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20 pages, 472 KiB  
Article
Masculinities in Doraemon: A Critical Discourse Analysis
by Zhouyan Wu and Zhaoxun Song
Journal. Media 2025, 6(1), 17; https://doi.org/10.3390/journalmedia6010017 - 26 Jan 2025
Viewed by 2761
Abstract
This study conducts a Critical Discourse Analysis of the masculinities of male characters in Doraemon, a famous Japanese manga series. It explores the masculinities in Doraemon from three perspectives by utilising the following Critical Discourse Analysis framework: text, process and society. Five [...] Read more.
This study conducts a Critical Discourse Analysis of the masculinities of male characters in Doraemon, a famous Japanese manga series. It explores the masculinities in Doraemon from three perspectives by utilising the following Critical Discourse Analysis framework: text, process and society. Five male characters in Doraemon were selected as the main research objects. Firstly, the text analysis of the male characters in terms of their appearances, characteristics, behaviours and values reveals major masculine traits such as the maintenance of patriarchy, the pursuit and yearning for fame and fortune, competition and aggression. Analysing these masculinities can help remind audiences and consumers to be cautious about works that seemingly do not convey gender stereotypes to viewers. The process analysis identifies corresponding masculinities of the creator of Doraemon through his life experiences. Innovative spirit led him to create characters and manga that could both reflect and confront social reality and promote new gender concepts and ideas that were different from the mainstream at the time. The social analysis of Doraemon attributes the masculinities in the manga to Japanese culture, which has been deeply influenced by the culture of the salaryman, Confucianism, androcentrism and Bushido. For audiences in Japan, anime is a way of spreading and consolidating traditional Japanese cultural ideas, at the same time provoking reflection on whether these inherent gender roles are reasonable and should be perpetuated in the contemporary era. For audiences outside of Japan, this manga and cartoon is equivalent to a typical case of the export and recreation of Japanese culture to the world. This study conveys gender equality values, especially in children’s TV programmes. Full article
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13 pages, 226 KiB  
Article
Up from the Depths: The Cultural Appropriation of Godzilla in 1970s American Animation and Comics
by C. Scott Maravilla
Humanities 2025, 14(1), 2; https://doi.org/10.3390/h14010002 - 30 Dec 2024
Viewed by 1349
Abstract
The approach taken by Marvel and Hanna-Barbera to adapting Godzilla for a young American audience is a form of cultural appropriation. Cultural appropriation involves removing the subject from its cultural context. In this case, Marvel and Hanna-Barbera removed the character from its origin, [...] Read more.
The approach taken by Marvel and Hanna-Barbera to adapting Godzilla for a young American audience is a form of cultural appropriation. Cultural appropriation involves removing the subject from its cultural context. In this case, Marvel and Hanna-Barbera removed the character from its origin, where it emerged as a consequence of the atomic bomb. Gojira is first a scourge of Japan and later its savior against invasion from cosmic forces and nefarious kaiju. Godzilla is changed into what is ultimately a sanitized version of imperial inventory. The properties of the 1970s Godzilla, however, were not wholly negative. Indeed, they laid the foundation for an American rediscovery of the original Gojira film and its sequels, which have since been released in their original versions. This article will examine how Marvel Comics and Hanna-Barbera cartoons culturally appropriated Godzilla for American children, but how this also led to an appreciation of the Japanese films. Full article
18 pages, 2857 KiB  
Article
AnyFace++: Deep Multi-Task, Multi-Domain Learning for Efficient Face AI
by Tomiris Rakhimzhanova, Askat Kuzdeuov and Huseyin Atakan Varol
Sensors 2024, 24(18), 5993; https://doi.org/10.3390/s24185993 - 15 Sep 2024
Cited by 1 | Viewed by 2634
Abstract
Accurate face detection and subsequent localization of facial landmarks are mandatory steps in many computer vision applications, such as emotion recognition, age estimation, and gender identification. Thanks to advancements in deep learning, numerous facial applications have been developed for human faces. However, most [...] Read more.
