedonic evaluations of the products. EEG and heart rate measurement results indicate that this might be because tasting a healthy snack generates more cognitive processing than an unhealthy snack. This might reduce the influence of the virtual eating environment on consumers’ evaluations. To conclude, virtual reality technologies might have the potential to support consumers’ eating experiences and healthy food choices by improving their evaluations of the products.
KW - Eating environment
KW - Food liking
KW - Healthy food
KW - Immersive technologies
KW - Neuroscience methods
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85078122033&partnerID=8YFLogxK
U2 - 10.1016/j.foodqual.2020.103871
DO - 10.1016/j.foodqual.2020.103871
M3 - Article
AN - SCOPUS:85078122033
SN - 0950-3293
VL - 82
JO - Food Quality and Preference
JF - Food Quality and Preference
M1 - 103871
ER -