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Using Virtual Pets to Increase Fruit and Vegetable Consumption in Children: A Technology-Assisted Social Cognitive Theory Approach

机译:使用虚拟宠物增加儿童的水果和蔬菜消费:一种技术辅助的社会认知理论方法

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摘要

A virtual pet in the form of a mid-sized dog was developed based on the framework of social cognitive theory and tested as a vehicle for promoting fruit and vegetable (F&V) consumption in children. Three groups of children (N = 68) between the ages of 7 and 13 years were studied: baseline (no treatment), computer only, and virtual dog. Children in the virtual dog condition interacted with the virtual dog for 3 days, setting F&V consumption goals and receiving evaluation and reinforcement based on whether they met their self-set goals. Children vicariously experienced future health outcomes of F&V consumption by seeing, hearing, and feeling their virtual dog's physical and mental health improve or deteriorate based on their F&V consumption in the physical world. Children in the computer only condition interacted with a computer system that presented equivalent features, but without the virtual dog. Children in the baseline condition did not receive any experimental treatment. Results indicated that children in the virtual dog condition chose to be served significantly more F&V than those in the computer only or baseline conditions did. However, children in the virtual dog condition were unable to consume significantly more F&V than those in the computer only condition, although children in those two conditions consumed more F&V than the baseline condition. Food preferences did not differ significantly across the three conditions before and after the experimental treatments. Theoretical and practical potentials of using a virtual pet to promote F&V consumption systematically in children are discussed.
机译:根据社会认知理论的框架,开发了一种中型狗形式的虚拟宠物,并将其作为促进儿童食用水果和蔬菜(F&V)的媒介进行了测试。研究了7至13岁的三组儿童(N = 68):基线(无治疗),仅使用计算机和虚拟狗。处于虚拟狗状态的儿童与虚拟狗互动3天,设定F&V消费目标,并根据他们是否达到自己的既定目标接受评估和强化。孩子们通过看,听和感觉到虚拟狗的身体和精神健康,根据他们在物理世界中的F&V消费情况,灵活地体验了F&V消费的未来健康结果。只有计算机中的儿童才能与具有相同功能的计算机系统进行交互,但没有虚拟狗。处于基线状态的儿童未接受任何实验治疗。结果表明,在虚拟狗条件下的孩子选择的F&V比仅在计算机或基线条件下的孩子多得多。但是,尽管虚拟狗条件下的儿童​​的F&V消耗量比基线状态下的儿童多,但虚拟狗条件下的儿童​​的F&V消耗量却远远大于仅计算机条件下的儿童​​。在实验处理之前和之后的三个条件下,食物偏好没有显着差异。讨论了使用虚拟宠物系统地促进儿童F&V消费的理论和实践潜力。

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  • 来源
    《CyberPsychology & Behavior》 |2016年第2期|86-92|共7页
  • 作者单位

    Univ Georgia, Dept Advertising & Publ Relat, Grady Coll Journalism & Mass Commun, 120 Hooper St, Athens, GA 30602 USA;

    Univ Georgia, Coll Engn, Driftmier Engn Ctr, Athens, GA 30602 USA;

    Univ Georgia, Coll Vet Med, Athens, GA 30602 USA;

    Univ Georgia, Coll Vet Med, Athens, GA 30602 USA;

    Univ Georgia, Coll Agr & Environm Sci, Athens, GA 30602 USA;

    Univ Georgia, Coll Engn, Driftmier Engn Ctr, Athens, GA 30602 USA;

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