Children's Digital Media Center, Georgetown University , Washington, District of Columbia.
Games Health J. 2018 Apr;7(2):121-126. doi: 10.1089/g4h.2017.0116. Epub 2018 Jan 24.
Childhood obesity is a health issue in the United States, associated with marketing practices in which media characters are often used to sell unhealthy products. This study examined exposure to a socially contingent touch-screen gaming app, which replied immediately, reliably, and accurately to children's actions. Children's recall of nutritional content and their liking of the character were assessed.
Four- and five-year-old children (N = 114) received no-exposure, single-exposure, or repeated-exposure to a character-based iPad app rewarding healthy and penalizing unhealthy behaviors. Children reported how much they liked the character and recalled healthy and unhealthy items from the app. An ordinary least squares regression was conducted on how much children liked the character by condition. Poisson regressions were conducted on the number of items recalled by condition alone, and in an interacted model of treatment condition by liking the character.
Children liked the character more in the repeated app-exposure condition than in the control group (P = 0.018). Children in the repeated and single app-exposure conditions recalled more healthy (P < 0.001) and unhealthy (P < 0.001) items than the control group. Within treatment conditions, liking the character increased recall of healthy items in the single app-exposure compared to the repeated app-exposure condition (P = 0.005).
Results revealed that repeated exposure increased children's learning of nutritional information and liking of the character. The results contribute to our understanding of how to deliver effective nutrition information to young children in a new venue, a gaming app.
儿童肥胖是美国的一个健康问题,与营销实践有关,其中经常使用媒体角色来推销不健康的产品。本研究考察了接触一种具有社会关联性的触摸屏游戏应用程序的情况,该应用程序可以立即、可靠且准确地对儿童的行为做出反应。评估了儿童对营养内容的回忆和对角色的喜爱程度。
将 114 名 4 至 5 岁的儿童随机分为无接触、单次接触或重复接触基于角色的 iPad 应用程序组,该应用程序奖励健康行为,惩罚不健康行为。儿童报告他们对角色的喜爱程度以及从应用程序中回忆健康和不健康的项目。对条件下儿童对角色的喜爱程度进行了普通最小二乘法回归。对条件下的回忆项目数量进行了泊松回归,并且在治疗条件与对角色的喜爱之间进行了交互模型回归。
与对照组相比,儿童在重复应用程序接触组中更喜欢该角色(P=0.018)。在重复和单次应用程序接触条件下,儿童回忆的健康(P<0.001)和不健康(P<0.001)项目比对照组更多。在治疗条件内,与重复应用程序接触相比,单次应用程序接触条件下对角色的喜爱增加了对健康项目的回忆(P=0.005)。
结果表明,重复接触增加了儿童对营养信息的学习和对角色的喜爱。研究结果有助于我们了解如何在新的游戏应用程序中向幼儿提供有效的营养信息。