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1.
PLoS One ; 17(8): e0272615, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35944038

RESUMO

Early adolescents frequently use mobile messaging apps to communicate with peers. The popularity of such messaging apps has a critical drawback because it increases conformity to cyber aggression. Cyber aggression includes aggressive peer behaviors such as nasty comments, nonconsensual image sharing, and social exclusion, to which adolescents subsequently conform. Recent empirical research points to peer group norms and reduced accountability as two essential determinants of conformity to cyber aggression. Therefore, the current study aimed to counteract these two determinants in a 2 (peer group norms counteracted: yes, no) x 2 (reduced accountability counteracted: yes, no) design. We created four intervention conditions that addressed adolescents' deficits in information, motivation, and behavioral skills. Depending on the condition (peer group norms, reduced accountability, combination, or control), we first informed participants about the influence of the relevant determinant (e.g., peer group norms). Subsequently, participants performed a self-persuasion task and formulated implementation-intentions to increase their motivation and behavioral skills not to conform to cyber aggression. Effectiveness was tested with a messaging app paradigm and self-report among a sample of 377 adolescents (Mage = 12.99, SDage = 0.84; 53.6% boys). Factorial ANCOVAs revealed that none of the intervention conditions reduced conformity to cyber aggression. Moreover, individual differences in susceptibility to peer pressure or inhibitory control among adolescents did not moderate the expected relations. Therefore, there is no evidence that our intervention effectively reduces conformity to cyber aggression. The findings from this first intervention effort point to the complex relationship between theory and practice. Our findings warrant future research to develop potential intervention tools that could effectively reduce conformity to cyber aggression.


Assuntos
Intervenção Baseada em Internet , Adolescente , Agressão , Feminino , Humanos , Masculino , Motivação , Grupo Associado , Comportamento Social
2.
Games Health J ; 9(6): 425-435, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-32735454

RESUMO

Objective: The present study investigated whether a health game can be used to affect children's implicit attitudes toward food (IAsTF) and subsequent snack choices. Materials and Methods: The health game used was based on an evaluative conditioning paradigm. The experiment followed a between-subjects design with two conditions (health game vs. control), N = 79 (12.42 years ±1.64, body mass index: 25.06 ± 7.40). IAsTF were assessed at baseline and postintervention using an implicit association test (IAT). Baseline IAT scores were used to categorize IAsTF as healthy (favoring fruits) versus unhealthy IAsTF (favoring chocolates). In addition, three digital snack choices were recorded. Results: No main effect of condition on posttest IAsTF was found. However, baseline IAsTF moderated the effect of condition on posttest IAsTF; participants with less healthy baseline IAsTF playing the health game had healthier posttest IAsTF compared to those playing the control game. Regarding the snack choices, participants playing the health game favored fruit over chocolate in one of the snack choices. Baseline IAsTF did not moderate the effect of condition on snack choices. Conclusion: Tentative support was found that health games can be used to improve IAsTF, in particular among participants with less healthy ones at baseline.


Assuntos
Comportamento de Escolha , Qualidade dos Alimentos , Jogos Recreativos/psicologia , Lanches/psicologia , Adolescente , Índice de Massa Corporal , Criança , Feminino , Preferências Alimentares/psicologia , Humanos , Masculino
3.
J Health Psychol ; 25(3): 373-386, 2020 03.
Artigo em Inglês | MEDLINE | ID: mdl-28810484

RESUMO

Food recommendations increasingly focus on sustainability in addition to nutritional value. By providing participants with standard versus sustainable (plant-based) dietary recommendations for 3 weeks, the present research tested the impact of recommendations on dietary compliance. Furthermore, predictors of food intake were tested across food categories. Participants in the sustainable diet condition complied less with recommendations as compared to those in the standard diet condition and were less motivated to continue complying after the intervention. Taste was the main predictor of intake across food categories. Together, this stresses the importance of considering factors stimulating consumers' compliance when formulating food recommendations.


