In The Works
Longitudinal Study of
Media Exposure
The Children's Digital Media Center and the Georgetown
Early Learning Project have been working together on this naturalistic
longitudinal study to examine the relationship between early media
exposure and preschool outcomes. Children who participated in media
studies through Georgetown Early Learning Project when they were
infants were recontacted at age 4.
Parents completed detailed TV viewing diaries and questionnaires
when the children were infants and preschoolers. At age 4, all children
were visited in their homes and viewed 6 different programs; 2 books
(Bear Shadow by Frank Asch and Click-Clack Moo by Doreen Cronin
& Betsy Lewin), 2 television programs (Dora the Explorer: Roberto
the Robot episode (22 mins) and Sagwa: Comic Opera episode (22 mins),
and 2 computer programs (Little Penguin, www.nickjr.com,
and Elmo Goes to the Doctor, www.PBS.com).
All children answered multiple choice questions to assess their
comprehension of the story content and completed a variety of school
assessment measures.
The results from this study answer the following questions: how
infant media exposure influences preschool media exposure, pre-school
readiness skills, and behavioral outcomes? How parent-child interaction
during infancy media exposure is related to later parent-child interaction,
school assessment measures, and content comprehension? How parent-child
interaction varies across media platforms.
Advergame Study
As part of our childhood obesity initiative, Children’s Digital
Media Center has also embarked on an experimental study intended
to assess the effects of Internet food marketing on children. In
particular, we are investigating ‘advergames,’ or online
games which combine marketing messages with game play. Third and
fourth grade students at elementary schools in the Washington DC
area were asked to play a computer game with a healthy food marketing
message. The game was created in our lab and is modeled after the
classic PacMan video game.
In our version of PacMan, points are earned for eating healthier
foods and lost for eating unhealthy foods. After playing the game,
children are given a snack choice option. We intend to see if the
food message appearing in the computer game influences food choice.
If such games do effect short-term consumption of snacks, then advergames
promoting less healthy food products may be similarly effective.
Alternatively, if such games help to promote healthier eating, they
can serve as vehicles to counteract less healthy marketing messages
currently found online.
Food Marketing on Popular
Children’s Websites
In 2006, the Institute of Medicine (IOM) concluded that food marketing
was a contributor to childhood obesity in the United States. One
recommendation of the IOM committee was for research on newer marketing
venues, such as the Internet. To answer the IOM’s call, Children’s
Digital Media Center recently undertook a cross-sectional pilot
study to examine food marketing on popular children’s websites.
Ten websites were selected based on research conducted by KidSay,
a market research firm, which identified favorite sites of children
ages 8 to 11 during February 2005. Using a standardized coding form,
these sites were examined page by page for the existence, type,
and features of food marketing. Although it was not pervasive on
the majority of the sites, 7 of the 10 websites contained food marketing.
The products marketed were primarily candy, cereal, quick serve
restaurants, and snacks. Candystand.com, a food product site, contained
a significantly greater amount of food marketing than the other
popular children’s websites. Because the foods marketed to
children are not consistent with a healthy diet, we recommend that
professionals and the general public advocate for greater awareness
and regulation of online food marketing.
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