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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 to youth and young adults.

Methods

We retrieved and analyzed archival tobacco industry documents. We supplemented information from the documents with current and archived versions of several brand and corporate websites and one website containing user-supplied information on video ga

SUBMITTER: McDaniel PA 

PROVIDER: S-EPMC6657901 | biostudies-literature | 2019

REPOSITORIES: biostudies-literature