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Exposure to tobacco in video games and smoking among gamers in Argentina.阿根廷视频游戏中的烟草暴露与游戏者中的吸烟行为。
Tob Control. 2019 Jul;28(4):427-433. doi: 10.1136/tobaccocontrol-2017-053973. Epub 2018 Jul 20.
3
Receipt of tobacco direct mail/email discount coupons and trajectories of cigarette smoking behaviours in a nationally representative longitudinal cohort of US adults.在美国成年人具有全国代表性的纵向队列中,烟草直邮/电子邮件折扣券的接收情况与吸烟行为轨迹
Tob Control. 2018 Jun 19. doi: 10.1136/tobaccocontrol-2018-054363.
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Monitoring Tobacco Brand Websites to Understand Marketing Strategies Aimed at Tobacco Product Users and Potential Users.监测烟草品牌网站,了解针对烟草制品使用者和潜在使用者的营销策略。
Nicotine Tob Res. 2018 Sep 25;20(11):1393-1400. doi: 10.1093/ntr/ntx200.
5
"It Feels More Real": An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent Lives.“感觉更真实”:一项关于电子游戏在青少年生活中意义的解释现象学研究
ANS Adv Nurs Sci. 2017 Oct/Dec;40(4):E1-E17. doi: 10.1097/ANS.0000000000000183.
6
Tobacco companies' use of retailer incentives after a ban on point-of-sale tobacco displays in Scotland.苏格兰禁止销售点烟草展示后,烟草公司对零售商的激励措施使用情况。
Tob Control. 2018 Jul;27(4):414-419. doi: 10.1136/tobaccocontrol-2017-053724. Epub 2017 Jul 31.
7
Tobacco imagery in video games: ratings and gamer recall.电子游戏中的烟草形象:评级与玩家记忆
Tob Control. 2016 Sep;25(5):587-90. doi: 10.1136/tobaccocontrol-2015-052286. Epub 2015 Sep 14.
8
Smoking in Video Games: A Systematic Review.电子游戏中的吸烟行为:一项系统综述。
Nicotine Tob Res. 2016 Jun;18(6):1390-8. doi: 10.1093/ntr/ntv160. Epub 2015 Jul 25.
9
A longitudinal study of risk-glorifying video games and behavioral deviance.一项关于美化风险的电子游戏与行为偏差的纵向研究。
J Pers Soc Psychol. 2014 Aug;107(2):300-25. doi: 10.1037/a0036058.
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'Action. Adventure. Special offers.': How Marlboro engages consumers on its website.“动作。冒险。特别优惠。”:万宝路如何在其网站上吸引消费者。
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利用“电子游戏热潮”:烟草业将电子游戏用作营销工具的案例研究。

Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool.

机构信息

Department of Social and Behavioral Sciences, School of Nursing, University of California, San Francisco, San Francisco, California, United States of America.

出版信息

PLoS One. 2019 Jul 25;14(7):e0220407. doi: 10.1371/journal.pone.0220407. eCollection 2019.

DOI:10.1371/journal.pone.0220407
PMID:31344096
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6657901/
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 games.

RESULTS

Tobacco companies recognized the youth appeal and marketing potential of video games as early as 1980. Initial marketing ideas included incorporating video game themes into product packaging and design. More fully realized plans focused on incorporating video games into product promotions in bars, as a high visibility way to attract younger patrons and increase long-term marketing opportunities by generating names for tobacco company direct-marketing databases. Tobacco companies also incorporated video games into in-home product promotions, primarily as components of brand websites, in order to enhance brand image and generate repeat website traffic. A similar desire to attract and keep visitors led to discussions about the inclusion of video games on corporate youth smoking prevention websites, although only one company, Lorillard, followed through.

CONCLUSIONS

Video game players are an attractive target market for tobacco companies. Video games, as used by these companies, facilitate consumer engagement with particular tobacco brands or particular corporate messages. Eliminating the use of video games as a promotional vehicle may require limiting tobacco marketing in both physical and online environments.

摘要

背景

自 20 世纪 70 年代以来,电子游戏越来越受欢迎,烟草图像出现在大量游戏中,包括面向青少年的游戏。就像接触电影中的烟草内容一样,接触电子游戏中的烟草内容可能会影响吸烟的发生和使用;然而,烟草行业在促进或推广电子游戏中使用烟草图像的作用尚不清楚。我们探讨了该行业对电子游戏的兴趣以及利用电子游戏向青少年和年轻人推销其产品的情况。

方法

我们检索并分析了档案中的烟草行业文件。我们用文件中的信息补充了几个品牌和公司网站的当前和存档版本以及一个包含用户提供的电子游戏信息的网站的信息。

结果

烟草公司早在 1980 年就认识到了电子游戏对年轻人的吸引力和营销潜力。最初的营销理念包括将电子游戏主题融入产品包装和设计中。更全面的计划则侧重于将电子游戏融入酒吧的产品促销活动中,这是一种吸引年轻顾客并通过生成烟草公司直邮数据库的名称来增加长期营销机会的高可见度方式。烟草公司还将电子游戏纳入家庭产品促销活动中,主要是作为品牌网站的组成部分,以增强品牌形象并产生重复的网站流量。类似地,为了吸引和留住访客,人们讨论了在公司青少年吸烟预防网站上加入电子游戏的问题,尽管只有一家公司,即 Lorillard,采取了行动。

结论

电子游戏玩家是烟草公司的一个有吸引力的目标市场。这些公司使用的电子游戏促进了消费者与特定烟草品牌或特定公司信息的互动。要消除电子游戏作为促销工具的使用,可能需要限制物理和在线环境中的烟草营销。