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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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Библиографические подробности
Опубликовано в: :PLoS One
Главные авторы: McDaniel, Patricia A., Forsyth, Susan R.
Формат: Artigo
Язык:Inglês
Опубликовано: Public Library of Science 2019
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Online-ссылка: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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