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2018 年最畅销的 20 款视频游戏中的烟草意象。

Tobacco Imagery in the 20 Best-Selling Video Games of 2018.

机构信息

Department of Social and Behavioral Sciences, School of Nursing, University of California, San Francisco, CA.

Department of Nursing, California State University East Bay, Hayward, CA.

出版信息

Nicotine Tob Res. 2021 Aug 4;23(8):1341-1348. doi: 10.1093/ntr/ntaa233.

Abstract

INTRODUCTION

Video games are played by the majority of American adolescents. A small body of research has shown that video games expose users to tobacco imagery, potentially influencing subsequent smoking behavior. We examine the presence, type, and quantity of tobacco imagery in recent popular video games.

METHODS

After identifying 20 best-selling US video games of 2018 and selecting each YouTube video of all cut scenes and bridging game play, we coded each video for the presence of five types of tobacco imagery. We also recorded the length of time tobacco content was visible during the video.

RESULTS

Seven of the top 20 video games contained tobacco imagery, which comprised between 7 seconds and 38 minutes of game play. All five types of tobacco imagery were accounted for: visible tobacco paraphernalia, tobacco products used to further game play, background characters using tobacco products, and main characters (playable and nonplayble) using tobacco products. Visible tobacco paraphernalia was the most common type of tobacco imagery and included both real and fictionalized tobacco brands that sometimes drew on real cigarette brand imagery. Three games allowed players to control tobacco-using characters.

CONCLUSIONS

Popular video games continue to expose players to tobacco imagery. Because video games are played repeatedly, the potential exists for adolescents to experience even more tobacco imagery than the baseline exposure established here, further increasing the potential for harm. Existing voluntary and regulatory approaches to policing tobacco content are inadequate; thus, policymakers should consider further interventions to minimize tobacco content in video games.

IMPLICATIONS

Video games, popular among youth and young adults, are known to contain tobacco imagery. Less is known about the quantity and type of this imagery among recent popular games. We found that 7 of the 20 best-selling video games of 2018 in the United States contained a variety of tobacco imagery and exposed players to as much as 38 minutes of tobacco content. Given the established link between exposure to tobacco marketing in media such as films and subsequent smoking behavior, policies to minimize tobacco imagery in video games that exceed the scant protections offered by the Master Settlement Agreement could help reduce smoking prevalence among youth.

摘要

简介

大多数美国青少年都玩电子游戏。少量研究表明,电子游戏向用户展示了烟草图像,可能会影响他们之后的吸烟行为。我们研究了近期热门电子游戏中烟草图像的存在、类型和数量。

方法

在确定了 2018 年美国最畅销的 20 款视频游戏,并选择了所有过场动画和桥接游戏玩法的每个 YouTube 视频后,我们对每个视频中的五种类型的烟草图像进行了编码。我们还记录了烟草内容在视频中可见的时间长度。

结果

在 20 大视频游戏中,有 7 个游戏含有烟草图像,占游戏时间的 7 秒至 38 分钟不等。所有五种类型的烟草图像都有出现:可见的烟草用具、用于推进游戏玩法的烟草产品、使用烟草产品的背景角色以及使用烟草产品的主要角色(可玩和不可玩)。可见的烟草用具是最常见的烟草图像类型,包括真实和虚构的烟草品牌,这些品牌有时借鉴了真实香烟品牌的形象。有 3 个游戏允许玩家控制使用烟草的角色。

结论

流行的视频游戏继续向玩家展示烟草图像。由于视频游戏可以反复玩,青少年可能会经历比这里设定的基线暴露更多的烟草图像,从而进一步增加潜在的危害。现有的针对烟草内容的自愿和监管方法是不够的;因此,政策制定者应考虑采取进一步的干预措施,尽量减少视频游戏中的烟草内容。

意义

视频游戏在年轻人和年轻人中很受欢迎,已知其中包含烟草图像。关于最近流行游戏中这种图像的数量和类型,人们知之甚少。我们发现,在 2018 年美国最畅销的 20 款视频游戏中,有 7 款包含各种烟草图像,向玩家展示了长达 38 分钟的烟草内容。鉴于在电影等媒体中接触烟草营销与随后的吸烟行为之间已建立的联系,采取政策减少视频游戏中的烟草图像,超过《烟草和解协议》提供的微薄保护,可能有助于降低青少年的吸烟率。

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