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

Patricia A McDanielSusan R Forsyth
Published in: PloS one (2019)
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.
Keyphrases
  • virtual reality
  • social media
  • physical activity
  • health information
  • healthcare
  • health insurance