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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
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; howev...
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| Publicado no: | PLoS One |
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| Main Authors: | , |
| Formato: | Artigo |
| Idioma: | Inglês |
| Publicado em: |
Public Library of Science
2019
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| Assuntos: | |
| Acesso em linha: | https://ncbi.nlm.nih.gov/pmc/articles/PMC6657901/ https://ncbi.nlm.nih.gov/pubmed/31344096 https://ncbi.nlm.nih.govhttp://dx.doi.org/10.1371/journal.pone.0220407 |
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