• 제목/요약/키워드: ADIs

검색결과 42건 처리시간 0.021초

부산지역 유통 농산물의 내분비계 장애추정농약 위해평가 (Dietary risk assessment for suspected endocrine disrupting pesticides in agricultural products in Busan, Korea)

  • 권현정;옥연주;김찬희;박미정;황혜선;윤종배;차경숙;조현철
    • 한국식품과학회지
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    • 제50권1호
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    • pp.28-36
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    • 2018
  • 평가를 성별, 연령 그룹별로 진행하였다. 그 결본 연구에서는 2016년 부산지역 유통 농산물에 잔류된 내분비계 장애추정농약(EDPs)이 인체에 노출되었을 때 발생할 수 있는 위해성을 성별, 연령별 그룹으로 나누어 비교 분석하였다. 총 462건의 채소류와 과일류에서 12종의 EDPs 90건이 검출되어 19.5%의 검출률을 보였고, 그 중 엇갈이배추에서 다이아지논 1건(0.2%)이 잔류허용기준을 초과하였다. 부산지역 농산물의 일일평균섭취량과 체중은 국민건강영양조사 제6기 자료를 이용하였으며 성별, 연령별로 유의한 차이를 보였다(p<0.05). 농산물 섭취량에 따른 내분비계 장애추정농약의 위해평가 결과 검출된 모든 EDPs의 %위해도가 평균 1 미만, 최고검출 값을 반영한 %위해도가 10 미만으로 나타나 위해성이 없는 것으로 판단되었다. 잔류허용기준을 초과한 엇갈이배추의 다이아지논은 평균 %위해도가 0.74, 최고검출 값을 적용한 %위해도가 8.38이었으며, 여성 만 40세-49세 그룹에서 평균 위해도는 2.74%, 최대 위해도는 31.11%으로 가장 높은 위해성을 보였다. 또한 사과의 카벤다짐은 평균 %위해도가 0.27, 최고검출 값을 적용한 %위해도가 3.93이었으며, 남성 만 10세 미만의 그룹에서 평균 %위해도는 0.80, 최대 %위해도는 11.74으로 10을 초과한 결과를 보였다. 다이아지논과 카벤다짐의 경우 단일 값을 적용한 위해평가의 불확실성과 극단성을 보정하기 위하여 몬테카를로 시뮬레이션을 통한 확률론적 위해 평가를 성별, 연령 그룹별로 진행하였다. 그 결과 $95^{th}$ 퍼센타일의 확신도에서 엇갈이배추의 다이아지논은 여성 만 40세-49세 그룹의 위해도가 8.38%이었으며, 사과의 카벤다짐은 남성 만 10세 미만의 그룹의 위해도가 2.98%로, 모두 ADI 대비 10% 미만의 결과를 보였으므로 위해성은 크지 않았다. 부산지역 유통 농산물에 잔류된 내분비계 장애추정농약의 위해성을 평가한 결과 인체 건강상의 유해한 영향을 가져올 것이라 보이진 않으나, 다른 농약에 비해 위해도가 높았던 다이아지 논과 카벤다짐의 경우 지속적인 모니터링과 관리가 필요하며, 이러한 농약 대신에 비교적 위해성이 낮은 대체품을 이용하거나 각 농산물 품목에 설정된 잔류허용기준을 준수하여 사용할 수 있도록 농약의 취급자와 사용자를 대상으로 적극적인 교육과 홍보가 이루어져야한다. 또한, 대중적으로 섭취량이 많은 농산물과 위해 성이 큰 농약의 경우 기존의 기준을 재정비하는 등의 정책적인 노력이 필요할 것으로 생각된다.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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