Childhood Overweight and the Built Environment: Making Technology Part of the Solution rather than Part of the Problem

AuthorAmy Hillier
Published date01 January 2008
Date01 January 2008
DOIhttp://doi.org/10.1177/0002716207308399
Subject MatterArticles
56 ANNALS, AAPSS, 615, January 2008
The changing nature of how children engage with their
physical environment is one factor in the dramatic
increase in childhood overweight. Children today are
engaging much less with the world outside their homes
in terms of physical activity and much more in terms of
eating. Technological innovations in media have con-
tributed to these changes, keeping children inside and
sedentary during more of their playtime and exposing
them to highly coordinated advertising campaigns. But
researchers are increasingly looking to technology for
solutions to understand how children interact with
their built environments and to make changes that pro-
mote healthy living. This article reviews many of these
innovations, including the use of geospatial technolo-
gies, accelerometers, electronic food and travel diaries,
and video games to promote physical activity and
healthy eating. It also explores some of the other possi-
bilities for harnessing the potential of technology to
combat the childhood overweight epidemic.
Keywords: childhood overweight; childhood obesity;
built environment; geographic information
systems; GIS; global positioning systems;
GPS; technology
The idea that children used to eat a made-
from-scratch dinner at home with their
families before running outside to play may
have taken on mythic power in the context of
the current childhood overweight epidemic.
But fifty years ago, who would have imagined
the obesegenic environments we would create
for them, in part with the help of technology?
Who would have imagined that, at the extreme,
our children would be sitting in the backseat of
climate-controlled minivans watching movies
on personal DVD players while eating take-out
Childhood
Overweight and
the Built
Environment:
Making
Technology Part
of the Solution
rather than Part
of the Problem
By
AMY HILLIER
Amy Hillier is an assistant professor of city and regional
planning at the University of Pennsylvania School of
Design. In addition to city planning courses, she
teaches for Penn’s Urban Studies Program, the School
of Social Policy & Practice, and the Master of Urban
Spatial Analytics program. She is also a senior fellow at
the Leonard Davis Institute of Health Economics. Her
research uses GIS and spatial statistics to analyze geo-
graphic disparities in housing and health.
DOI: 10.1177/0002716207308399
fast-food meals featuring the same animated characters they are watching on
their screens?
The changing nature of how children engage with their environment is one
factor in the dramatic increase in childhood overweight. Children today are
engaging much less with the world outside their homes in terms of physical activ-
ity and much more in terms of eating. Technological innovations, including the
Internet, sophisticated video games, and the many at-home television and movie
options, have contributed to these changes. As a result, children spend on aver-
age nearly four hours a day watching television, DVDs, and prerecorded shows
and playing video games. Over the course of a week, their exposure to media
(including music) is equivalent to a full-time job (Rideout, Roberts, and Foehr
2005). The American Medical Association suggested that for some children—
perhaps more than 5 million—extensive use of video games may constitute an
addiction (Associated Press 2007).
In addition to keeping children inside and sedentary during more of their play-
time, these media expose them to highly coordinated advertising campaigns,
many of which target children (Gantz et al. 2007; Kelly 2005). Gantz et al. (2007)
estimated that children ages eight to twelve see approximately seventy-six hun-
dred television food ads a year, and two out of three parents say their children
have asked them to buy foods that they have seen advertised on television
(Rideout 2004). Children and adults, alike, have responded to aggressive food
marketing and the convenience of eating out. The proportion of calories
Americans of all ages consume from foods obtained away from home increased
from 18 percent in 1974 to 32 percent in 1996 to about half of all calories in 2004
(Stewart, Blisard, and Jolliffe 2006; Lin, Frazão, and Guthrie 1999).
At the same time researchers document these trends, they are increasingly
looking to technology to better understand how children interact with their built
environments and to make changes that promote healthy living. This article
reviews many of these innovations, including the use of geospatial technologies
such as geographic information systems (GIS) and global positioning systems
(GPS), accelerometers, electronic food and travel diaries, digital audio players,
Web sites, and cell phones. First, it explores the idea of the built environment,
reviews the research on the influence of the built environment on physical activ-
ity and eating, and considers the technological changes that have made children
more sedentary. After describing many of the innovative uses of technology to
address the problem of childhood overweight, it offers an agenda for making
technology—and children—a bigger part of the solution.
What Is the “Built Environment”?
“Built environment” is used here to describe everything that children
encounter when they step outside their door in their immediate neighborhood
area. It is based on a spatial conception of environment that imagines that children
CHILDHOOD OVERWEIGHT AND THE BUILT ENVIRONMENT 57

To continue reading

Request your trial

VLEX uses login cookies to provide you with a better browsing experience. If you click on 'Accept' or continue browsing this site we consider that you accept our cookie policy. ACCEPT