首页> 美国卫生研究院文献>Games For Health Journal >Influence of a Character-Based App on Childrens Learning of Nutritional Information: Should Apps Be Served with a Side of Media Characters?
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Influence of a Character-Based App on Childrens Learning of Nutritional Information: Should Apps Be Served with a Side of Media Characters?

机译:基于角色的应用程序对儿童学习营养信息的影响:应否将应用程序与媒体角色配合使用?

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摘要

>Objective: 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.>Materials and Methods: 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.>Results: 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).>Conclusions: 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.
机译:>目标:在美国,儿童肥胖症是一个健康问题,与营销习惯相关,在媒体营销中,经常使用媒体角色来销售不健康的产品。这项研究调查了接触社交性触摸屏游戏应用程序的暴露情况,该应用程序可立即,可靠且准确地回答儿童的行为。 >材料和方法:四岁和五岁的儿童(N = 114)没有接触,单接触或反复接触-接触基于角色的iPad应用程序,以奖励健康和惩罚不健康的行为。孩子们报告了他们对角色的喜欢程度,并从应用程序中召回了健康和不健康的物品。根据条件,对有多少孩子喜欢角色进行了普通最小二乘回归。 Poisson回归是通过单独地根据条件召回的项目数进行的,并通过喜欢角色在交互的治疗条件模型中进行。>结果:在反复暴露于应用程序的情况下,儿童比在重复应用暴露条件下更喜欢角色对照组(P = 0.018)。反复和单次应用程序暴露条件下的儿童​​比对照组回忆出更多健康(P <)0.001)和不健康(P <0.001)的项目。在治疗条件下,与重复暴露条件相比,喜好性格增加了一次暴露条件下健康项目的回忆(P = 0.005)。>结论:结果表明,重复暴露可以增加儿童对食物的学习。营养信息和性格喜好。研究结果有助于我们了解如何在新的场所(游戏应用程序)为幼儿提供有效的营养信息。

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