***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: OBJECTIVE To determine whether a single exposure to a Manga comic ( Japanese comic art ) with multiple messages promoting fruit intake influenced snack selection in minority urban youth . METHODS Fifty-seven youth ( mean age 10.8 y ; 54 % female ; 74 % black/African American ) attending after-school programs in Brooklyn , NY participated in a pilot study in which they were r and omly assigned to receive the comic or a non-health-related newsletter . After reading their media , participants were offered a snack and could choose from among healthy/unhealthy options . Secondary outcomes included knowledge , self-efficacy , and outcome expectations related to fruit intake and media transportation . Data were analyzed using regression and paired t test . RESULTS Comic group participants were significantly more likely to choose a healthy snack , compared to the Attention-control group ( odds ratio = 3.6 , 95 % confidence interval : 1.1 - 12.1 , P = .04 ) . The Comic group reported increases in self-efficacy ( P = .04 ) and greater transportation ( immersion into media ) ( P = .006 ) . CONCLUSIONS AND IMPLICATION S Results suggest Manga comics may be a useful format to promote healthy snack selection in urban minority youth This study investigated whether unfamiliar characters are as effective as familiar characters in stimulating children 's affective responses toward healthy foods . In particular , the authors investigated whether an unfamiliar character which is congruent with a product can be as effective as a familiar character . The authors tested 2 types of character – product congruence : conceptual congruence ( on the basis of a familiar link ) , and perceptual congruence ( on the basis of color similarity ) . In a repeated measures design , 166 children ( 4–6 years old ) were exposed to a picture of a carrot combined r and omly with 5 different types of character : an ( incongruent ) familiar character and four unfamiliar characters varying in character – product congruence ( i.e. , both conceptually and perceptually congruent , conceptual only , perceptual only , and incongruent ) . The authors measured  children 's automatic affective responses toward these character – product combinations using a time-constrained task , and elaborate affective responses using a nonconstrained task . Results revealed that the conceptually congruent unfamiliar characters were just as effective as the familiar character in increasing children 's automatic affective responses . However , the familiar character triggered the most positive elaborate affective responses . Results are explained in light of processing fluency and parasocial relationship theories 
    Output:
    
Results suggest that cartoon media character br and ing can positively increase children 's fruit or vegetable intake compared with no character br and ing .
However , familiar media character br and ing is a more powerful influence on children 's food preferences , choices and intake , especially for energy-dense and nutrient-poor foods ( e.g. cookies , c and y or chocolate ) compared with fruits or vegetables .