Assessment & Research

The validity of virtual environments for eliciting emotional responses in patients with eating disorders and in controls.

Ferrer-García et al. (2009) · Behavior modification 2009
★ The Verdict

VR food and pool scenes reliably spike anxiety and depressed mood in eating-disorder patients, giving clinicians a quick lab test for trigger severity.

✓ Read this if BCBAs who assess or treat eating disorders in outpatient or day-program settings.
✗ Skip if Practitioners working solely with young children or medical inpatient units where VR headsets are restricted.

01Research in Context

01

What this study did

Macedoni-Luksic et al. (2009) ran a small lab trial with eating-disorder patients and healthy controls. Each person wore a VR headset and walked through three scenes: high-calorie food, a swimming pool, and a neutral room. After each scene the team asked how anxious and depressed the person felt.

The goal was simple: do virtual food and body cues trigger real emotions that match everyday ED triggers?

02

What they found

ED patients felt more anxious and down after both the food and pool scenes. Healthy controls only reacted to the pool. The food scene left controls unfazed.

The result shows VR can mimic real-world ED stressors well enough to measure mood shifts on the spot.

03

How this fits with other research

Manabe (1990) mapped the same emotional triggers—food cues and body exposure—using paper surveys years earlier. Marta’s VR lab confirms those early reports with tighter experimental control.

Newbutt et al. (2016) and van der Miesen et al. (2024) prove VR headsets are safe and accepted by autistic youth. Marta extends that comfort finding to ED adults, showing the tech works across diagnoses.

Nisticò et al. (2023) links visual hypersensitivity to eating issues in autistic adults. Marta’s mood-spike data fit neatly: if visual input is intense, VR food scenes may hit even harder for people with both ASD and ED traits.

04

Why it matters

You now have an ethical, repeatable way to test ED triggers without bringing real binge foods into clinic. Run a five-minute VR food scene, collect mood ratings, and see which cues need targeting in exposure or CBT plans. The same headset you use for social-skills training with autistic clients doubles as an assessment tool for ED clients—no extra gear needed.

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Load a neutral and a high-calorie food VR scene onto your headset, run each for two minutes, and have your ED client rate anxiety 0-10 after each to pinpoint visual triggers for the behavior plan.

02At a glance

Intervention
not applicable
Design
randomized controlled trial
Sample size
193
Population
other
Finding
positive

03Original abstract

This article explores the efficacy of virtual environments representing situations that are emotionally significant to patients with eating disorders (ED) to modify depression and anxiety levels both in these patients and in controls. Eighty-five ED patients and 108 students were randomly exposed to five experimental virtual environments (a kitchen with low-calorie food, a kitchen with high-calorie food, a restaurant with high-calorie food, a restaurant with low-calorie food, and a swimming-pool) and to one neutral environment. In the interval between the presentation of each situation, anxiety and depressed mood were assessed. Results of several repeated measures analyses demonstrated that patients show higher levels of anxiety and a more depressed mood after eating, especially high-calorie food, and after visiting the swimming pool than in the neutral room. In contrast, controls only show higher levels of anxiety in the swimming pool. In the rest of the situations they presented a similar mood state as in the neutral room. We concluded that virtual reality is a useful vehicle for eliciting similar emotional reactions to those one would expect in real life situations. Thus, this technology seems well suited for use in experimental studies as well as in evaluative and therapeutic contexts.

Behavior modification, 2009 · doi:10.1177/0145445509348056