Assuntos
Dieta Vegetariana , Ingestão de Alimentos , Preferências Alimentares , Comportamentos Relacionados com a Saúde , Motivação , Valor Nutritivo , Adulto , Feminino , Humanos , Masculino
4.
Appetite ; 128: 294-302, 2018 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-29807125

RESUMO

Improving diets by stimulating fruit and vegetable consumption might be beneficial, in particular when they substitute energy-dense products. The aim of present study was to investigate whether a health game can be used to positively affect healthy implicit attitudes (IAs) towards food and subsequent food choice behaviour of young adults. A 2 (Time: baseline vs. post-test) x 2 (Condition: health game vs. control game) x 2 (Baseline IAs: healthy IAs vs. less healthy IAs) mixed-subjects design was used with 125 participants (age: M = 20.17, SD = 1.88). IAs towards food were assessed at baseline and post-test using an Implicit Association Test (IAT). Additionally, food choice behaviour was assessed after game play. At baseline, the majority of participants had healthy IAs (i.e., favouring fruit over chocolate snacks). At post-test, significantly less healthy IAs were observed in the control condition, while this reduction was not significant in the health game condition. Regarding food choice behaviour, participants with healthy baseline IAs were more likely to select fruit in the health game condition than participants with healthy baseline IAs in the control game condition. However, participants with less healthy baseline IAs were less likely to select fruit in the health game condition than in the control condition. We found tentative support that health games can be used to influence IAs towards food and positively affect food choice behaviour. However, this influence was only observed for those with healthy baseline IAs. The current version of the health game would primarily benefit those already healthy and could negatively affect those that need the intervention most, so modifications are recommendable.


Assuntos
Atitude Frente a Saúde , Dieta/psicologia , Preferências Alimentares/psicologia , Lanches/psicologia , Jogos de Vídeo/psicologia , Comportamento de Escolha , Feminino , Frutas , Voluntários Saudáveis , Humanos , Masculino , Verduras , Adulto Jovem
5.
Games Health J ; 6(5): 319-325, 2017 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-28767272

RESUMO

OBJECTIVE: Given that many households in western countries nowadays have home access to the Internet, developing health-promoting online interventions has the potential to reach large audiences. Studies assessing usage data of online health interventions are important and relevant but, as of yet, scarce. The present study reviewed usage data from Monkey Do, an existing online health game developed specifically for children from 4 to 8 years old. In addition, the effect of advertising on usage was examined. MATERIALS AND METHODS: In an observational study, a web-based analysis program was used to examine usage data of all visits to the online health game for the first 31 months following the launch. We reported descriptives for usage data. We analyzed the relationship between advertising and usage with a Mann-Whitney U test, and used a Pearson's chi-square test to investigate the association between advertising and the number of first-time visitors. RESULTS: In the period of data analysis, there were 224,859 sessions. Around 34% of the visitors played the game more than once. Compared with first-time visitors, the average session time of returning visitors was doubled. The game was most frequently accessed via search engine query, on a desktop computer (compared to mobile devices). Advertising was found to be positively related to the number of sessions and the number of first-time visitors. CONCLUSIONS: Placing a game online can reach a large audience, but it is important to also consider how to stimulate retention. Furthermore, repeated advertisement for an online game appears to be necessary to maintain visitors over time.


Assuntos
Promoção da Saúde/métodos , Jogos de Vídeo/normas , Promoção da Saúde/estatística & dados numéricos , Humanos , Internet/estatística & dados numéricos , Países Baixos , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
6.
Int J Behav Nutr Phys Act ; 13: 16, 2016 Feb 09.
Artigo em Inglês | MEDLINE | ID: mdl-26861445

RESUMO

BACKGROUND: Previous studies have focused on the acute effects of food advertisements on the caloric intake of children; however, the long-term effects of this food cue reactivity on weight gain have not been examined. The main aim of this study was to explore if reactivity to food cues in an advertisement was associated with weight status two years later. METHODS: Children wo had previously taken part in an experiment investigating the impact of advergames on food intake had their height and weight re-measured two years later, for assessment of body mass index (BMI). A within-subject design was used to test the associations between food choices and BMI over time. In the previous experiment, children played an advergame that promoted energy-dense snacks, fruit, or nonfood products, or did not play an advergame (control condition). After playing the game, the free intake of energy-dense snacks and fruits was measured. RESULTS: Children who ate more apple after playing an advergame promoting energy-dense snacks had a lower BMI two years later. Consumption of energy-dense snacks after playing an advergame promoting energy-dense snacks was not associated with BMI two years later. In other condition, no association was found between food intake and BMI after two years . CONCLUSIONS: The findings suggest that coping with environmental cues that trigger unhealthy eating behavior is associated with the body mass index of young children two years later. This might imply that learning to respond to food cues by choosing healthy options might prevent children from excessive weight gain. This trial was registered at as ISRCTN17013832 .


