2019
DOI: 10.1371/journal.pone.0220407
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Exploiting the “video game craze”: A case study of the tobacco industry’s use of video games as a marketing tool

Abstract: Background Video games have grown in popularity since the 1970s, and tobacco imagery is present in a substantial subset of games, including those oriented to youth. Much like exposure to tobacco content in films, exposure to tobacco content in video games may influence smoking uptake and use; however, the tobacco industry’s role in facilitating or promoting the use of tobacco imagery in video games is unclear. We explored the industry’s interest in and use of video games to market their products t… Show more

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Cited by 9 publications
(12 citation statements)
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References 31 publications
(36 reference statements)
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“…This growth involves online games becoming a part of marketing strategies for organisations targeting EAs [ 56 ]. Branding inside video games has been shown to increase affinity to a brand [ 59 ] and products that are detrimental to health have become commonplace in online games including tobacco [ 48 , 54 ], energy-dense nutrient-poor foods, and sugar-sweetened beverages [ 44 ]. For health and nutrition intervention, this suggests a potential opportunity through a range of media channels and influences at this level that are already being utilised by other organisations to engage EAs.…”
Section: Resultsmentioning
confidence: 99%
“…This growth involves online games becoming a part of marketing strategies for organisations targeting EAs [ 56 ]. Branding inside video games has been shown to increase affinity to a brand [ 59 ] and products that are detrimental to health have become commonplace in online games including tobacco [ 48 , 54 ], energy-dense nutrient-poor foods, and sugar-sweetened beverages [ 44 ]. For health and nutrition intervention, this suggests a potential opportunity through a range of media channels and influences at this level that are already being utilised by other organisations to engage EAs.…”
Section: Resultsmentioning
confidence: 99%
“…PM was notified by an employee about Psygnosis’s Formula One video game, designed for Sony’s Playstation, which had ‘a race car driver wearing a helmet with a Marlboro trademark.’44 It is unknown if PM followed up on this lead or if the employee received a reward. However, during this time, PM used similar racing games in bar night promotions,45 including IndyCar II, a game with red-roof trademarks and Marlboro-sponsored racing teams 46…”
Section: Resultsmentioning
confidence: 99%
“…Adolescents have no difficulty identifying the tobacco brand associated with such imagery 11. It is possible that PMI continues to sponsor real-life motorsports partly in order to encourage the continued appearance of Marlboro brand imagery in motorsport-themed video games, although no evidence has been found to support that claim 45…”
Section: Discussionmentioning
confidence: 99%
“…Regarding community-level and policy-level factors, noticing tobacco advertising at the point of sale in the retail shops of the communities surrounding temples and through online social media on various platforms influenced novices’ smoking once to twice more than those who did not experience exposure. Tobacco advertisement is the primary marketing strategy in the tobacco industry, targeting children and adolescents 45–47. Additionally, Thailand has enforced a comprehensive ban on tobacco advertising and promotion since 1992 48.…”
Section: Discussionmentioning
confidence: 99%