Video games are proven to prevent eating and weight
disorders
By Phoebe Dinner
In the United States 20 million women and 10 million men
suffer from a clinically significant eating disorder during their lifetime,
according to a Textbook in psychiatric epidemiology. The journal titled Cyberpsychology,
Behavior and Social Networking proves that augmented reality and virtual
reality impacts eating and weight disorders.
photo by: Getty Images
Surprisingly, it has been proven that there is potential that
the social virtual world can increase an overweight adult’s desire to exercise
and improve their diet.
This result confirms that people who like virtual reality
video games are able to improve exercise efficacy and support weight loss.
Another study supported this with evidence that people who viewed their
weight-reduced avatars ate less ice cream in a taste test and was more likely
to choose a sugar-free drink as a reward.
This study shows that people are more inclined to conform to
his/her digital representation, which means that virtual reality could help
shape peoples behavior.
Even avatars that are not human can positively impact the
gamer. A study showed that even a virtual pet in the form of a mid-sized dog could
improve fruit and vegetable consumption for young children.
Virtual reality can alter the mood of the participant
There have been test results that conclude virtual touch
could be a good method to measure attitudes, emotion and social interactions
that individuals have with overweight people.
Augmented reality food stimuli were proven to be as
satisfactory as real food and it triggered a similar response.
There is
potential for virtual reality to actually enhance attention distraction in
overweight children. This causes overweight children to better enjoy exercise.
According to data from the Gallup Organization in the
Gallup-Healthways Well-Being Index, the US adult obesity rate in 2013 was
27.2%. Showing that there is a problem in obesity numbers.
Eating and weight disorders treated with virtual reality
Findings revealed that after participants embodied a skinny
virtual body there was a decrease in the ratio between estimated and actual
body measures.
A specific study aimed at assessing the experience of the
body and its behavioral and emotional correlation in a virtual reality module showed
that the virtual reality model addressing negative experience of the body would
potentially enhance the long-term desire of standard cognitive- behavioral
therapy.
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