Assuntos
Publicidade , Índice de Massa Corporal , Sinais (Psicologia) , Dieta , Preferências Alimentares/psicologia , Lanches/psicologia , Aumento de Peso , Criança , Comportamento Infantil , Dieta/normas , Ingestão de Energia , Meio Ambiente , Feminino , Seguimentos , Frutas , Comportamentos Relacionados com a Saúde , Humanos , Estudos Longitudinais , Masculino , Malus , Obesidade Infantil/etiologia , Jogos e Brinquedos
7.
Appetite ; 84: 251-8, 2015 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-25451582

RESUMO

This study examined the potential moderating role of attentional bias (i.e., gaze duration, number of fixations, latency of initial fixation) in the effect of advergames promoting energy-dense snacks on children's snack intake. A randomized between-subject design was conducted with 92 children who played an advergame that promoted either energy-dense snacks or nonfood products. Eye movements and reaction times to food and nonfood cues were recorded to assess attentional bias during playtime using eye-tracking methods. Children could eat freely after playing the game. The results showed that playing an advergame containing food cues increased total intake. Furthermore, children with a higher gaze duration for the food cues ate more of the advertised snacks. In addition, children with a faster latency of initial fixation to the food cues ate more in total and ate more of the advertised snacks. The number of fixations on the food cues did not increase actual snack intake. Food advertisements are designed to grab attention, and this study shows that the extent to which a child's attention is directed to a food cue increases the effect of the advertisement.


Assuntos
Publicidade , Atenção , Sinais (Psicologia) , Dieta , Ingestão de Energia , Preferências Alimentares , Lanches , Criança , Ingestão de Alimentos , Olho , Feminino , Humanos , Masculino , Obesidade/etiologia , Jogos e Brinquedos , Tempo de Reação
8.
Pediatrics ; 133(6): 1007-12, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24799543

RESUMO

BACKGROUND AND OBJECTIVES: Previous studies have focused on the effect of food advertisements on the caloric intake of children. However, the role of individual susceptibility in this effect is unclear. The aim of this study was to examine the role of impulsivity in the effect of advergames that promote energy-dense snacks on children's snack intake. METHODS: First, impulsivity scores were assessed with a computer task. Then a randomized between-subject design was conducted with 261 children aged 7 to 10 years who played an advergame promoting either energy-dense snacks or nonfood products. As an extra manipulation, half of the children in each condition were rewarded for refraining from eating, the other half were not. Children could eat freely while playing the game. Food intake was measured. The children then completed questionnaire measures, and were weighed and measured. RESULTS: Overall, playing an advergame containing food cues increased general caloric intake. Furthermore, rewarding children to refrain from eating decreased their caloric intake. Finally, rewarding impulsive children to refrain from eating had no influence when they were playing an advergame promoting energy-dense snacks, whereas it did lead to reduced intake among low impulsive children and children who played nonfood advergames. CONCLUSIONS: Playing an advergame promoting energy-dense snacks contributes to increased caloric intake in children. The advergame promoting energy-dense snacks overruled the inhibition task to refrain from eating among impulsive children, making it more difficult for them to refrain from eating. The findings suggest that impulsivity plays an important role in susceptibility to food advertisements.


Assuntos
Publicidade , Ingestão de Alimentos , Ingestão de Energia , Alimentos , Comportamento Impulsivo/psicologia , Individualidade , Jogos de Vídeo , Regulação do Apetite , Doces , Criança , Sinais (Psicologia) , Feminino , Preferências Alimentares/psicologia , Humanos , Comportamento Impulsivo/diagnóstico , Inibição Psicológica , Masculino , Motivação , Obesidade Infantil/prevenção & controle , Obesidade Infantil/psicologia , Recompensa
9.
Alcohol Clin Exp Res ; 38(7): 2073-9, 2014 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-24844125

