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Effects of Food Depictions in Entertainment Media on Children’s Unhealthy Food Preferences: Content Analysis Linked With Panel Data

Effects of Food Depictions in Entertainment Media on Children’s Unhealthy Food Preferences: Content Analysis Linked With Panel Data

This is especially true for children because they are still developing their cognitive abilities and might therefore not be aware of attempts to persuade them that are integrated with the entertainment content [20]. A study on the Reactivity of Embedded Food Cues in Advertising Model (REFCAM) [21] found that when such presentations were integrated within the editorial content, it first led to a kind of cue reactivity.

Jörg Matthes, Alice Binder, Brigitte Naderer, Michaela Forrai, Ines Spielvogel, Helena Knupfer, Melanie Saumer

JMIR Pediatr Parent 2024;7:e51429

Improving Access to Behavioral Strategies to Improve Mental Well-being With an Entertaining Breakfast Show App: Feasibility Evaluation Study

Improving Access to Behavioral Strategies to Improve Mental Well-being With an Entertaining Breakfast Show App: Feasibility Evaluation Study

Edutainment refers to media where entertainment is combined with education [41]. The initial pilot of the show (10 episodes) was streamed via Facebook from April to May 2019. During this time, both quantitative and qualitative data (such as desired improvements) were collected and subsequently used as input in the development of the show and the app.

Mariliis Öeren, Iain Jordan, Deborah Coughlin, Sophie Turnbull

JMIR Form Res 2022;6(3):e25715

Participant Engagement and Reactance to a Short, Animated Video About Added Sugars: Web-based Randomized Controlled Trial

Participant Engagement and Reactance to a Short, Animated Video About Added Sugars: Web-based Randomized Controlled Trial

Innovative strategies, including the use of pictures [3], digital storytelling, and entertainment-education [4], have all shown promise for increasing engagement in public health campaigns. Research has shown that packaging health recommendations in a relatable story can be more effective than traditional media approaches that frame health messages as informational arguments [5].

Caterina Favaretti, Alain Vandormael, Violetta Hachaturyan, Merlin Greuel, Jennifer Gates, Till Bärnighausen, Maya Adam

JMIR Public Health Surveill 2022;8(1):e29669

mHealth for Anemia Reduction: Protocol for an Entertainment Education–Based Dual Intervention

mHealth for Anemia Reduction: Protocol for an Entertainment Education–Based Dual Intervention

Our overall approach is anchored in the entertainment education (EE) literature [32,33]. The idea behind an EE approach is that when people are being entertained by media, their defenses against persuasive attempts are significantly lower (than they would be while viewing an appeal explicitly trying to change their attitude or behavior). This provides interventions with an entrée for embedding health-related information in the main storyline.

Ichhya Pant, Rajiv Rimal, Hagere Yilma, Jeffrey Bingenheimer, Erica Sedlander, Sibabrata Behera

JMIR Res Protoc 2021;10(11):e26252

Use of Electronic Entertainment and Communication Devices Among a Saudi Pediatric Population: Cross-Sectional Study

Use of Electronic Entertainment and Communication Devices Among a Saudi Pediatric Population: Cross-Sectional Study

The continuous process of digitization of the world has led to an escalating use of various electronic entertainment and communication devices, including mobile phones, tablets, computers, and television (TV) [1,2]. A study in 2015 found that children who spent ≥2 hours daily on electronic devices were more likely to demonstrate an increased body mass index (BMI) [2].

Sami Omar Hussein Amawi, Ahmed Hussein Subki, Hazim Abdulkarim Khatib, Omer Sameer Alkhateeb, Rida Hashim Fida, Omar Mohammed Saggaf, Mohammed Mohammed Jan

Interact J Med Res 2018;7(2):e13

From the Experience of Interactivity and Entertainment to Lower Intention to Smoke: A Randomized Controlled Trial and Path Analysis of a Web-Based Smoking Prevention Program for Adolescents

From the Experience of Interactivity and Entertainment to Lower Intention to Smoke: A Randomized Controlled Trial and Path Analysis of a Web-Based Smoking Prevention Program for Adolescents

In ASPIRE, features of interactivity and entertainment are applied through entertaining videos that intertwine with interactive and entertaining activities relevant to smoking-related issues. Several associations that link interactivity and entertainment to health outcomes deserve attention. With a careful design of interactive and entertaining features, users’ experience of interactivity and entertainment becomes crucial for the success of Web-based programs [26-30].

Georges Elias Elias Khalil, Hua Wang, Karen Sue Calabro, Natasha Mitra, Ross Shegog, Alexander V Prokhorov

J Med Internet Res 2017;19(2):e44