Tipping the Balance Use of Advergames to Promote Consumption of Nutritious Foods and Beverages by Low-Income African American Children

Tipping the Balance Use of Advergames to Promote Consumption of Nutritious Foods and Beverages by Low-Income African American Children
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DOI:
10.1001/archpediatrics.2009.71
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发表时间:
2009-07-01
影响因子:
--
通讯作者:
Calvert, Sandra L.
Calvert, Sandra L.
中科院分区:
其他
文献类型:
--
作者:
Pempek, Tiffany A.;Calvert, Sandra L.

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目的:为了研究如何advergames,这是在线电脑游戏开发的市场产品,影响消费的健康和不太健康的零食低收入的African American children.Design:横断面,科目之间的检查advergame中,儿童被奖励他们的电脑字符消费健康或不太健康的食品和饮料。儿童被随机分配到以下3种条件中的一种:(1)健康的广告游戏条件,(2)不太健康的广告游戏条件,或(3)控制条件。设置:城市公立小学。参与者:30名低收入,9至10岁的非洲裔美国儿童。主要接触:在治疗条件下,儿童在选择和吃零食并完成实验措施之前,玩了两次不太健康或更健康的广告游戏。在对照组的儿童选择和吃零食之前玩的游戏,并完成measures.Main结果措施:健康的零食项目的儿童选择和吃的数量和多少孩子喜欢的game.Results:儿童谁玩的广告游戏的健康版本的选择和吃的健康零食显着比那些谁玩的不太健康的版本。儿童喜欢advergame.Conclusions:研究结果表明,对在线广告游戏,市场不健康的食品的担忧是有道理的。然而,广告游戏也可以用来推广更健康的食品和饮料。这种社会营销方法可以使天平向选择更高质量的零食倾斜,从而有助于遏制肥胖流行。
Objective: To examine how advergames, which are online computer games developed to market a product, affect consumption of healthier and less healthy snacks by low-income African American children.Design: Cross-sectional, between-subjects examination of an advergame in which children were rewarded for having their computer character consume healthier or less healthy foods and beverages. Children were randomly assigned to 1 of the following 3 conditions: (1) the healthier advergame condition, (2) the less healthy advergame condition, or (3) the control condition.Setting: Urban public elementary schools.Participants: Thirty low-income, African American children aged 9 to 10 years.Main Exposure: Children in the treatment conditions played a less healthy or a healthier version of an advergame 2 times before choosing and eating a snack and completing the experimental measures. Children in the control group chose and ate a snack before playing the game and completing the measures.Main Outcome Measures: The number of healthier snack items children selected and ate and how much children liked the game.Results: Children who played the healthier version of the advergame selected and ate significantly more healthy snacks than did those who played the less healthy version. Children reported liking the advergame.Conclusions: Findings suggest that concerns about online advergames that market unhealthy foods are justified. However, advergames may also be used to promote healthier foods and beverages. This kind of social marketing approach could tip the scales toward the selection of higher-quality snacks, thereby helping to curb the obesity epidemic.