Consumers' food selection behaviors in three-dimensional (3D) virtual reality.

Virtual reality (VR) can be a useful tool for conducting consumer behavior experiments. The aim of this research was to examine whether people standing in front of a supermarket shelf make similar decisions and process similar information as those in front of a shelf in a VR shop. In Study 1, participants were asked to select a cereal from among 33 commercially available types of cereals placed on a shelf. One group performed the task in front of a real shelf, while the other performed it in VR. Eye-tracking data were collected for both groups. No statistically significant differences were observed in the selection of the cereals by the two groups in the two conditions. Eye-tracking data only revealed few differences in the information-seeking behavior. In Study 2, results observed using real products were replicated in VR. Participants were asked to walk through a virtual supermarket and select either a healthy cereal (healthy condition) or a tasty cereal (hedonic condition). Results showed that participants in the healthy condition paid more attention to the nutrition information than those in the hedonic condition. The results of these two experiments suggest that a VR condition wherein participants can walk around and behave as in the real world is a useful tool for conducting experiments related to food decisions.

[1]  M. D. de Boer,et al.  Price discounts significantly enhance fruit and vegetable purchases when combined with nutrition education: a randomized controlled supermarket trial. , 2013, The American journal of clinical nutrition.

[2]  Tian Yu,et al.  Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store , 2016, Appetite.

[3]  E. Köster,et al.  From mood to food and from food to mood: A psychological perspective on the measurement of food-related emotions in consumer research , 2015 .

[4]  Jacob Cohen Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.

[5]  Wayne D. Hoyer An Examination of Consumer Decision Making for a Common Repeat Purchase Product , 1984 .

[6]  Edward Hill,et al.  Influence of point-of-sale tobacco displays and graphic health warning signs on adults: evidence from a virtual store experimental study. , 2014, American journal of public health.

[7]  Boyd Swinburn,et al.  Study protocol: combining experimental methods, econometrics and simulation modelling to determine price elasticities for studying food taxes and subsidies (The Price ExaM Study) , 2016, BMC Public Health.

[8]  Michael Siegrist,et al.  Health motivation and product design determine consumers’ visual attention to nutrition information on food products , 2010, Public Health Nutrition.

[9]  David H Baker,et al.  Animal models in nutrition research. , 2008, The Journal of nutrition.

[10]  Marija Vukmirovic,et al.  The effects of food advertising on food-related behaviours and perceptions in adults: A review. , 2015, Food research international.

[11]  Patrick Bordnick,et al.  Using virtual reality to study food cravings , 2013, Appetite.

[12]  Francesco Forastiere,et al.  Inequalities, inequities, environmental justice in waste management and health. , 2010, European journal of public health.

[13]  Etienne Bressoud,et al.  Testing FMCG innovations: experimental real store versus virtual , 2013 .

[14]  Wilma E Waterlander,et al.  Effects of different discount levels on healthy products coupled with a healthy choice label, special offer label or both: results from a web-based supermarket experiment , 2013, International Journal of Behavioral Nutrition and Physical Activity.

[15]  C. Simons,et al.  The use of immersive technologies to improve consumer testing: The role of ecological validity, context and engagement in evaluating coffee , 2015 .

[16]  Yannan Jiang,et al.  Using a 3D Virtual Supermarket to Measure Food Purchase Behavior: A Validation Study , 2015, Journal of medical Internet research.

[17]  Soh-Min Lee,et al.  Consumer acceptability of coffee as affected by situational conditions and involvement , 2016 .

[18]  Guillaume Moreau,et al.  A study on the use of an immersive virtual reality store to investigate consumer perceptions and purchase behavior toward non-standard fruits and vegetables , 2017, 2017 IEEE Virtual Reality (VR).

[19]  Klaus Dürrschmid,et al.  Gazing behavior, choice and color of food: Does gazing behavior predict choice? , 2013 .

[20]  Wilma E Waterlander,et al.  Introducing taxes, subsidies or both: the effects of various food pricing strategies in a web-based supermarket randomized trial. , 2012, Preventive medicine.

[21]  Andreas M. Kunz,et al.  Planning redirection techniques for optimal free walking experience using model predictive control , 2014, 2014 IEEE Symposium on 3D User Interfaces (3DUI).

[22]  Jason Jerald,et al.  The VR Book: Human-Centered Design for Virtual Reality , 2015 .

[23]  Christina Hartmann,et al.  Innovations in consumer research: The virtual food buffet , 2018 .

[24]  Wilma E Waterlander,et al.  The virtual supermarket: An innovative research tool to study consumer food purchasing behaviour , 2011, BMC public health.