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1.
Gastroenterol Clin North Am ; 52(2): 347-362, 2023 06.
Artigo em Inglês | MEDLINE | ID: mdl-37197878

RESUMO

The obesity epidemic is caused by the misalignment between human biology and the modern food environment, which has led to unhealthy eating patterns and behaviors and an increase in metabolic diseases. This has been caused by the shift from a "leptogenic" to an "obesogenic" food environment, characterized by the availability of unhealthy food and the ability to eat at any time of day due to advances in technology. Binge Eating Disorder (BED) is the most commonly diagnosed eating disorder, characterized by recurrent episodes of binge eating and a sense of loss of control over eating, and is treated with cognitive-behavioral therapy-enhanced (CBT-E). Shift work, especially night shift work, can disrupt the body's natural circadian rhythms and increase the risk of obesity and other negative health consequences, such as cardiovascular disease and metabolic syndrome. One dietary approach to address circadian dysregulation is time-restricted eating (TRE), which involves restricting food intake to specific periods of the day to synchronize the body's internal clock with the external environment. TRE has been found to cause modest weight loss and improve metabolic outcomes such as insulin sensitivity and blood pressure, but the extent to which it is beneficial may depend on adherence and other factors such as caloric restriction.


Assuntos
Terapia Cognitivo-Comportamental , Obesidade , Humanos , Obesidade/terapia , Obesidade/epidemiologia , Comportamento Alimentar/fisiologia , Dieta , Ritmo Circadiano/fisiologia
2.
Appetite ; 153: 104741, 2020 10 01.
Artigo em Inglês | MEDLINE | ID: mdl-32445771

RESUMO

Emerging adulthood is a critical developmental period for examining food- and eating-related behaviors as long-term weight-related behavioral patterns are established. Virtual reality (VR) technology is a promising tool for basic and applied research on eating and food-related processes. Thus, the present study tested the validity and user perceptions of a highly immersive and realistic VR food buffet by: (1) comparing participants' food selections made in the VR buffet and a real-world (RW) food buffet cafeteria one-week apart, and (2) assessing participants' rated perceptions of their VR experience (0-100 scale). Participants comprised an ethnically diverse sample of emerging adults (N = 35, Mage = 20.49, SD = 2.17). Results revealed that participants' food selections in the VR and RW food buffets were significantly and positively correlated in Kcals, grams, carbohydrates, and protein (all p's < 0.05). Moreover, participants perceived that: (a) the VR buffet was natural (M = 70.97, SD = 20.92), (b) their lunch selection in the VR buffet represented a lunch they would select on an average day (M = 84.11, SD = 15.92); and (c) their selection represented a lunch they would select if the same foods were available (M = 91.29, SD = 11.00). Our findings demonstrated the validity and acceptability of our highly immersive and realistic VR buffet for assessing food selection that is generalizable to RW food settings one-week apart without precisely matched foods. The findings of this study support the utility of VR as a validated tool for research on psychological and behavioral food-related processes and training interventions among emerging adults.


Assuntos
Preferências Alimentares , Realidade Virtual , Adulto , Alimentos , Manipulação de Alimentos , Humanos , Adulto Jovem
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