RESUMO

BACKGROUND: This study examined the effects of alcohol portrayals on transportation and attitude toward a movie. In addition, we examined whether positive and negative movie alcohol portrayals affect transportation into and attitude toward the movie. METHODS: A within-subject design was used in which participants were exposed to 8 different movie clips containing alcohol (positive or negative context) or no alcohol portrayals in a controlled laboratory setting. A total of 159 college students (84 males and 75 females) ages 18 to 30 participated in the experiment. Transportation and attitude toward the movie were measured after each movie clip. RESULTS: Participants were more transported into and had a more positive attitude toward movie clips with alcohol portrayals compared to the same movie clips with no alcohol portrayal. In addition, participants were more transported into movie clips with negative alcohol (NA) portrayals compared to clips with positive alcohol (PA) portrayals. For attitude toward the movie, opposite results were found. Participants had a more positive attitudes toward clips with PA portrayals compared to clips with NA portrayals. CONCLUSIONS: The way alcohol is portrayed in movies may contribute to how people evaluate and get transported in movies.


Assuntos
Afeto , Consumo de Bebidas Alcoólicas/psicologia , Atitude , Filmes Cinematográficos , Adolescente , Adulto , Feminino , Humanos , Masculino , Autorrelato , Adulto Jovem
10.
Front Psychiatry ; 5: 187, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-25691873

RESUMO

BACKGROUND: In movies, alcohol-related cues are frequently depicted and there is evidence for a link between movie alcohol cues and immediate alcohol consumption. Less is known about factors influencing immediate effects movie alcohol exposure on drinking. The exertion of self-control is thought to be important in avoiding or resisting certain temptations. AIMS: The aim of the present study was to assess the immediate effects of movie alcohol portrayals on drinking of male social drinkers and to assess the moderating role of self-control in this relation. It was hypothesized that participants would drink more when exposed to movie alcohol portrayals and that especially participants with low self-control would be affected by these portrayals. METHODS: A between-subjects design comparing two movie conditions (alcohol or no portrayal of alcohol) was used, in which 154 pairs of male friends (ages 18-30) watched a 1-h movie in a semi-naturalistic living room setting. Their alcohol consumption while watching was examined. Participants completed a questionnaire assessing self-control as well as their self-reported weekly alcohol use. A multivariate regression analysis was conducted to test the effects of movie condition on alcohol comsumption. RESULTS: Self-control moderated the relation between movie condition and alcohol consumption. Assignment to the alcohol movie condition increased alcohol consumption during the movie for males with high self-control but not for males with low self-control. CONCLUSION: Viewing a movie with alcohol portrayals can lead to higher alcohol consumption in a specific sample of young men while watching a movie.

11.
PLoS One ; 8(8): e72481, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24015251

RESUMO

OBJECTIVE: This experimental study investigated the impact of peers on palatable food intake of youngsters within a social media setting. To determine whether this effect was moderated by self-esteem, the present study examined the roles of global explicit self-esteem (ESE), body esteem (BE) and implicit self-esteem (ISE). METHODS: Participants (N = 118; 38.1% boys; M age 11.14±.79) were asked to play a computer game while they believed to interact online with a same-sex normal-weight remote confederate (i.e., instructed peer) who ate either nothing, a small or large amount of candy. RESULTS: Participants modeled the candy intake of peers via a social media interaction, but this was qualified by their self-esteem. Participants with higher ISE adjusted their candy intake to that of a peer more closely than those with lower ISE when the confederate ate nothing compared to when eating a modest (ß = .26, p = .05) or considerable amount of candy (kcal) (ß = .32, p = .001). In contrast, participants with lower BE modeled peer intake more than those with higher BE when eating nothing compared to a considerable amount of candy (kcal) (ß = .21, p = .02); ESE did not moderate social modeling behavior. In addition, participants with higher discrepant or "damaged" self-esteem (i.e., high ISE and low ESE) modeled peer intake more when the peer ate nothing or a modest amount compared to a substantial amount of candy (kcal) (ß = -.24, p = .004; ß = -.26, p<.0001, respectively). CONCLUSION: Youngsters conform to the amount of palatable food eaten by peers through social media interaction. Those with lower body esteem or damaged self-esteem may be more at risk to peer influences on food intake.


