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Tipping the Balance

Tipping the Balance ARTICLE Use of Advergames to Promote Consumption of Nutritious Foods and Beverages by Low-Income African American Children Tiffany A. Pempek, PhD; Sandra L. Calvert, PhD Objective: To examine how advergames, which are on- trol group chose and ate a snack before playing the game line computer games developed to market a product, affect and completing the measures. consumption of healthier and less healthy snacks by low- income African American children. Main Outcome Measures: The number of healthier snack items children selected and ate and how much chil- Design: Cross-sectional, between-subjects examina- dren liked the game. tion of an advergame in which children were rewarded for having their computer character consume healthier Results: Children who played the healthier version of or less healthy foods and beverages. Children were the advergame selected and ate significantly more healthy randomly assigned to 1 of the following 3 conditions: snacks than did those who played the less healthy ver- (1) the healthier advergame condition, (2) the less healthy sion. Children reported liking the advergame. advergame condition, or (3) the control condition. Conclusions: Findings suggest that concerns about on- Setting: Urban public elementary schools. line advergames that market unhealthy foods are justi- fied. However, advergames http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png JAMA Pediatrics American Medical Association

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References (13)

Publisher
American Medical Association
Copyright
Copyright 2009 American Medical Association. All Rights Reserved. Applicable FARS/DFARS Restrictions Apply to Government Use.
ISSN
2168-6203
eISSN
2168-6211
DOI
10.1001/archpediatrics.2009.71
pmid
19581546
Publisher site
See Article on Publisher Site

Abstract

ARTICLE Use of Advergames to Promote Consumption of Nutritious Foods and Beverages by Low-Income African American Children Tiffany A. Pempek, PhD; Sandra L. Calvert, PhD Objective: To examine how advergames, which are on- trol group chose and ate a snack before playing the game line computer games developed to market a product, affect and completing the measures. consumption of healthier and less healthy snacks by low- income African American children. Main Outcome Measures: The number of healthier snack items children selected and ate and how much chil- Design: Cross-sectional, between-subjects examina- dren liked the game. tion of an advergame in which children were rewarded for having their computer character consume healthier Results: Children who played the healthier version of or less healthy foods and beverages. Children were the advergame selected and ate significantly more healthy randomly assigned to 1 of the following 3 conditions: snacks than did those who played the less healthy ver- (1) the healthier advergame condition, (2) the less healthy sion. Children reported liking the advergame. advergame condition, or (3) the control condition. Conclusions: Findings suggest that concerns about on- Setting: Urban public elementary schools. line advergames that market unhealthy foods are justi- fied. However, advergames

Journal

JAMA PediatricsAmerican Medical Association

Published: Jul 1, 2009

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