Patricia A McDaniel Susan R Forsyth
10.1371/journal.pone.0220407
PLoS One
2019 Jul 25;14(7):e0220407.
CC BY
https://pubmed.ncbi.nlm.nih.gov/31344096/
Advertising / methods Marketing / methods Tobacco Industry / economics Tobacco Industry / history Tobacco Industry / methods Tobacco Industry / trends Tobacco Products / economics Tobacco Products / supply & distribution Video Games / psychology Video Games / trends
Advertising / methods Marketing / methods Tobacco Industry / economics Tobacco Industry / history Tobacco Industry / methods Tobacco Industry / trends Tobacco Products / economics Tobacco Products / supply & distribution Video Games / psychology Video Games / trends Historical Article Research Support, Non-U.S. Gov't Adolescent Adult Advertising / trends Craving / physiology History, 20th Century History, 21st Century Humans Internet Product Packaging / methods Young Adult
PMC6657901
31344096
Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool
2019