Assuntos
Ingestão de Alimentos/psicologia , Grupo Associado , Autoimagem , Mídias Sociais , Imagem Corporal , Criança , Ingestão de Energia , Comportamento Alimentar/psicologia , Feminino , Humanos , Relações Interpessoais , Masculino , Comportamento Social
12.
Appetite ; 63: 70-6, 2013 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-23274126

RESUMO

The main goal of this study was to test whether exposure to happy, neutral, or sad media content influences social modeling effects of (snack) food intake in young children. The study was conducted at 14 Dutch urban and suburban primary schools. The participants (N=112) were asked to watch a movie with a same-sex normal-weight confederate who was instructed to eat either nothing or a standardized amount of snack food (10 chocolate-coated peanuts). The study involved a 3 (movie clips: happy, neutral, and sad)×2 (peer's food intake: no intake versus a standardized intake) between-participants design. A significant interaction between the movie clip condition and intake condition was found (F(2,102)=3.30, P=.04, Cohen's f(2)=.20). Positive as well as negative emotions were found to lead to adjustment to the intake of a peer, as compared to that of children in the neutral movie condition. The findings suggest that children eat more mindlessly when watching an emotional movie and, therefore, respond more automatically to a peer's food intake, whereas children may be less susceptible to a peer's intake while watching a neutral movie. As young children are not in the position to choose their food consumption environment yet, parents and schools should provide consumption settings that limit eating in front of the television.


Assuntos
Ingestão de Alimentos/psicologia , Emoções , Comportamento Alimentar/psicologia , Televisão , Índice de Massa Corporal , Peso Corporal , Criança , Feminino , Humanos , Masculino , Países Baixos , Grupo Associado , População Suburbana , Inquéritos e Questionários , População Urbana
13.
Am J Clin Nutr ; 97(2): 239-45, 2013 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-23269821

RESUMO

BACKGROUND: Previous studies have focused on the effects of television advertising on the energy intake of children. However, the rapidly changing food-marketing landscape requires research to measure the effects of nontraditional forms of marketing on the health-related behaviors of children. OBJECTIVES: The main aim of this study was to examine the effect of advergames that promote energy-dense snacks or fruit on children's ad libitum snack and fruit consumption and to examine whether this consumption differed according to brand and product type (energy-dense snacks and fruit). The second aim was to examine whether advergames can stimulate fruit intake. DESIGN: We used a randomized between-subject design with 270 children (age: 8-10 y) who played an advergame that promoted energy-dense snacks (n = 69), fruit (n = 67), or nonfood products (n = 65) or were in the control condition (n = 69). Subsequently, we measured the free intake of energy-dense snacks and fruit. The children then completed questionnaire measures, and we weighed and measured them. RESULTS: The main finding was that playing an advergame containing food cues increased general energy intake, regardless of the advertised brand or product type (energy-dense snacks or fruit), and this activity particularly increased the intake of energy-dense snack foods. Children who played the fruit version of the advergame did not eat significantly more fruit than did those in the other groups. CONCLUSION: The findings suggest that playing advergames that promote food, including either energy-dense snacks or fruit, increases energy intake in children.


Assuntos
Publicidade , Comportamento Infantil , Ingestão de Energia , Frutas , Promoção da Saúde , Lanches , Jogos de Vídeo , Criança , Sinais (Psicologia) , Feminino , Frutas/economia , Humanos , Masculino , Países Baixos , Inquéritos e Questionários , Jogos de Vídeo/efeitos adversos
14.
Front Psychol ; 4: 949, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24391612

RESUMO

This study investigated whether social modeling of palatable food intake might partially be explained by the direct imitation of a peer reaching for snack food and further, assessed the role of the children's own weight status on their likelihood of imitation during the social interaction. Real-time observations during a 10-min play situation in which 68 participants (27.9% overweight) interacted with normal-weight confederates (instructed peers) were conducted. Children's imitated and non-imitated responses to the confederate's food picking movements were compared using a paired sample t-test. In addition, the pattern of likelihood of imitation was tested using multilevel proportional hazard models in a survival analysis framework. Children were more likely to eat after observing a peer reaching for snack food than without such a cue [t (67) = 5.69, P < 0.0001]. Moreover, findings suggest that children may display different imitation responses during a social interaction based on their weight status (HR = 2.6, P = 0.03, 95% CI = 1.09-6.20). Overweight children were almost twice as likely to imitate, whereas normal-weight children had a smaller chance to imitate at the end of the interaction. Further, the mean difference in the likelihood of imitation suggest that overweight children might be less likely to imitate in the beginning of the interaction than normal-weight children. The findings provide preliminary evidence that children's imitation food picking movements may partly contribute to social modeling effects on palatable food intake. That is, a peer reaching for food is likely to trigger children's snack intake. However, the influence of others on food intake is a complex process that might be explained by different theoretical perspectives.

