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Influence of Cartoon Media Characters On Children's Attention To and Preference For Food and Beverage Products PDF
Influence of Cartoon Media Characters On Children's Attention To and Preference For Food and Beverage Products PDF
A
MERICANS OVER-CONSUME FOODS HIGH IN CAL-
ories, saturated fat, sodium, and added sugar1; such instance, Nielsen Media Research estimates that 6- to
poor-quality diets (ie, those that disproportionately 11-year-olds see more than 4,750 food advertisements
contain nutrient-poor foods) increase risk of over- annually, with 44% of these for energy-dense, nutrient-poor
weight/obesity2 and health problems, including type 2 dia- foods such as sweets, snacks, and fast food.13 Major reports
betes3 and heart disease.4 The high prevalence of obesity from the Federal Trade Commission and Institute of Medicine
among children (16.9%) and increase in type 2 diabetes are have concluded that food marketing influences children’s
especially concerning.5,6 Many factors encourage poor- preferences for and consumption of unhealthy foods.14,15
quality diets among children, including stronger prefer- One important way in which companies market their
ences for sweet and salty flavors compared with adults, likely products is with food and beverage packaging. Common
because of both biological drives and frequent exposure.7,8 techniques used by food, beverage, and restaurant companies
Dietary preferences and choices are also influenced by food are to either license entertainment companies’ media
ª 2017 by the Academy of Nutrition and Dietetics. JOURNAL OF THE ACADEMY OF NUTRITION AND DIETETICS 265
RESEARCH
characters (eg, Dora the Explorer [owned by Viacom/ saw two products side-by-side on a computer screen in an
Nickelodeon]) or use their own brand mascots (eg, Tony the on-campus laboratory and were told to press the button on
Tiger [owned by Kellogg Co]) to induce children to notice and the left-hand side of a videogame controller if they would
like their products.16,17 The rationale from socio-cognitive prefer to eat the product on the left-hand side of the screen,
theories and a parasocial interactions model is that positive and to press the button on the right if they would prefer to
associations children have with these familiar and likable eat the product on the right. The University of Minnesota
characters will transfer to the brand or product, producing Institutional Review Board approved the study protocol;
increased trust, loyalty, recognition, and preference.18,19 A participants’ parents provided written informed consent,
systematic review of character marketing’s effects on and participants provided written assent.
children’s cognitive, behavioral, and health outcomes19
concluded that 3- to 6-year-old children preferred products
with (vs without) characters, and that children prefer Procedure
energy-dense foods with a character over fruits and vegeta- The computer game was created and presented using SR
bles bearing the same characters. At the same time, these Research’s Experiment Builder28; attention was tracked with
data also suggest that licensed media characters can enhance an EyeLink 1000, high-speed, desk-mounted eye-tracking
the attractiveness of more-healthful food. For this reason, camera (SR Research, Ottawa, Ontario, Canada). A chin rest
Sesame Street Workshop offered to freely license its char- ensured the highest levels of accuracy (0.25 degrees) and
acters for 2 years to fruit and vegetable producers.20,21 resolution (0.01 degrees).
However, the few studies that have examined such charac- A bank of 30 matched food/beverage pairs available in the
ters’ influence on older children (7 to 9 years old) suggest US marketplace was created consisting of a more-healthful
less influence among this age group.22,23 In addition, data are and a less-healthful version of a product from a shared
lacking regarding the mechanisms through which these category (eg, dried fruit vs fruit snacks, respectively) that
characters influence children, although Kraak and Story’s19 either did or did not have a cartoon character on its pack-
synthesis of existing models provides a conceptual frame- age.* Examples of food categories included yogurt, corn
work for inquiry on the topic.19 One proposed mechanism is chips, bread, and cereal. NuVal scores were used to deter-
that cartoon characters capture children’s attention,24 but mine which of two paired products would be considered
only one study has examined the amount of attention more- and less-healthful.29 These proprietary scores,
cartoon characters in food marketing receive among older licensed by many large national supermarket chains, range
children.25 from 1 (least healthful) to 100 (most healthful) based on the
This study extends existing research by examining the Overall Nutritional Quality Index, an algorithm designed by
influence of licensed media characters’ (henceforth referred nutrition scientists. NuVal scores were obtained from
to in this study simply as “characters” for brevity) influence supermarket shelf tags. In the present study, the more-
on younger and older children’s attention as well as behav- healthful food in each pair received a NuVal score, on
ioral intentions (ie, what the child would prefer to eat). average, 26.7 points (55.7%) higher than its less-healthful
Attention was chosen as an outcome measure based on evi- counterpart.
