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Tempting food words activate eating simulations

机译:诱人的美食单词会激活饮食模拟

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摘要

This study shows that tempting food words activate simulations of eating the food, including simulations of the taste and texture of the food, simulations of eating situations, and simulations of hedonic enjoyment. In a feature listing task, participants generated features that are typically true of four tempting foods (e.g., chips) and four neutral foods (e.g., rice). The resulting features were coded as features of eating simulations if they referred to the taste, texture, and temperature of the food (e.g., “crunchy”; “sticky”), to situations of eating the food (e.g., “movie”; “good for Wok dishes”), and to the hedonic experience when eating the food (e.g., “tasty”). Based on the grounded cognition perspective, it was predicted that tempting foods are more likely to be represented in terms of actually eating them, so that participants would list more features referring to eating simulations for tempting than for neutral foods. Confirming this hypothesis, results showed that eating simulation features constituted 53% of the features for tempting food, and 26% of the features for neutral food. Visual features, in contrast, were mentioned more often for neutral foods (45%) than for tempting foods (19%). Exploratory analyses revealed that the proportion of eating simulation features for tempting foods was positively correlated with perceived attractiveness of the foods, and negatively with participants’ dieting concerns, suggesting that eating simulations may depend on individuals’ goals with regard to eating. These findings are discussed with regard to their implications for understanding the processes guiding eating behavior, and for interventions designed to reduce the consumption of attractive, unhealthy food.
机译:这项研究表明,诱人的食物词语会激活对食物进食的模拟,包括对食物的口味和质地的模拟,对进食情况的模拟以及对享乐享受的模拟。在功能列表任务中,参与者生成的功能通常适用于四种诱人食物(例如薯片)和四种中性食物(例如米饭)。如果所得到的特征是指食物的味道,质地和温度(例如,“松脆”;“发粘”),食物的食用情况(例如,“电影”,“有益于炒锅”),以及在享用食物时的享乐体验(例如“美味”)。根据扎根的认知观点,可以预测诱人的食物在实际食用方面更有可能表现出来,因此与中性食物相比,参与者会列出更多关于诱因的饮食模拟特征。证实这一假设的结果表明,饮食模拟特征占诱人食物特征的53%,中性食物占26%。相比之下,中性食品(45%)比诱人食品(19%)更常提及视觉特征。探索性分析显示,诱使食物的饮食模拟功能所占比例与食物的吸引力正相关,与参与者的饮食担忧呈负相关,这表明饮食模拟可能取决于个人的饮食目标。讨论了这些发现的意义,以了解其指导饮食行为的过程以及旨在减少有吸引力,不健康食品消费的干预措施。

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