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

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 cha...

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Autores principales: Putnam, Marisa M., Cotto, Caroline E., Calvert, Sandra L.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Mary Ann Liebert, Inc. 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5938642/
https://www.ncbi.nlm.nih.gov/pubmed/29297713
http://dx.doi.org/10.1089/g4h.2017.0097
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author Putnam, Marisa M.
Cotto, Caroline E.
Calvert, Sandra L.
author_facet Putnam, Marisa M.
Cotto, Caroline E.
Calvert, Sandra L.
author_sort Putnam, Marisa M.
collection PubMed
description 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.
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spelling pubmed-59386422018-05-11 Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns Putnam, Marisa M. Cotto, Caroline E. Calvert, Sandra L. Games Health J Original Articles 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. Mary Ann Liebert, Inc. 2018-04-01 2018-04-01 /pmc/articles/PMC5938642/ /pubmed/29297713 http://dx.doi.org/10.1089/g4h.2017.0097 Text en © Marisa M. Putnam et al., 2018; Published by Mary Ann Liebert, Inc. This Open Access article is distributed under the terms of the Creative Commons Attribution Noncommercial License (http://creativecommons.org/licenses/by-nc/4.0/) which permits any noncommercial use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.
spellingShingle Original Articles
Putnam, Marisa M.
Cotto, Caroline E.
Calvert, Sandra L.
Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns
title Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns
title_full Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns
title_fullStr Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns
title_full_unstemmed Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns
title_short Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns
title_sort character apps for children's snacks: effects of character awareness on snack selection and consumption patterns
topic Original Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5938642/
https://www.ncbi.nlm.nih.gov/pubmed/29297713
http://dx.doi.org/10.1089/g4h.2017.0097
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