15.
Alcohol Alcohol ; 47(5): 612-23, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22759413

RESUMO

AIMS: To provide an overview of studies of the effects of alcohol portrayals in movies, music videos and soap operas on alcohol consumption among young people. Moreover, we highlight important issues that need to be addressed in future research. METHODS: This paper reviews the current literature on alcohol portrayals on-screen and the associated gaps and challenges in alcohol media research. RESULTS: Thirteen longitudinal studies, 8 cross-sectional studies and 6 experimental studies examined the effects of alcohol portrayals on-screen on alcohol consumption among young people. They showed a relation between on-screen alcohol exposure and onset and progression of alcohol consumption. A distinction can be made between long-term effects and immediate effects on alcohol consumption. Only lately, more attention has been paid to processes underlying the effects of on-screen alcohol exposure. CONCLUSION: Replication of findings and development of new research designs is essential. On-screen alcohol exposure does not affect everyone. It is important to test individual differences in susceptibility to on-screen alcohol portrayals. Further, not all media alcohol portrayal might provoke similar effects. It is therefore essential to test the effect of different types of alcohol portrayals.


Assuntos
Consumo de Bebidas Alcoólicas/psicologia , Filmes Cinematográficos , Televisão , Humanos
16.
Psychol Health ; 27(5): 603-17, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22512700

RESUMO

This study tested the direct effect of watching thin ideal children's television on body satisfaction in preadolescent girls (6-8 years old). A within-subject design was used in which girls (N = 51) were tested three times. They watched television clips in random order containing either (1) thin ideal animated characters or (2) animated characters with no thin ideal features or (3) 'real' human actors with no thin ideal features. After watching, their state body satisfaction was measured. Girls with higher levels of thin ideal internalisation showed higher body satisfaction after exposure to the thin ideal characters than after exposure to animated or real characters featuring no thin ideal features. No differences on body satisfaction between the exposure conditions were found in girls with lower levels of thin ideal internalisation. The results might suggest that young girls who internalised the thin ideal are inspired by thin ideal characters in children's media.


Assuntos
Imagem Corporal , Peso Corporal Ideal , Satisfação Pessoal , Televisão , Magreza/psicologia , Criança , Feminino , Humanos , Controle Interno-Externo , Meios de Comunicação de Massa
17.
Appetite ; 58(3): 864-72, 2012 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-22326506

RESUMO

This experimental study investigated whether children's food intake is influenced by a peer's intake directly and over time and whether this depends upon weight status. The study consisted of two sessions taking place at Dutch primary schools. During the first (social modeling) session, the participants (N=223) were asked to solve a puzzle with a same-sex normal weight confederate who was instructed to either eat nothing, a small or large amount. In the second session (about two days later), the participants had to solve the puzzle alone while they could freely eat. The study involved a three (no, low, high confederate intake) by two (normal weight, overweight) between-participants design. An interaction effect in the first session suggested that overweight children might be triggered to (over)eat when a peer eats a high amount of snack food, whereas the food intake of normal weight children seemed to depend on whether the confederate did actually eat, regardless of the amount. The guideline set during the first session persisted over time and influenced food intake during the second session, while differences between normal- and overweight children became insignificant. Peers can set an example as to what food intake is appropriate which could affect long-term food intake.


Assuntos
Peso Corporal , Ingestão de Alimentos , Comportamento Alimentar , Sobrepeso , Meio Social , Valores Sociais , Criança , Dieta , Ingestão de Energia , Feminino , Humanos , Masculino , Países Baixos , Valores de Referência
18.
Br J Nutr ; 108(6): 1126-33, 2012 Sep 28.
Artigo em Inglês | MEDLINE | ID: mdl-22313605