dence strongly connecting it with behaviors,26 and food/ Each child completed 60 trials that required them to view
beverage preferences based on the widely used theory of product pairs (eg, dried fruit vs fruit snack) within a given
planned behavior, which identifies behavioral intentions as food/beverage category and chose which product in the pair
key proximal predictors of behavior.27 they wanted to eat. For each food pair, we varied whether
We hypothesized that, in a simulated task in which par- each food was more or less healthful and whether each food
ticipants had to select a preferred food, children: H1) pay displayed a character. Children saw six possible combinations
more attention to products with (vs without) characters; H2) (Table) of less- or more-healthful foods with or without
have a preference for less-healthful (vs more-healthful) characters across 10 randomly selected food/beverage pairs.
products when a character appears on both products or For example, for the category of fruit, six trials compared
does not appear on either product; H3) demonstrate a pref- raisins and fruit snacks. A child might first see both foods
erence for products with (vs without) characters; and H4) without a character, then both foods with characters, then
prefer more-healthful products with a character vs less- raisins with a character and fruit snacks without a character,
healthful products without a character. We also explored then the reverse, then raisins with and without a character,
whether the specific cartoon character shown or child age and finally fruit snacks with and without a character. Chil-
and sex moderated associations between character prefer- dren saw all six comparison types for each pair of matched
ence and food choice. products. Products with each attribute combination (more/
less healthful, character/no character) were counterbalanced
METHODS to appear equally often on the left-hand and right-hand side
of the screen.
Participants We used the following three characters in this study:
A convenience sample of Minneapolis/St Paul, MNearea Lightning McQueen (owned by the Walt Disney Company),
children (n¼149) participated in a “computer game” SpongeBob SquarePants (owned by Viacom/Nickelodeon),
assessing food and beverage preferences. Children were and Dora the Explorer, which all appeared frequently on
eligible if they were between 6 and 9 years old and if an
English-speaking parent or guardian could accompany
them. Participants were recruited using a variety of print, *The corresponding author is able to provide these stim-
online, and in-person techniques in 2012 and 2013. Children ulus images upon request.
266 JOURNAL OF THE ACADEMY OF NUTRITION AND DIETETICS February 2017 Volume 117 Number 2
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Table. The influence of cartoon media characters on 6- to 9-year-old children (n¼149): Percentage of food/beverage products
chosen across all forced choice trials for each comparison typea
1 More healthfulþcharacter present 38.7 (20.0) Less healthfulþcharacter present 61.3 (20.0)
2 More healthful (character absent) 36.9 (22.6) Less healthful (character absent) 63.1 (22.6)
3 More healthfulþcharacter present 38.9 (31.5) More healthful (character absent) 61.1 (31.5)
4 Less healthfulþcharacter present 36.5 (29.8) Less healthful (character absent) 63.5 (29.8)
5 More healthfulþcharacter present 37.0 (19.8) Less healthful (character absent) 63.0 (19.8)
6 More healthful (character absent) 39.8 (21.3) Less healthfulþcharacter present 60.2 (21.3)
a
Each participant saw 10 trials of each comparison type, depicting 10 randomly selected product pairs out of 30 total pairs.
b
SD¼standard deviation.
food/beverage packages at local grocery stores when the without characters and two less-healthy products with or
study commenced (spring 2012). without characters). For H4 (children would prefer more-
healthful products with a character than less-healthful prod-
ucts without a character), scores were based on 10 trials that
Measures presented more-healthful products with a character vs less-
Demographic Information. Parents reported child race, healthful products without a character.
