(https://contenthub-static.grammarly.com/blog/wp-content/uploads/2017/11/research.jpg) Exploiting the 'video game craze': A case study of the tobacco industry’s use of video games as a marketing tool. Authors: McDaniel, Patricia Forsyth, Susan R Release Date :2020/10/19 The purpose The aim of the authors McDaniel, Patricia and Forsyth, Susan R was to show how the tobacco industry was and is using video games to market their product to young adults. The tobacco companies figured out that young adults who play video games are an attractive market ready to exploit as they were already using normal games like card games and bar games to promote cigarettes. They had also of incorporating video game themes into cigarette packaging and through particular corporate messages. The how The authors search through the tobacco industry’s previously undisclosed 15 million documents at first using broad term such as video game and online gaming and then narr...
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