Accurate face detection and subsequent localization of facial landmarks are mandatory steps in many computer vision applications, such as emotion recognition, age estimation, and gender identification. Thanks to advancements in deep learning, numerous facial applications have been developed for human faces. However, most have to employ multiple models to accomplish several tasks simultaneously. As a result, they require more memory usage and increased inference time. Also, less attention is paid to other domains, such as animals and cartoon characters. To address these challenges, we propose an input-agnostic face model, AnyFace++, to perform multiple face-related tasks concurrently. The tasks are face detection and prediction of facial landmarks for human, animal, and cartoon faces, including age estimation, gender classification, and emotion recognition for human faces. We trained the model using deep multi-task, multi-domain learning with a heterogeneous cost function. The experimental results demonstrate that AnyFace++ generates outcomes comparable to cutting-edge models designed for specific domains. Full article
(This article belongs to the Section Biomedical Sensors)
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18 pages, 37868 KiB  
Article
3D Character Animation and Asset Generation Using Deep Learning
by Vlad-Constantin Lungu-Stan and Irina Georgiana Mocanu
Appl. Sci. 2024, 14(16), 7234; https://doi.org/10.3390/app14167234 - 16 Aug 2024
Viewed by 3054
Abstract
Besides video content, a significant part of entertainment is represented by computer games and animations such as cartoons. Creating such entertainment is based on two fundamental steps: asset generation and character animation. The main problem stems from its repetitive nature and the needed [...] Read more.
Besides video content, a significant part of entertainment is represented by computer games and animations such as cartoons. Creating such entertainment is based on two fundamental steps: asset generation and character animation. The main problem stems from its repetitive nature and the needed amounts of concentration and skill. The latest advances in deep learning and generative techniques have provided a set of powerful tools which can be used to alleviate these problems by facilitating the tasks of artists and engineers and providing a better workflow. In this work we explore practical solutions for facilitating and hastening the creative process: character animation and asset generation. In character animation, the task is to either move the joints of a subject manually or to correct the noisy data coming out of motion capture. The main difficulties of these tasks are their repetitive nature and the needed amounts of concentration and skill. For the animation case, we propose two decoder-only transformer based solutions, inspired by the current success of GPT. The first, AnimGPT, targets the original animation workflow by predicting the next pose of an animation based on a set of previous poses, while the second, DenoiseAnimGPT, tackles the motion capture case by predicting the clean current pose based on all previous poses and the current noisy pose. Both models obtained good performances on the CMU motion dataset, with the generated results being imperceptible to the untrained human eye. Quantitative evaluation was performed using mean absolute error between the ground truth motion vectors and the predicted motion vector. For both networks AnimGPT and DenoiseAnimGPT errors were 0.345, respectively 0.2513 (for 50 frames) that indicates better performances compared with other solutions. For asset generation, diffusion models were used. Using image generation and outpainting, we created a method that generates good backgrounds by combining the idea of text conditioned generation and text conditioned image editing. A time coherent algorithm that creates animated effects for characters was obtained. Full article
(This article belongs to the Special Issue Applications of Artificial Intelligence and Machine Learning in Games)
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16 pages, 337 KiB  
Article
Enhanced Measurement of Sugar-Sweetened Beverage Marketing to Young Immigrant Children in Grocery Store Environments
by Hadis Dastgerdizad, Rachael D. Dombrowski, Noel Kulik, Kathryn A. G. Knoff, Bree Bode, James Mallare, Dariush K. Elyaderani and Ravneet Kaur
Nutrients 2023, 15(13), 2972; https://doi.org/10.3390/nu15132972 - 30 Jun 2023
Cited by 3 | Viewed by 2449
Abstract
The marketing of Sugar-Sweetened Beverages (SSBs) within grocers is an obesogenic factor that negatively impacts children’s nutritional behavior, specifically for people from racial and ethnic minority groups, such as immigrants. We aimed to develop and employ a methodology that more precisely assesses the [...] Read more.
