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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...
Autores principales: | McDaniel, Patricia A., Forsyth, Susan R. |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6657901/ https://www.ncbi.nlm.nih.gov/pubmed/31344096 http://dx.doi.org/10.1371/journal.pone.0220407 |
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