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儿童零食的角色应用:角色意识对零食选择和消费模式的影响。

Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns.

机构信息

Children's Digital Media Center, Department of Psychology, Georgetown University , Washington, District of Columbia.

出版信息

Games Health J. 2018 Apr;7(2):116-120. doi: 10.1089/g4h.2017.0097. Epub 2018 Jan 3.

Abstract

OBJECTIVE

Media characters are used to market snacks that are typically of poor nutritional value, which has been linked to childhood obesity. This study examines whether children's snack selections and consumption patterns are influenced by an app depicting a popular children's media character, as well as the role that children's awareness of the character plays. The results can increase our understanding of how to encourage healthier snack selection and consumption in newer game-based marketing venues, such as apps.

MATERIALS AND METHODS

Four- and 5-year-old children (N = 132) played a bowling game on an iPad with no character or with a character holding either healthier or unhealthy snacks. After app-play, children selected and consumed healthier or unhealthy snacks. Children's awareness of the character was measured by children's verbalizations of the character's name during or after app-play.

RESULTS

An ordered logistic regression found no significant effect of treatment conditions compared with the control group. Within treatment conditions, awareness of the character led to selection and consumption of more healthy snacks in the healthier condition (odds ratio β = 10.340, P = 0.008), and of unhealthy snacks in the unhealthy condition (odds ratio β = 0.228, P = 0.033), but children were unaware that the character influenced their decisions.

CONCLUSIONS

Results suggest that young children will choose and consume healthier, not just unhealthy, products when they are aware that a popular character in an app is associated with the snack, potentially leading to healthier eating patterns.

摘要

目的

媒体角色被用于推销营养价值通常较低的零食,这与儿童肥胖有关。本研究考察了描绘流行儿童媒体角色的应用程序是否会影响儿童的零食选择和消费模式,以及儿童对角色的认知所起的作用。研究结果可以帮助我们更好地理解如何在新的基于游戏的营销场所(如应用程序)中鼓励更健康的零食选择和消费。

材料与方法

4 至 5 岁的儿童(N=132)在 iPad 上玩保龄球游戏,游戏中可以不出现角色,也可以出现拿着健康或不健康零食的角色。应用程序游戏结束后,孩子们会选择和食用更健康或不健康的零食。通过孩子们在应用程序游戏过程中或结束后说出角色的名字来衡量他们对角色的认知。

结果

有序逻辑回归发现,与对照组相比,处理条件没有显著影响。在处理条件内,对角色的认知会导致在健康条件下选择和食用更多健康的零食(优势比β=10.340,P=0.008),并在不健康条件下选择和食用更多不健康的零食(优势比β=0.228,P=0.033),但孩子们并不知道角色影响了他们的决策。

结论

结果表明,当幼儿意识到应用程序中的一个受欢迎角色与零食有关时,他们会选择和食用更健康的产品,而不仅仅是不健康的产品,这可能会导致更健康的饮食习惯。

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