The marketing of Sugar-Sweetened Beverages (SSBs) within grocers is an obesogenic factor that negatively impacts children’s nutritional behavior, specifically for people from racial and ethnic minority groups, such as immigrants. We aimed to develop and employ a methodology that more precisely assesses the availability, price, and promotion of SSBs to young immigrant children within independently owned grocery stores. A case comparison design was used to explore the differences in the grocery store landscape of SSB marketing by conducting an enhanced Nutrition Environment Measures Survey-SSB (NEMS-SSB) within 30 grocery stores in the Hispanic and Latino enclaves in Southwest Detroit, in the Arab and Chaldean enclaves in North-central Detroit, and in Warren, Hamtramck, and Dearborn, in comparison with 48 grocers in Metro Detroit. Unsweetened, plant-based, and organic toddler and infant beverages, as well as questions about marketing, were added to the original NEMS to capture the promotion tactics used in marketing SSBs. NEMS-SSB scores revealed that, in the immigrant enclaves, there was a significantly higher availability of SSBs in grocery stores (−2.38), and they had lower prices than those in the comparison group (−0.052). Unsweetened, plant-based, and organic beverages were unavailable in 97% of all participating grocery stores across both groups. Signage featuring cartoon characters was the most frequent in-store SSB marketing tactic across both groups. Widespread SSB marketing toward toddlers within the grocery stores in immigrant enclaves could be linked with the higher early childhood obesity prevalence among the immigrant population. Our findings can assist local and national organizations in developing and implementing healthy eating interventions. This study must be repeated in other immigrant enclaves across states to provide comparable results. Full article
7 pages, 662 KiB  
Article
Anne’s Secret: Teaching Children to Protect Themselves from Child Sexual Abuse Using Animated Cartoons
by Pilar Rueda, Marta Ferragut, M. Victoria Cerezo, Isabel Calvo and Margarita Ortiz-Tallo
Sexes 2022, 3(1), 134-140; https://doi.org/10.3390/sexes3010011 - 9 Feb 2022
Viewed by 4061
Abstract
This paper presents an innovative methodology for the prevention of child sexual abuse (CSA): animated cartoons. CSA is a political, social, educational, and psychological problem that affects many children according to the World Health Organization (WHO). That is why prevention becomes an essential [...] Read more.
This paper presents an innovative methodology for the prevention of child sexual abuse (CSA): animated cartoons. CSA is a political, social, educational, and psychological problem that affects many children according to the World Health Organization (WHO). That is why prevention becomes an essential tool for the protection of children. Children are increasingly accustomed to the use of digital media, both for learning and for entertainment. In response to this evolution on how information is transmitted and according to the tradition that cartoons have always had of transmitting values such as friendship, ecology, or solidarity, a 15-minute long video was developed. This video is an animated cartoon, presenting a story. It is composed of music, six friends, and three fantasy characters, and it was designed for children to learn resources to ask for help in case they are suffering CSA. The video is accompanied by a workbook through which both children and adults reinforce what they have learned in the cartoons and learn additional keys for their protection. Data from the first pilot studies carried out to test the effectiveness of this methodology are also presented, with promising results. Full article
(This article belongs to the Section Sexual Behavior and Attitudes)
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19 pages, 1720 KiB  
Article
Nutritional Quality and Degree of Processing of Children’s Foods Assessment on the French Market
by Celine Richonnet, Françoise Mosser, Elisabeth Favre, Martine Robert, Françoise Martin and Isabelle Thiebaut
Nutrients 2022, 14(1), 171; https://doi.org/10.3390/nu14010171 - 30 Dec 2021
Cited by 22 | Viewed by 7667
Abstract
Food packaging marketing techniques which appeal to children (such as cartoon characters and brand mascots) affect children’s choices, preferences, and eating habits. Several studies have assessed the nutritional quality of food intended to children in various countries and concluded that most were high [...] Read more.
