***TASK*** the task is to summarize an input biomedical literature in six sentences 
    ***INPUT*** the input is a biomedical literature 
    ***OUTPUT*** the output is the summary of an input biomedical literature in six sentences 
    ***DOCUMENTATION*** 
    ***EXAMPLES*** 
    Input: The weight of evidence points to the advertising of food affecting food consumption , especially among children . Such advertising often promotes unhealthy foods . Current policy deliberations focus on developing effective ' protective ' messages to increase advertising literacy and consequent scepticism about advertising targeting children . This study examined whether incorporating a ' protective ' message in an advergame promoting energy-dense snacks would reduce  children 's snack intake . A r and omized between-subject design was conducted in the Netherl and s ( N = 215 ) and Spain ( N = 382 ) with an advergame promoting either energy-dense snacks or nonfood products . The results showed that playing an advergame promoting energy-dense snacks increased caloric intake in both countries , irrespective of whether the ' protective ' message was present or not . These results point to the limitations of ' protective ' messages and advertising literacy and provide policy makers with a rationale for extending the current prohibition of food advertising to young children in the terrestrial media to online environments Flaws in the design , conduct , analysis , and reporting of r and omised trials can cause the effect of an intervention to be underestimated or overestimated . The Cochrane Collaboration ’s tool for assessing risk of bias aims to make the process clearer and more Food cues of palatable food are omnipresent , thereby simulating the intake of unhealthy snack food among children . As a consequence , this might lead to a higher intake of energy-dense snacks and less fruit and vegetables , a habit that increases the risk of developing chronic diseases . The aim of this experimental study is to examine whether playing a memory game with fruit affects fruit intake  among young children . We used a r and omized between-subject design with 127 children ( age : 7–12 y ) who played a memory-game , containing either fruit ( n = 64 ) or non-food products ( n = 63 ) . While playing the memory-game in a separate room in school during school hours , free intake of fruit ( m and arins , apples , bananas , and grapes ) was measured . Afterwards , the children completed self-report measures , and length and weight were assessed . The main finding is that playing a memory-game containing fruit  increases overall fruit intake ( P = 0.016 ) . Children who played the fruit version of the memory-game  ate more bananas ( P = 0.015 ) and m and arins ( P = 0.036 ) than children who played the non-food memory-game ; no effects were found for apples ( P > 0.05 ) and grapes ( P > 0.05 ) . The findings suggest that playing a memory-game with fruit  stimulates fruit intake among young children . This is an important finding because children eat insufficient fruit , according to international st and ards , and more traditional health interventions have limited success . Healthy eating habits of children maintain when they become adults , making it important to stimulate fruit intake among children in an enjoyable way . Trial registration : Nederl and s Trial Register TC = OBJECTIVE To examine how advergames , which are online computer games developed to market a product , affect consumption of healthier and less healthy snacks by low-income African American children . DESIGN Cross-sectional , between-subjects examination of an advergame in which children were rewarded for having their computer character consume healthier or less healthy foods and beverages . Children were r and omly assigned to 1 of the following 3 conditions : ( 1 ) the healthier advergame condition , ( 2 ) the less healthy advergame condition , or ( 3 ) the control condition . SETTING Urban public elementary schools . PARTICIPANTS Thirty low-income , African American children aged 9 to 10 years . Main Exposure Children in the treatment conditions played a less healthy or a healthier version of an advergame 2 times before choosing and eating a snack and completing the experimental measures . Children in the control group chose and ate a snack before playing the game and completing the measures . MAIN OUTCOME MEASURES The number of healthier snack items children selected and ate and how much children liked the game . RESULTS Children who played the healthier version of the advergame selected and ate significantly more healthy snacks than did those who played the less healthy version . Children reported liking the advergame . CONCLUSIONS Findings suggest that concerns about online advergames that market unhealthy foods are justified . However , advergames may also be used to promote healthier foods and beverages . This kind of social marketing approach could tip the scales toward the selection of higher- quality snacks , thereby helping to curb the obesity epidemic BACKGROUND Previous studies have focused on the effects of television advertising on the energy intake of children . However , the rapidly changing food-marketing l and scape 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 br and and product type ( energy-dense snacks and fruit ) . The second aim was to examine whether advergames can stimulate fruit intake . DESIGN We used a r and omized 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 question naire 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 br and 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 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 r and omized 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 question naire 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 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 r and omized 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 design ed 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 Prior research has established that TV viewing and food marketing influence children 's eating behavior . However , the potential impact of popular TV cooking shows has received far less attention . TV cooking shows may equally affect children 's food selection and consumption by distributing both food cues and portion-size cues . In an experimental study , elementary school children were r and omly exposed to a cooking show , that either did or did not display a portion-size cue , or a non-food TV show . Results showed that children used significantly more sugar on their pancakes , and consumed significantly more of the pancakes after watching a TV cooking show compared to a non-food TV show . However , observing a portion-size cue in a TV cooking show only influenced sugar selection in older children ( 5th grade ) , but not in younger children ( 1st grade ) . The findings suggest that food cues in TV cooking shows stimulate consumption by inducing food cravings in children . Actual portion-size cues only appeared to affect older children 's food selection 
    Output:
    
Overall , food being embedded in entertainment media is a strategy that affects the eating behaviors  of children .