RESUMO

The present experimental study was the first to investigate the impact of a remote (non-existent) peer on children's food choice of familiar v. unfamiliar low- and high-energy-dense food products. In a computer task, children (n 316; 50·3 % boys; mean age 7·13 (SD 0·75) years) were asked to choose between pictures of familiar and unfamiliar foods in four different choice blocks using the following pairs: (1) familiar v. unfamiliar low-energy-dense foods (fruits and vegetables), (2) familiar v. unfamiliar high-energy-dense foods (high sugar, salt and/or fat content), (3) familiar low-energy-dense v. unfamiliar high-energy-dense foods and (4) unfamiliar low-energy-dense v. familiar high-energy-dense foods. Participants who were not in the control group were exposed to the food choices (either always the familiar or always the unfamiliar food product) of a same-sex and same-age fictitious peer who was supposedly completing the same task at another school. The present study provided insights into children's choices between (un)familiar low- and high-energy-dense foods in an everyday situation. The findings revealed that the use of fictitious peers increased children's willingness to try unfamiliar foods, although children tended to choose high-energy-dense foods over low-energy-dense foods. Intervention programmes that use peer influence to focus on improving children's choice of healthy foods should take into account children's strong aversion to unfamiliar low-energy-dense foods as well as their general preference for familiar and unfamiliar high-energy-dense foods.


Assuntos
Comportamento Infantil , Comportamento de Escolha , Comportamento Exploratório , Preferências Alimentares , Promoção da Saúde/métodos , Grupo Associado , Psicologia da Criança/métodos , Criança , Ingestão de Energia , Comportamento Alimentar , Feminino , Humanos , Imaginação , Masculino , Países Baixos , Interface Usuário-Computador
19.
Alcohol Clin Exp Res ; 36(5): 874-80, 2012 May.
Artigo em Inglês | MEDLINE | ID: mdl-22017281

RESUMO

BACKGROUND: Survey studies have emphasized a positive association between exposure to alcohol advertising on television (TV) and the onset and continuation of drinking among young people. Alcohol advertising might also directly influence viewers' consumption of alcohol while watching TV. The present study therefore tested the immediate effects of alcohol advertisements on the alcohol consumption of young adults while watching a movie. Weekly drinking, problem drinking, positive and arousal expectancies of alcohol, ad recall, attitude, and skepticism toward the ads were tested as moderators. METHODS: An experimental design comparing 2 advertisement conditions (alcohol ads vs. nonalcohol ads) was used. A total of 80 men, young adult friendly dyads (ages 18 to 29) participated. The study examined actual alcohol consumption while watching a 1-hour movie with 3 advertising breaks. A multivariate regression analysis was used to examine the effects of advertisement condition on alcohol consumption. RESULTS: Assignment to the alcohol advertisement condition did not increase alcohol consumption. In addition, no moderating effects between advertisement condition and the individual factors on alcohol consumption were found. CONCLUSIONS: Viewing alcohol advertising did not lead to higher alcohol consumption in young men while watching a movie. However, replications of this study using other samples (e.g., different countries and cultures), other settings (e.g., movie theater, home), and with other designs (e.g., different movies and alcohol ads, cumulative exposure, extended exposure effects) are warranted.


Assuntos
Publicidade , Consumo de Bebidas Alcoólicas/psicologia , Adolescente , Adulto , Humanos , Masculino , Distribuição Aleatória , Análise de Regressão , Adulto Jovem
20.
Appetite ; 58(1): 277-84, 2012 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-22037008

RESUMO

Earlier studies assessing the possible moderator effect of self-reported emotional eating on the relation between stress and actual food intake have obtained mixed results. The null findings in some of these studies might be attributed to misclassification of participants due to the use of the median splits and/or insufficient participants with extreme scores. The objective of the two current studies was to test whether it is possible to predict distress-induced eating with a self-report emotional eating scale by using extreme scorers. In study 1 (n=45) we used a between-subjects design and emotional eating was assessed after food intake during a negative or a neutral mood (induced by a movie). In study 2 (n=47) we used a within-subjects design and emotional eating was assessed well before food intake, which occurred after a control or stress task (Trier Social Stress Task). The main outcome measure was actual food intake. In both studies self-reported emotional eating significantly moderated the relation between distress and food intake. As expected, low emotional eaters ate less during the sad movie or after stress than during the neutral movie or after the control task, whereas high emotional eaters ate more. No such moderator effect was found for emotional eating in the entire sample (n=124) of study 1 using the median-split procedure or the full range of emotional eating scores. We conclude that it is possible to predict distress-induced food intake using self-reports of emotional eating provided that the participants have sufficiently extreme emotional eating scores.


Assuntos
Afeto , Ingestão de Alimentos/psicologia , Comportamento Alimentar/psicologia , Estresse Psicológico , Adolescente , Adulto , Feminino , Humanos , Masculino , Reprodutibilidade dos Testes , Inquéritos e Questionários , Adulto Jovem
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