Food packaging marketing techniques which appeal to children (such as cartoon characters and brand mascots) affect children’s choices, preferences, and eating habits. Several studies have assessed the nutritional quality of food intended to children in various countries and concluded that most were high in fat, salt, and sugar (HFSS) and ultra-processed foods. The aim of this study is to analyse products intended for children over the age of 3 (foods and beverages with relevant marketing elements on the packaging) available on the French market as regards: (1) nutritional quality, based on the Nutri-Score labelling system, (2) compliance with expected nutritional profile suitable for children, according to the criteria of the WHO Europe Nutrient Profile Model, and (3) degree of processing, as defined by the NOVA classification, from packaging collected in 20 stores (hyper/supermarkets, hard-discount retail chains, and organic food stores). The marketing strategies most often used on children’s products are cartoons (97.22%; n = 1120) and mascots (77.78%; n = 896). A total of 1155 products were included in the study, most of which were sugary foods: almost a quarter of the products in the sample (23.81%; n = 275) list a sweetener as the first ingredient, and most of them (89.52%; n = 1034) contain free sugars according to the WHO definition. All the products included in our study feature marketing elements targeting on the packaging, yet 94.88% do not meet the criteria of the WHO Europe Nutrient Profile Model. Most (58.68%; n = 676) belong to Nutri-Score groups D and E, with the highest proportion in group D (39.32%; n = 453) and are ultra-processed (87.97%; n = 1016), especially through the use of flavourings and ultra-processed sugars. Using the Nutri-Score, the WHO Europe Nutrient Profile Model, and the NOVA classification, this study suggests that a significant share of pre-packaged foods marketed to children do not have an adequate nutritional profile. As such, measures are needed to regulate what marketing elements aimed at children can be included on packaging, based on these criteria. Full article
(This article belongs to the Section Nutrition Methodology & Assessment)
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16 pages, 1049 KiB  
Article
Choice Experiment Method for Sustainable Tourism in Theme Parks
by Min-Yen Chang, Yi-Sheng Hsu and Han-Shen Chen
Sustainability 2021, 13(13), 7146; https://doi.org/10.3390/su13137146 - 25 Jun 2021
Cited by 14 | Viewed by 6572
Abstract
Previous relevant studies on theme parks lack an exploration of various tourism attributes, e.g., recreational facilities, themes, wait times, fast pass drawings, and pricing, etc., all of which inspired the research motivation of this study. First, the Choice Experiment (CE) method explores tourists’ [...] Read more.
Previous relevant studies on theme parks lack an exploration of various tourism attributes, e.g., recreational facilities, themes, wait times, fast pass drawings, and pricing, etc., all of which inspired the research motivation of this study. First, the Choice Experiment (CE) method explores tourists’ preferences for theme park attributes. Second, the Conditional Logit (CL) and Random Parameter Logit (RPL) models explore the differences in tourists’ willingness to pay (WTP) for various attributes from the perspective of their socioeconomic background. We used purposive sampling to survey questionnaire answers face-to-face in Taiwan, and a total of 680 questionnaires were issued, of which, 549 copies are valid, with an effective recovery rate of 80.7%. The research findings suggest the following: (1) The most valued theme park attributes for consumers are the recreational facilities, followed by theme characteristics, and fast pass drawing. (2) Regarding the respondents’ WTP for various attributes, they are willing to pay the highest price for thrilling recreational facilities, then for unlimited fast pass services, and cartoon character themes. (3) Respondents believe that if thrilling recreational facilities and fast pass drawing are available at the same time, then the overall effectiveness will be improved. (4) Respondents relatively have no purchase intention for fast pass drawing. It is hoped that the research findings can provide theme park operators reference basis for making plans and decisions. Full article
(This article belongs to the Special Issue The Effect of Leisure and Recreation on Sustainable Tourism)
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11 pages, 335 KiB  
Article
Exposure of Children to Unhealthy Food and Beverage Advertisements in South Africa
by Daniel A. Yamoah, Jeroen De Man, Sunday O. Onagbiye and Zandile J. Mchiza
Int. J. Environ. Res. Public Health 2021, 18(8), 3856; https://doi.org/10.3390/ijerph18083856 - 7 Apr 2021
Cited by 18 | Viewed by 5715
Abstract
Television (TV) is a powerful medium for marketing food and beverages. Food and beverage marketers tend to use this medium to target children with the hope that children will in turn influence their families’ food choices. No study has assessed the compliance of [...] Read more.
