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20世纪90年代危害降低型香烟错觉的一个典型例子。

A Premiere example of the illusion of harm reduction cigarettes in the 1990s.

作者信息

Pollay R W, Dewhirst T

机构信息

Faculty of Commerce and Business Administration, University of British Columbia, Vancouver, BC, Canada.

出版信息

Tob Control. 2003 Sep;12(3):322-32. doi: 10.1136/tc.12.3.322.

Abstract

OBJECTIVE

To use the product launch of Player's Premiere as a case study for understanding the new cigarette product development process during the 1990s. We determine the (in)validity of industry claims that: (1) development of the physical product preceded the promotional promise of "less irritation"; (2) "less irritation" was actually realised; (3) advertising informed consumers; and (4) advertising regulations caused the product's failure in the marketplace.

SETTING

Court proceedings assessing the constitutionality of Canada's Tobacco Act, which substantially restricts cigarette advertising. The 2002 Quebec Superior Court trial yielded a new collection of internal documents from Imperial Tobacco Ltd (ITL), including several about the development and marketing of Player's Premiere.

METHOD

Trial testimony and corporate documents were reviewed to determine the validity of the industry representations about the new cigarette product development process, focusing on the case history of Player's Premiere.

RESULTS

In direct contradiction to industry testimony, the documentary evidence demonstrates that (1) communications for Player's Premiere, which claimed less irritation, were developed long before finding a product that could deliver on the promise; (2) ITL did not sell a "less irritating" product that matched its promotional promise; (3) the advertising and other communications for Player's Premiere were extensive, relying on the hi-tech appearances ("tangible credibility") of a "unique" filter, yet were uninformative and vague; and (4) Player's Premiere failed in the marketplace, despite extensive advertising and retail support, because it was an inferior product that did not live up to its promotional promise, not because of regulation of commercial speech.

CONCLUSIONS

New product development entails extensive consumer research to craft all communications tools in fine detail. In the case of Player's Premiere, this crafting created a false and misleading impression of technological advances producing a "less irritating" cigarette. This product was solely a massive marketing ploy with neither consumer benefits, nor public health benefits. The industry attempted to deceive both consumers and the court.

摘要

目的

以玩家至尊香烟的产品推出为例,研究20世纪90年代新型香烟产品的开发过程。我们确定烟草行业所宣称内容的(不)合理性,这些宣称包括:(1)实体产品的开发先于“刺激性更小”的促销承诺;(2)“刺激性更小”的承诺实际得以实现;(3)广告向消费者提供了信息;(4)广告法规导致该产品在市场上失败。

背景

法庭程序对加拿大《烟草法案》的合宪性进行评估,该法案对香烟广告进行了大幅限制。2002年魁北克高等法院的审判产生了一批来自帝国烟草有限公司(ITL)的新内部文件,其中包括几份关于玩家至尊香烟开发和营销的文件。

方法

审查审判证词和公司文件,以确定烟草行业关于新型香烟产品开发过程的陈述是否合理,重点关注玩家至尊香烟的案例历史。

结果

与烟草行业的证词直接矛盾的是,书面证据表明:(1)宣称刺激性更小的玩家至尊香烟的宣传材料早在找到能够兑现该承诺的产品之前就已制定出来;(2)ITL并未销售出与其促销承诺相符的“刺激性更小”的产品;(3)玩家至尊香烟的广告及其他宣传内容广泛,依赖于一种“独特”过滤嘴的高科技外观(“切实可信性”),但却缺乏信息且含糊不清;(4)尽管有大量广告和零售支持,玩家至尊香烟在市场上仍告失败,原因是它是一款劣质产品,未能兑现其促销承诺,而非因为商业言论受到监管。

结论

新产品开发需要进行广泛的消费者研究,以便精心设计所有传播工具。就玩家至尊香烟而言,这种精心设计给人造成了一种关于技术进步带来“刺激性更小”香烟的虚假且误导性的印象。该产品纯粹是一个大规模的营销手段,既无消费者利益,也无公共健康益处。烟草行业试图欺骗消费者和法庭。

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