ethnicity, sex, and household income. Child height and
weight were measured by study staff. Power Analyses
Post hoc power analyses were conducted using G*Power
Attention. Visual attention to each product was operational- (version 3.1.9.2),32 and indicated excellent power to detect
ized in two ways: First, a dichotomous yes/no variable was large Cohen’s d effects (.80), (1eb > .99) and medium effects
created to indicate whether a product received at least one (.50; >.99), but lacked adequate power to detect small effects
viewing/fixation. Fixations of less than 50 msec were discarded (.20; .58-.68). All other statistical analyses are described in
because they are considered too brief to constitute actual Figure 1 and were conducted using SPSS.33
processing.30,31 These yes/no variables were used to calculate
the proportion of times that a product received a fixation out of
RESULTS
the total number of times the product appeared. We calculated
Forty-nine percent of participating children were girls, 82.6%
and compared the proportion of products that received a fix-
were white, and 24.2% had a body mass index above the 85th
ation when characters were present (regardless of the com-
percentile. The household income for the participant’s fam-
parison type) vs the proportion of products that received a
ilies was $25,000 or less for 12.8% of participants, $25,000 to
fixation when characters were absent (again, regardless of the
$50,000 for 18.1%, $50,000 to $75,000 for 22.8%, $75,000 to
comparison type). We also calculated and compared the mean
$100,000 for 23.5%, and $100,000 or greater for 23.5%. The
time that participants viewed each product (ie, dwell time)
sample’s median income fell between $50,000 and $75,000,
when a character was present vs absent.
and the median income for the state of Minnesota during the
study was $59,000 to $60,000.34
Product Choice. For each trial, children chose which product
in the pair they would want to eat, and these choices across 60
Hypothesis 1: Children Pay More Attention to
trials were transformed into a continuous score (ie, percentage
of trials in which a specific product type [eg, more-healthful
Products with (vs without) Characters
product with character] was selected). The Table shows the Results for both attention outcomes (proportion of fixations
percentage of trials that products were chosen for each com- and dwell time) supported hypothesis 1. Children on average
parison type that varied product healthfulness and the pres- viewed products with characters more often (at least one fixa-
ence or absence of a character. The comparison types included tion on 93.4% of packages with characters; standard deviation
in the choice score varied based on the hypothesis being [SD]¼8.2%) vs those without characters (88.8%; SD¼10.9%),
tested. For H2 (children prefer less-healthful foods over more- P<0.001). Children also viewed products with characters for
healthful foods), continuous scores were based on 20 trials more time (mean¼829.7 ms, SD¼353.7) vs products without
that presented products that were matched on character sta- characters (mean¼717.5 ms, SD¼319.2), P<0.001.
tus and only varied in terms of food healthfulness (ie, two
more- or less-healthful products with characters and two Hypothesis 2: Children Have a Preference for
more- or less-healthful products without characters). For H3 Less-Healthful (vs More Healthful) Products When a
(children prefer products with characters), continuous scores Character Appears on Both Products or Does Not
were based on 20 trials that presented products that were the Appear on Either Product
same healthfulness status but varied in terms of presence of As expected, children were significantly more likely to choose
the cartoon character (ie, two healthier products with or the less-healthful product option in comparisons when
February 2017 Volume 117 Number 2 JOURNAL OF THE ACADEMY OF NUTRITION AND DIETETICS 267
RESEARCH
30%
c
20% b
10%
0%
Males 6-7, n = 43 Females 6-7, n = 37 Males 8-9, n = 33 Female 8-9, n =35
Cartoon character on package
Figure 2. Six- to 9-year-old children’s mean percentage scores for choosing a product featuring a character sorted by specific
character on product package, child sex, and child age when product healthfulness is the same. Bars within each age/sex group
denoted with the same superscript letter (a,b,c) did not have statistically significant post hoc pairwise comparisons (following a
repeated-measures analysis of variance).
268 JOURNAL OF THE ACADEMY OF NUTRITION AND DIETETICS February 2017 Volume 117 Number 2
RESEARCH
Nonetheless, when children were choosing between marketing strategies seem to be more effective with younger,
more-healthful products with characters and less-healthful rather than older, children. The data suggest that not all
products without characters, the less-healthful products characters will have the same impact on child food selec-
tended to be preferred. Similarly, Wansink and colleagues23 tions. The use of characters to market healthful foods also
found that children aged 8 to 11 years only chose an apple has practical challenges. First, parents tend to view products
with Sesame Street’s Elmo (Sesame Workshop) on it with licensed media cartoon characters as being less-
approximately 36% of the time when it was up against a healthful and natural,38 a belief that might need to be
cookie without a character. addressed if characters were used on healthier foods. Second,
This study also shed light on the importance of targeted many of the healthiest foods are fresh produce, which often
marketing efforts when using characters. Children showed do not come in packaging, although supermarkets could
increased selection of healthier products with characters consider signage with characters to draw children’s
when those items featured certain characters, but not others, attention.