Television (TV) is a powerful medium for marketing food and beverages. Food and beverage marketers tend to use this medium to target children with the hope that children will in turn influence their families’ food choices. No study has assessed the compliance of TV marketers with the South African Marketing to Children pledge since the enactment of the 2014 food advertising recommendations by the South African Department of Health and the Advertising Standards Authority. This study investigated the extent and nature of advertising of unhealthy versus healthy food and beverages to children in South African TV broadcasting channels. The date, time, type, frequency and target audience of food advertisements (ads) on four free-to-air South African TV channels were recorded and captured using a structured assessment guide. The presence of persuasive marketing techniques was also assessed. Unhealthy food and beverage advertising was recorded at a significantly higher rate compared with healthy food and beverages during the time frame when children were likely to be watching TV. Brand benefit claims, health claims and power strategies (e.g., advertising using cartoon characters and celebrated individuals) were used as persuasive strategies. These persuasive strategies were used more in unhealthy versus healthy food ads. The findings are in breach of the South African Marketing to Children pledge and suggest a failure of the industry self-regulation system. We recommend the introduction of monitored and enforced statutory regulations to ensure healthy TV food advertising space. Full article
(This article belongs to the Special Issue Food Systems, Food Environment, Diet and Nutrition Related Diseases)
9 pages, 250 KiB  
Article
Cartoon Characters in Children’s Series: Gender Disparities in Body Weight and Food Consumption
by Milia Tzoutzou, Eirini Bathrellou and Antonia-Leda Matalas
Sexes 2021, 2(1), 79-87; https://doi.org/10.3390/sexes2010007 - 1 Feb 2021
Cited by 2 | Viewed by 4498
Abstract
(1) Background: Media play a significant role in forming audience perceptions about physical external appearance and food consumption patterns. It has been reported that children’s cartoons project slimness, and concomitantly consumption of poor nutritional quality food. However, data on the role of [...] Read more.
(1) Background: Media play a significant role in forming audience perceptions about physical external appearance and food consumption patterns. It has been reported that children’s cartoons project slimness, and concomitantly consumption of poor nutritional quality food. However, data on the role of gender in this respect are lacking; thus, this was the aim of the present study. (2) Methods: 100 episodes of the 10 most popular cartoon series were analyzed. Characters’ body weight status was classified into underweight, normal weight and overweight, and foods consumed as core (e.g., fruit, vegetables) and non-core (e.g., sweets, snacks). Messages about characters’ attractiveness were recorded and classified according to their body weight status and gender. (3) Results: Out of 37 protagonists, 12 were female figures (32%), while out of the 10 thin protagonists, 7 were females (70%) and only 3 males (30%). Thin heroines were the recipients of the majority of the messages connotative to physical attractiveness (36 out of 58 messages). However, consumption of core and non-core foods did not differ within genders (core: z = −1.526, p = 0.127, non-core: z = −0.417, p = 0.667). (4) Conclusions: Females seem to be underrepresented in cartoon series but receive the majority of the comments related to physical appearance, with most of them addressing the attractiveness of a thin figure. Full article
28 pages, 14670 KiB  
Article
A Persona-Based Approach for Identifying Accessibility Issues in Elderly and Disabled Users’ Interaction with Home Appliances
by Joong Hee Lee, Yong Min Kim, Ilsun Rhiu and Myung Hwan Yun
Appl. Sci. 2021, 11(1), 368; https://doi.org/10.3390/app11010368 - 1 Jan 2021
Cited by 20 | Viewed by 10514
Abstract
Disabled and elderly populations may not fully appreciate the benefits of advanced technologies and every-day products due to accessibility issues. However, the diverse characteristics of disabled and elderly users make conducting user research a challenging task for stakeholders who oversee the needs of [...] Read more.
