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本文引用的文献

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The food and beverage cues in digital marketing model: special considerations of social media, gaming, and livestreaming environments for food marketing and eating behavior research.数字营销模式中的食品和饮料线索:社交媒体、游戏及直播环境对食品营销和饮食行为研究的特殊考量
Front Nutr. 2024 Feb 6;10:1325265. doi: 10.3389/fnut.2023.1325265. eCollection 2023.
2
Food and non-alcoholic beverage marketing via Fortnite streamers on Twitch: A content analysis.通过 Twitch 上的《堡垒之夜》主播进行食品和非酒精饮料营销:内容分析。
Appetite. 2024 Apr 1;195:107207. doi: 10.1016/j.appet.2024.107207. Epub 2024 Jan 11.
3
A systematic review and meta-analysis of the effect of digital game-based or influencer food and non-alcoholic beverage marketing on children and adolescents: Exploring hierarchy of effects outcomes.基于数字游戏或影响者的食品和非酒精饮料营销对儿童和青少年影响的系统评价和荟萃分析:探索效果层级的结果。
Obes Rev. 2023 Dec;24(12):e13630. doi: 10.1111/obr.13630. Epub 2023 Aug 22.
4
Recall of food marketing on videogame livestreaming platforms: Associations with adolescent diet-related behaviours and health.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。
Appetite. 2023 Jul 1;186:106584. doi: 10.1016/j.appet.2023.106584. Epub 2023 Apr 29.
5
Differential neural reward reactivity in response to food advertising medium in children.儿童对食品广告媒介的差异性神经奖励反应。
Front Neurosci. 2023 Feb 1;17:1052384. doi: 10.3389/fnins.2023.1052384. eCollection 2023.
6
The relationship between inhibitory control and food consumption or choice: A systematic review and meta-analysis.抑制控制与食物消费或选择之间的关系:一项系统综述和荟萃分析。
Appetite. 2023 Apr 1;183:106466. doi: 10.1016/j.appet.2023.106466. Epub 2023 Jan 20.
7
Instagram-based priming to nudge drink choices: Subtlety is not the answer.基于照片墙的引导以推动饮品选择:微妙并非答案。
Appetite. 2023 Jan 1;180:106337. doi: 10.1016/j.appet.2022.106337. Epub 2022 Oct 6.
8
Associations between adolescent and young adult External Food Cue Responsiveness (EFCR) and brand recall, product craving and product purchasing in the livestreaming food marketing environment.青少年和年轻成人对外在食物线索的反应性(EFCR)与直播食品营销环境中的品牌回忆、产品渴望和产品购买之间的关联。
Public Health Nutr. 2022 Nov;25(11):3036-3043. doi: 10.1017/S1368980022001628. Epub 2022 Aug 3.
9
Food Marketing and Power: Teen-Identified Indicators of Targeted Food Marketing.食品营销与权力:青少年认定的目标食品营销指标。
Int J Environ Res Public Health. 2022 Jun 25;19(13):7815. doi: 10.3390/ijerph19137815.
10
Association of Food and Nonalcoholic Beverage Marketing With Children and Adolescents' Eating Behaviors and Health: A Systematic Review and Meta-analysis.食品和非酒精饮料营销与儿童和青少年饮食行为及健康的关联:系统评价和荟萃分析。
JAMA Pediatr. 2022 Jul 1;176(7):e221037. doi: 10.1001/jamapediatrics.2022.1037. Epub 2022 Jul 5.

通过电子游戏直播进行食品营销对青少年零食摄入量的影响:一项随机对照试验。

The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial.

作者信息

Evans Rebecca, Christiansen Paul, Jones Andrew, Finney James, Boyland Emma

机构信息

Department of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, LiverpoolL69 7ZA, UK.

School of Psychology, Liverpool John Moores University, Tom Reilly Building, Byrom Street, LiverpoolL3 3AF, UK.

出版信息

Public Health Nutr. 2025 Jun 3;28(1):e109. doi: 10.1017/S1368980025100487.

DOI:10.1017/S1368980025100487
PMID:40457563
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12305382/
Abstract

OBJECTIVE

The marketing of foods and non-alcoholic beverages (hereafter: food) high in fat, salt and/or sugar (HFSS) is implicated in the development of poor dietary habits, overweight and obesity. Digital media, including video game live streaming platforms (VGLSP), are an increasingly prominent source of food marketing exposure, particularly for young people. This study aimed to experimentally examine the impact of food marketing via VGLSP on eating behaviour in young people.

DESIGN

A between-subjects randomised controlled trial design was used to explore the impact of exposure to HFSS food marketing in a video game live stream (a static food banner advert present throughout the footage) on immediate consumption of the marketed snack and an 'alternative brand' of the same snack in a sample of adolescents ( 91, = 17·8, 69 % female). Relationships with food-advertising-related attentional bias and inhibitory control in relation to branded food cues were also examined.

SETTING

University Psychology laboratory.

RESULTS

Exposure to HFSS food marketing, compared with non-food marketing, did not significantly impact immediate marketing or overall snack intake. Additionally, no significant effects for attentional bias or inhibitory control were found. However, although the overall model was non-significant, greater weekly use of VGLSP was significantly associated with greater marketed snack intake.

CONCLUSIONS

Findings suggest that while acute exposure to food marketing in VGLSP did not impact snack intake, perhaps more sustained exposure is impactful. Further exploration of this effect is needed, as well as studies investigating the potential impacts of other food marketing formats within VGLSP.

摘要

目的

高脂肪、高盐和/或高糖(HFSS)食品及非酒精饮料(以下简称:食品)的营销与不良饮食习惯、超重和肥胖的发展有关。数字媒体,包括电子游戏直播平台(VGLSP),正日益成为食品营销曝光的重要来源,尤其是对年轻人而言。本研究旨在通过实验考察通过VGLSP进行的食品营销对年轻人饮食行为的影响。

设计

采用组间随机对照试验设计,探讨在电子游戏直播中接触HFSS食品营销(整个视频片段中出现的静态食品横幅广告)对青少年样本(n = 91,M = 17.8,69%为女性)中被营销零食和同一零食“替代品牌”即时消费量的影响。还考察了与食品广告相关的注意偏向以及与品牌食品线索相关的抑制控制之间的关系。

地点

大学心理学实验室。

结果

与非食品营销相比,接触HFSS食品营销对即时营销或总体零食摄入量没有显著影响。此外,未发现注意偏向或抑制控制有显著影响。然而,尽管总体模型不显著,但每周更多地使用VGLSP与更多地摄入被营销零食显著相关。

结论

研究结果表明,虽然在VGLSP中急性接触食品营销不会影响零食摄入量,但或许持续时间更长的接触会产生影响。需要进一步探讨这种影响,以及研究VGLSP中其他食品营销形式的潜在影响。