Summary
This study examines the extent and distribution of unhealthy food and beverage marketing across three major gaming streaming platforms. Using content analysis methods, the authors likely document substantial exposure to energy drink, snack, and soda marketing in gaming environments, with variation across platforms. The findings contribute evidence on the food marketing landscape within digital gaming spaces, which attract large and often young audiences.
UK applicability
Although conducted in an international context with likely US focus, the findings are broadly applicable to the UK given the global reach of Twitch, YouTube Gaming, and Facebook Gaming; the results are relevant to UK policy discussions around restricting unhealthy food marketing in digital and online environments, particularly given the UK government's ongoing work on advertising standards for high fat, salt, and sugar products.
Key measures
Marketing appearance frequency by brand and product category; prevalence rates by platform; comparative exposure across Twitch, Facebook Gaming, and YouTube Gaming
Outcomes reported
The study measured the frequency and prevalence of food and beverage brand and product marketing appearances across Twitch, Facebook Gaming, and YouTube Gaming, comparing marketing exposure across platform and product category including alcohol, candy, energy drinks, snacks, sodas, and restaurant brands.
Topic tags
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