Disabled and elderly populations may not fully appreciate the benefits of advanced technologies and every-day products due to accessibility issues. However, the diverse characteristics of disabled and elderly users make conducting user research a challenging task for stakeholders who oversee the needs of developing accessible products. They need a tool providing rich information to empathize with the disabled and elderly users, instead of standards and documents without detailed explanation of real-world applications. Therefore, this study aims to identify accessibility issues based on the interview and observation data from 52 people with different disabilities and ages. We developed eight personas representing four different user groups under the context of home appliance usage: visually impaired, hearing impaired, spinal-cord impaired, and elderly. Each persona takes a role as a tool to understand the target users and has a persona card representing their task barriers, frustrations, needs, and quotations along with a cartoonized character. In this study, we address two common accessibility issues and two persona-specific issues within each user group. The issues are presented in stakeholder’s language personas to help them comprehend and empathize with their users. Full article
(This article belongs to the Special Issue User Experience for Advanced Human–Computer Interaction)
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19 pages, 1820 KiB  
Article
Animated Character Style Investigation with Decision Tree Classification
by Kun Liu, Kang-Ming Chang, Ying-Ju Liu and Jun-Hong Chen
Symmetry 2020, 12(8), 1261; https://doi.org/10.3390/sym12081261 - 30 Jul 2020
Cited by 4 | Viewed by 11635
Abstract
Although animated characters are based on human features, these features are exaggerated. These exaggerations greatly differ by country, gender, and the character’s role in the story. This study investigated the characteristics of US and Japanese character designs and the similarities and differences or [...] Read more.
Although animated characters are based on human features, these features are exaggerated. These exaggerations greatly differ by country, gender, and the character’s role in the story. This study investigated the characteristics of US and Japanese character designs and the similarities and differences or even the differences in exaggerations between them. In particular, these similarities and differences can be used to formulate a shared set of principles for US and Japanese animated character designs; 90 Japanese and 90 US cartoon characters were analyzed. Lengths for 20 parts of the body were obtained for prototypical real human bodies and animated characters from Japan and the United States. The distributions of lengths were determined, for all characters and for characters as segmented by country, gender, and the character’s role in the story. We also compared the body part lengths of animated characters and prototypical real human bodies, noting whether exaggerations were towards augmentation or diminishment. In addition, a decision tree classification method was used to determine the required body length parameters for identifying the classification conditions of animated characters by country, gender, and character’s role in the story. The results indicated that both US and Japanese male animated characters tend to feature exaggerations in head and body sizes, with exaggerations for US characters being more obvious. The decision tree only required five length parameters of the head and chest to distinguish between US and Japanese animated characters (accuracy = 94.48% and 67.46% for the training and testing groups, respectively). Through a decision tree method, this study quantitatively revealed the exaggeration patterns in animated characters and their differences by country, gender, and character’s role in the story. The results serve as a reference for designers and researchers of animated character model designs with regards to quantifying and classifying character exaggerations. Full article
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17 pages, 1385 KiB  
Review
The Power of Packaging: A Scoping Review and Assessment of Child-Targeted Food Packaging
by Charlene Elliott and Emily Truman
Nutrients 2020, 12(4), 958; https://doi.org/10.3390/nu12040958 - 30 Mar 2020
Cited by 67 | Viewed by 22628
Abstract
Child-targeted food marketing is a significant public health concern, prompting calls for its regulation. Product packaging is a powerful form of food marketing aimed at children, yet no published studies examine the range of literature on the topic or the “power” of its [...] Read more.
Child-targeted food marketing is a significant public health concern, prompting calls for its regulation. Product packaging is a powerful form of food marketing aimed at children, yet no published studies examine the range of literature on the topic or the “power” of its marketing techniques. This study attempts such a task. Providing a systematic scoping review of the literature on child-targeted food packaging, we assesses the nutritional profile of these foods, the types of foods examined, and the creative strategies used to attract children. Fifty-seven full text articles were reviewed. Results identify high level trends in methodological approaches (content analysis, 38%), outcomes measured (exposure, 44%) and with respect to age. Studies examining the nutritional profile of child-targeted packaged foods use various models, classifying from anywhere from 41% to 97% of products as unhealthy. Content analyses track the prevalence of child-targeted techniques (cartoon characters as the most frequently measured), while other studies assess their effectiveness. Overall, this scoping review offers important insights into the differences between techniques tracked and those measured for effectiveness in existing literature, and identifies gaps for future research around the question of persuasive power—particularly when it comes to children’s age and the specific types of techniques examined. Full article
(This article belongs to the Special Issue Food Marketing and Dietary Behaviors among Children)
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9 pages, 278 KiB  
Article
Nutrition Profile of Products with Cartoon Animations on the Packaging: A UK Cross-Sectional Survey of Foods and Drinks
by Sonia Pombo-Rodrigues, Kawther M. Hashem, Monique Tan, Zoe Davies, Feng J. He and Graham A. MacGregor
Nutrients 2020, 12(3), 707; https://doi.org/10.3390/nu12030707 - 6 Mar 2020
Cited by 11 | Viewed by 5952
Abstract
Background: Marketing, including the use of cartoon animations on packaging, has been shown to influence the food children choose to eat. This paper aims to determine the nutritional quality of UK food and drink products featuring child-friendly characters on pack. Methods: A comprehensive [...] Read more.
