RESUMEN
While contributing to the conservation of natural fish stocks, the aquaculture sector imposes environmental repercussions. The growing popularity of colour-graded eco-labels in promoting pro-environmental practices in food production underscores the need for scientific insights into consumer responses to such labels, particularly with the imminent prospect of a harmonized European labelling framework. The existing literature, although limited and divergent, advocates for real-life testing with fresh, perishable food products, emphasizing the inadequacy of standalone labels and the necessity for complementary measures. Furthermore, the mechanisms underlying how consumers process multi-coloured Front-of-Pack (FOP) labels remain ambiguous, with uncertainties regarding induced consumption shifts stemming from both deliberate information processing and less deliberate associations. This article presents findings from a randomized control trial conducted in a simulated fishmonger store in Derio, Bizkaia, Spain, involving 200 consumers. Participants selected various sea bass products out of multiple options. This task was subject to a 2 (Enviroscore: with vs without) x 2 (Supporting info on Enviroscore: with vs without) between-subject design, resulting in four treatment groups. A 16% increase in the likelihood of selecting lower-impact products was observed. Notably, this effect was evident only in the absence of supporting information on Enviroscore, and the observed impact could not be attributed to any indirect attention effect. In conclusion, Enviroscore exhibits potential in steering consumer choices toward more environmentally friendly aquaculture fish options, even in physical retail settings. However, these effects may be rooted in unconscious responses rather than deliberate environmental considerations, raising questions about the suitability of envisaged policy orientations encompassing disaggregated environmental, nutritional, animal welfare, and social welfare scores. Generalization of these findings warrants validation through further research encompassing a more comprehensive range of products.
Asunto(s)
Señales (Psicología) , Preferencias Alimentarias , Animales , Humanos , Etiquetado de Alimentos/métodos , Alimentos Marinos , Conducta de Elección , Peces , Comportamiento del Consumidor , Valor NutritivoRESUMEN
Co-creation is a process that directly involves different stakeholders in the idea generation phase of a new product development process. A pool of 112 new aquaculture fish product ideas was obtained by applying a combination of creative and projective techniques to the co-creation process with consumers in six focus groups conducted in three European countries (Germany, France, and Spain). The subjectivity of qualitative data analysis (e.g., focus groups) is one of its recognised disadvantages. To overcome this drawback, a combination of specialised software (i.e., Alceste), along with word frequency, co-occurrence, and context checking, was applied to provide a different approach to data analyses in qualitative studies. The method identified the most salient dimensions behind the participants' discourse (naturalness, quality, ethics, price, and health) and inferred the importance those dimensions had for them, thus proving the existence of a correlation of 0.7 between what the participants said (frequency of mention) and what they liked the most (importance). Overall, the exploratory approach proposed is deemed useful for drawing key conclusions from qualitative research, thus offering an alternative to traditional content analysis. In future, the results obtained may be useful for selecting the co-created ideas with the greatest potential to be well received in the market.
RESUMEN
Background: Providing educational content for children and parents can promote healthy nutritional habits. During the TITAN project, a pilot digital contest where participants have to developed ready-to-eat meatballs in sauce, using only plant-based ingredients, will be tested. The objective of this study was to develop the lexicon needed to objectively assess the sensory profile of this product. Methods: Eight judges were recruited and trained. Thirteen 1-hour sessions took place over three months. The steps followed were the selection of commercial reference, generation of descriptors, training of the panel, validation of the trained panel and product characterisation. The judges chose one commercial reference (using simple hedonic evaluation) to serve as a reference. The accepted intensity scale for the generated descriptors was from 0 (low intensity) to 9 (very intense). To test the first versions of the game, food product developers involved in the project, acted as participants, and used a mix of lentils, quinoa, and oats to enhance the commercial version. R-project software was used to analyse the performance of the panel and the sensory profiles. Results: A glossary with 14 descriptors was generated. The discriminatory capacity of the panel was confirmed by examining the significance of the product effect (p < 0.05). The product-judge interaction was not significant (p > 0.05) for most of the evaluated attributes, indicating a good degree of panel agreement. Overall, the panel was considered reproducible after 9 sessions. Although the appearance, firmness, fragility and chewiness were considered similar to the reference, juiciness and taste (understood as meaty flavour) of the new product were deemed improved. Conclusions: According to the panel, two of the most appreciated attributes associated with meat analogues, juiciness and taste, were improved compared to the commercial reference. Therefore, the first approach for further development of the contest/game was validated.
Don't you think it's important for a child to experiment with food from a very young age? Do they know where the food comes from? How do the products arrive to the supermarket? If the answer is yes and if your kids believe that meatballs can only be made with meat, this game is for them, and for you. "Imagine a future generation of children who, from a young age, have learned that vegetables are not just an alternative to meat, but a wholesome choice for nutrition and health". This is study is part of the TITAN project, where different gaming options using artificial intelligence will be tested to promote healthy nutritional habits in scholars aged 612 years. One of these games is being designed as a contest were students have to develop a ready-to-eat meal, similar to "meatballs in sauce" but using only plant-based ingredients. They will have to improve the sensory properties of a commercial reference. But, to establish a common criterion for assessing the results, it is necessary to develop a common lexicon with descriptors that a trained panel can use to assess the improved prototypes. In this study, 8 judges (4 men and 4 women) were recruited and trained to develop a sensory profile for this type of products. To test the first versions of the game, food product developers involved in the project, acted as participants, and used a mix of lentils, quinoa, and oats to enhance a commercial version. The panel of trained experts validated the results.
RESUMEN
BACKGROUND: Rapid demographic growth and global population ageing will have profound impacts on food and nutrition. In the long run, the smart appliance industry will reflect the social, technological, and demographic forces around food consumption. This study aims to provide valuable consumer insights about smart home cooking devices for a healthy and personalised breakfast. METHODS: Three smart cooking technologies (3D food printing, digital sous-vide cooking and instant dough baking), one ingredient supplier, and a food research centre shared resources to carry out common tasks such as market research and consumer validation tests. Consumers were segmented into four types of households (single, young or consolidated families and senior). An online community (40 participants), nine focus groups, two interviews (8 experts), and one quantitative study (2055 participants) were carried out in Spain, UK, and Germany. RESULTS: Consumer perception of three smart cooking devices in the EU has been explored in-depth. Insights have shown the potential of innovative technologies for designing a healthy and personalised breakfast. A customized, fresh, tasty, nutritious, and healthy 3D printed breakfast bar was developed for senior consumers by using the smart cooking devices. A tasting session with 80 senior Spanish consumers, aged 45 to 75 years, showed that around 56% of consumers increased their acceptance of the new breakfast bar after being informed about its technological, nutritional, and convenient benefits. CONCLUSIONS: The findings provided both theoretical and practical insights into the perception of the three smart cooking devices, per type of household and per country. A combination of technologies was used to develop the new breakfast concept for the target group and country with the most positive perception. This study shows how to share resources for gathering information on product attributes, consumer experience, and for validating the new concept with the target group identified via consumer market research.