The study hereby presented is part of a major program led by the Wageningen University and Research Centre (WURC), to which alongside the authors’ institutions also the Louis Bolk Institute (LBI) contributed. The overarching aim of the program is to support healthy and sustainable food choices among both employees and customers in health care and hospitality settings. The present study’s aim is to evaluate employees’ awareness of the healthiness of their food choice both at home and out of home, and the reasons behind these choices.
Purpose: Food waste occurs in every stage of the supply chain, but the value-added lost to waste is the highest when consumers waste food. The purpose of this paper is to understand the food waste behaviour of consumers to support policies for minimising food waste. Design/methodology/approach: Using the theory of planned behaviour (TPB) as a theoretical lens, the authors design a questionnaire that incorporates contextual factors to explain food waste behaviour. The authors test two models: base (four constructs of TPB) and extended (four constructs of TPB plus six contextual factors). The authors build partial least squares structural equation models to test the hypotheses. Findings: The data confirm significant relationships between food waste and contextual factors such as motives, financial attitudes, planning routines, food surplus, social relationships and Ramadan. Research limitations/implications: The data comes from an agriculturally resource-constrained country: Qatar. Practical implications: Food waste originating from various causes means more food should flow through the supply chains to reach consumers’ homes. Contextual factors identified in this work increase the explanatory power of the base model by 75 per cent. Social implications: Changing eating habits during certain periods of the year and food surplus have a strong impact on food waste behaviour. Originality/value: A country is considered to be food secure if it can provide its citizens with stable access to sufficient, safe and nutritious food. The findings and conclusions inform and impact upon the development of food waste and food security policies.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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Colours are an essential component of human lives since they can influence the final appearance of many products. A large variety of choices can be affected by the colours which are presented to us, for example in the food industry, product design, textiles etc. (Rao et al. 2017). Synthetic colours are dominating nowadays landscape, due to their ease of production, low manufacturing costs and resistance (UV, temperature) in use. However, many of these are also considered hazardous to both human and environmental wellbeing. In the effort of achieving a more sustainable society and limit environmental footprint, natural pigments are arising more and more interest (Velmurugan et al, 2009). As a consequence, the demand of natural pigments is expected to undergo a sharp rise in the future market (Venil et al. 2013). Further research is needed in order to render natural colours both more economically viable and better employable in industry (i.e. process standardization, pigments stability). Biobased pigments can derive from a variety of sources, such as plants, bacteria, algae and fungi (Venkatachalam et al. 2018). The present project is a feasibility study on producing novel biobased pigments with fungi. In order to understand the most optimal production requirements, the biological conditions and novel extraction techniques will be considered. The initial characterisation of the produced pigments will be carried out both regarding the chemical composition and the properties, such as UV- and thermal stability. The SME companies, BioscienZ and Phytonext and the Avans Centre of Expertise BioBased Economy (CoEBBE) will combine their expertise and collaborate with a goal to make a step change in production of biobased colourants.
Our world is changing rapidly as a result of societal and technological developments that create new opportunities and challenges. Extended Realities (XR) could provide solutions for the problems the world is facing. In this project we apply these novel solutions in food and hospitality. It aims to tackle fundamental questions on how to stimulate a healthy and vital society that is based on a sustainable and innovative economy. This project aims to answer the question: How can Extended Reality (XR) technologies be integrated in the design of immersive food experiences to stimulate sustainable consumption behavior? A multidisciplinary approach, that has demonstrated its strength in the creative industry, will be applied in the hospitality and food sector. The project investigates implications and design considerations for immersion through XR technology that can stimulate sustainable consumption behavior. Based on XR prototypes, physiological data will be collected using biometric measuring devices in combination with self-reports. The effect of stimuli on sustainable consumption behavior during the immersive experience will be tested to introduce XR implementations that can motivate long-term behavioral change in food consumption. The results of the project contribute towards developing innovations in the hospitality sector that can tackle global societal challenges by exploiting the impact of new technology and understanding of consumer behavior to promote a healthy lifestyle and economy. Next to academic publications and conference contributions, the project will develop a handbook for hospitality professionals. It will outline steps and design criteria for the implementation of XR technologies to create immersive experiences that can stimulate sustainable consumption behavior. The knowledge generated in the project will contribute to the development of the curriculum at the Academy for Hotel and Facility at Breda University of Applied Sciences by introducing a technology-driven experience design approach for the course Sustainable Strategic Business Design.
We live in a society that is increasingly dominated by technology-mediated interactions and consumption of experiences. It has opened pathways to innovative immersive technology concepts in the food and dining context, contributing to the development of a consumption-oriented society. This project addresses the challenge how to stimulate consumers through immersive technology designs to make conscious choices leading to more sustainable behaviors in the food and dining context. This project evolves around designing and testing Extended Reality (XR) technology-mediated immersive food experiences in the food and dining context to stimulate sustainable food consumption behavior. It includes the use of complementing measurement tools to test the effectiveness of XR designs to make better XR technology design choices that can stimulate change in consumption behavior.