Background: Marketing, including the use of cartoon animations on packaging, has been shown to influence the food children choose to eat. This paper aims to determine the nutritional quality of UK food and drink products featuring child-friendly characters on pack. Methods: A comprehensive cross-sectional survey of food and drink with packaging appealing to children available in the UK. Products were classified high in fat, salt and/or sugar (HFSS) according to the UK nutrient profiling model and guidance for front of pack nutrition labelling. Logistic regression was used to determine whether there was a significant relationship between nutritional quality of products, and animation type. Results: Over half (51%) of 532 products with animations on packaging were classified as HFSS. Food products featuring unlicensed characters were significantly more likely to be deemed HFSS than those with licensed characters, according to both the nutrient profiling model (odds ratio (OR) 2.1, 95% CI: 1.3 to 3.4) and front of pack nutrition labelling system (OR 2.3, 95% confidence interval CI: 1.4 to 3.7). Conclusions: The use of cartoon characters on HFSS products is widespread. Policies to restrict the use of such marketing tactics should be considered to prevent children being targeted with unhealthy foods and drinks. Full article
(This article belongs to the Section Nutrition and Public Health)
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21 pages, 1268 KiB  
Article
Development of a Responsible Policy Index to Improve Statutory and Self-Regulatory Policies that Protect Children’s Diet and Health in the America’s Region
by Sofía Rincón-Gallardo Patiño, Srijith Rajamohan, Kathleen Meaney, Eloise Coupey, Elena Serrano, Valisa E. Hedrick, Fabio da Silva Gomes, Nicholas Polys and Vivica Kraak
Int. J. Environ. Res. Public Health 2020, 17(2), 495; https://doi.org/10.3390/ijerph17020495 - 13 Jan 2020
Cited by 17 | Viewed by 5422
Abstract
In 2010, 193 Member States of the World Health Organization (WHO) endorsed World Health Assembly Resolution WHA63.14 to restrict the marketing of food and beverage products high in fat, sugar and salt (HFSS) to children to prevent obesity and non-communicable diseases (NCDs). No [...] Read more.
In 2010, 193 Member States of the World Health Organization (WHO) endorsed World Health Assembly Resolution WHA63.14 to restrict the marketing of food and beverage products high in fat, sugar and salt (HFSS) to children to prevent obesity and non-communicable diseases (NCDs). No study has examined HFSS marketing policies across the WHO regional office countries in the Americas. Between 2018 and 2019, a transdisciplinary team examined policies to restrict HFSS food and beverage product marketing to children to develop a responsible policy index (RESPI) that provides a quality score based on policy characteristics and marketing techniques. After designing the RESPI, we conducted a comprehensive literature review through October 2019 to examine policies in 14 countries in the WHO Americans Region. We categorized policies (n = 38) as either self-regulatory or statutory and calculated the RESPI scores, ranked from 0 (lowest) to 10 (highest). Results showed Brazil, Canada, Chile, and Uruguay had the highest RESPI scores associated with statutory policies that restricted point of sale, cartoon, licensed media characters and celebrities; and HFSS products in schools and child care settings, and broadcast and print media. Policymakers can use the RESPI tool to evaluate marketing policies within and across geopolitical boundaries to protect children’s diet and health. Full article
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