possibly because of differential liking by the child or the Use of characters to sell healthy foods is already underway
child’s peers. For example, Dora the Explorer was less in the US marketplace. Our research suggests that characters
appealing to the older participants, likely because the tele- might be more influential in supermarket fruit and vege-
vision show targets preschool children (ages 3 to 5 years), table aisles where they are not competing side-by-side with
whereas the two characters featured in shows targeting older less-healthy foods, and might be less impactful in situations
children (ages 6 to 9 years), Lightning McQueen and Spon- in which children are simultaneously presented with
geBob SquarePants, were more influential with older chil- healthier and less-healthy options. Future studies of the
dren. This age-based explanation of differential character long-term effects of licensed media characters on children’s
impacts is consistent with results from focus group discus- eating behaviors across different settings are needed to
sions indicating that younger children were enthusiastic understand the value of this marketing strategy for healthy
about chicken nuggets packaged with characters from Toy foods.
Story (Walt Disney Pictures/Pixar Animation Studios),
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AUTHOR INFORMATION
A. D. Ogle is a research assistant, Department of Psychology, and R. G. Lucas-Thompson is an assistant professor, Department of Human
Development & Family Studies and Colorado School of Public Health, both at Colorado State University, Fort Collins. D. J. Graham is an assistant
professor, Department of Psychology and Colorado School of Public Health, Colorado State University, Fort Collins; at the time of the study, he
was a research associate, Division of Epidemiology and Community Health, University of Minnesota, Minneapolis. C. A. Roberto is an assistant
professor of medical ethics and health policy, Perelman School of Medicine, University of Pennsylvania, Philadelphia.
Address correspondence to: Dan J. Graham, PhD, Department of Psychology, Colorado State University, 1876 Campus Delivery, Fort Collins, CO
80523. E-mail: dan.graham@colostate.edu
STATEMENT OF POTENTIAL CONFLICT OF INTEREST
No potential conflict of interest was reported by the authors.
FUNDING/SUPPORT
This study was supported by The University of Minnesota’s Obesity Prevention Center (T32 DK083250).
ACKNOWLEDGEMENTS
The authors wish to thank Melanie Jaeb, MPH, RD; Megan Mueller, MPH; and Brittany Niesen for their assistance with data collection.
270 JOURNAL OF THE ACADEMY OF NUTRITION AND DIETETICS February 2017 Volume 117 Number 2
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270.e1
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270.e2
H3a Children’s preference Characters present vs % of trials in which Repeated- F(2, 288)¼26.57, H3a supported: Products
for products with characters absent specific measures P<0.001 featuring Dora the Explorer
characters will vary (comparisons 3, 4) character was analysis of were less likely to be
depending on displayed where variance chosen than products
specific character product with Moderator: sex F(2, 288)¼16.26, featuring Lightning
and child character was P<0.001 McQueen, P<0.001, or
demographics selected SpongeBob SquarePants,
Moderator: age F(2, 288)¼5.71, P<0.001. There was no
P¼0.004 significant difference in
Moderator: F(2, 288)¼5.44, choice between Lightning
sexage P¼0.005 McQueen and SpongeBob
SquarePants, P¼0.09. See
Figure 3 for moderation
results.
H4 Children prefera Characters present vs % of trials where Single-sample t t(148)¼8.05, H4 not supported: Children
more-healthful characters absent product was test (test P<0.001, chose more-healthful
products with (comparison 5) selected value 0.50) 95% CId [0.16, products with characters
characters over 0.10] only 37% of the time.
less-healthful
products without
characters
a
A particular product or character classification is operationally defined as “preferred” if it is selected significantly more often than chance (ie, 50% of the time).
Figure 1. (continued) The influence of cartoon media characters on 6- to 9-year-old children (n¼149): Description of statistical tests and results for each hypothesis. Sex was
not reported for one child, so the analytic sample for analyses using sex is 148. All other analyses incorporated the full sample (n¼149). CId¼confidence interval of the
difference between the two scores.
February 2017 Volume 117 Number 2