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召回食品营销视频游戏直播平台:与青少年饮食相关行为和健康的关联。

Recall of food marketing on videogame livestreaming platforms: Associations with adolescent diet-related behaviours and health.

机构信息

Department of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, Liverpool, L69 7ZA, UK.

Department of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, Liverpool, L69 7ZA, UK.

出版信息

Appetite. 2023 Jul 1;186:106584. doi: 10.1016/j.appet.2023.106584. Epub 2023 Apr 29.

Abstract

Digital media has become an integral part of adolescents' lives. Mirroring this trend, food and non-alcoholic beverage (hereafter: food) brands increasingly promote products in digital media to maximise reach with young consumers. Videogame livestreaming platforms, where individuals can broadcast or watch streamed videogame footage, are a growing form of digital media. The top three platforms (market share by hours watched) are Twitch (72%), YouTube Gaming (13%), and Facebook Gaming Live (9%), with a combined 34.6 billion hours watched in 2021. These platforms represent a hybridisation of two popular digital trends amongst teenagers: viewing online video content and playing videogames. On these platforms, gaming influencers promote food brands and products, with energy drinks and fast-food restaurants representing the most frequently promoted categories. Evidence suggests that food marketing via Twitch is associated with food craving, purchasing and consumption in adults. Yet, despite the evident teenage appeal and prevalence of food marketing on these platforms, research is yet to explore its associations with adolescent eating behaviour. Adolescents (n = 490, M = 16.81, 30.2% female) completed an online cross-sectional questionnaire exploring their recall of food marketing on the top three videogame livestreaming platforms, and relevant behavioural (purchase, consumption) and health (Body Mass Index) outcomes. Structural equation modelling was used to explore hierarchical relationships between the key variables. Results showed that recall of unhealthy food marketing on these platforms was significantly associated with purchase and consumption of marketed food categories. Attitudes towards unhealthy foods mediated this relationship. Findings are the first to demonstrate the relationships between unhealthy food marketing via videogame livestreaming platforms and adolescent eating behaviours, which has implications for the design of policies to restrict digital food marketing to young people.

摘要

数字媒体已成为青少年生活不可或缺的一部分。与此趋势相呼应,食品和非酒精饮料(以下简称“食品”)品牌越来越多地在数字媒体上推广产品,以最大限度地覆盖年轻消费者。视频游戏直播平台是一种新兴的数字媒体形式,个人可以在该平台上直播或观看视频游戏内容。这三个顶级平台(按观看时长计算的市场份额)分别是 Twitch(72%)、YouTube Gaming(13%)和 Facebook Gaming Live(9%),2021 年总观看时长达到 346 亿小时。这些平台融合了青少年中两种流行的数字趋势:观看在线视频内容和玩视频游戏。在这些平台上,游戏影响者推广食品品牌和产品,其中能量饮料和快餐店是最常推广的品类。有证据表明,通过 Twitch 进行的食品营销与成年人的食物渴望、购买和消费有关。然而,尽管这些平台上明显受到青少年的欢迎,并且食品营销也很普遍,但目前还没有研究探讨其与青少年饮食行为的关联。研究共纳入 490 名青少年(M=16.81,30.2%为女性),他们在线完成了一份横断面问卷,内容涉及他们对三大视频游戏直播平台上食品营销的回忆,以及相关的行为(购买、消费)和健康(体重指数)结果。结构方程模型用于探索关键变量之间的层次关系。结果表明,对这些平台上不健康食品营销的回忆与对营销食品类别的购买和消费显著相关。对不健康食品的态度在这种关系中起中介作用。研究结果首次证明了通过视频游戏直播平台进行的不健康食品营销与青少年饮食行为之间的关系,这对制定限制向年轻人进行数字食品营销的政策具有重要意义。

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