Digitization is a key focus of the current Shokuiku promotion plan in Japan. Gamification, as an emerging educational approach, offers numerous advantages. This presentation introduces a preliminary research plan that explores the use of an immersive VR task-based game as an educational tool. The game employs a virtual buffet environment to teach Japanese young adults about healthy eating habits and nutrition, aiming to improve their dietary behaviors. The research also plans to integrate AI technologies to provide real-time assistance and personalized learning experiences for users. Additionally, if resources permit, the inclusion of olfactory and gustatory sensors will be explored to deliver an even more innovative VR educational experience.