A method to "gamify" exposure to vegetable flavor and its potential influence on liking

一种将接触蔬菜口味“游戏化”及其对喜好度潜在影响的方法

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Abstract

Unpleasant flavor is a commonly stated reason for avoiding vegetables. However, repeated exposure to flavors, even unpleasant vegetable flavors, improves acceptability. Yet, increasing exposure to vegetables is difficult, as vegetables can be less convenient, available, and affordable than other foods. This study describes a method to circumvent these barriers to repeated flavor exposure. We designed a game with vegetable- or control-flavored gummies, where players (N = 34) were challenged to identify the flavors over 2 weeks. One round was played per day, and the questions and gummies were designed to make it harder to identify the flavors as the game progressed. At screening, qualified subjects needed to consume <2.5 servings of nonstarchy vegetables per day as well as dislike at least one "target" and one "non-target" vegetable. The "target" vegetables (kale and broccoli) were included in the game and the "non-target" vegetables (asparagus and spinach) were included in sensory tests but not the game. Vegetable liking ratings were measured at baseline (before gameplay), after 1 week of gameplay, and after 2 weeks of gameplay. Pilot data indicate one target vegetable (kale) increased in liking after 1 and 2 weeks of gameplay among the vegetable group, but not the control group. Liking for broccoli (other target vegetable), as well as asparagus and spinach (nontarget vegetables), did not significantly change for either group. Thus, our "gamified" approach to vegetable flavor exposure may be useful in increasing acceptance of some vegetables, but additional work to identify why the game improved liking for kale but not broccoli is needed.

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