Prevalence and Comparisons of Alcohol, Candy, Energy Drink, Snack, Soda, and Restaurant Brand and Product Marketing on Twitch, Facebook Gaming, and YouTube Gaming
Food marketing
DOI:
10.31235/osf.io/gbc4f
Publication Date:
2021-04-27T07:56:56Z
AUTHORS (6)
ABSTRACT
Objective: To compare and evaluate the prevalence of food beverage marketing on livestreaming platforms Twitch, Facebook Gaming, YouTube as well examine growth these over a 17-month period data collection.Design: Cross-sectional was analyzed across three six categories: alcohol, candy, energy drinks, snacks, sodas, restaurants.Setting: Stream titles livestreamed events corresponding hours watched Gaming.Participants: NoneResults: There were significant differences between brand mentions all studied (p<0.05), (p<0.05). Energy drinks dominated platforms, followed by restaurants, soda, snacks. All demonstrated collection period. Post-hoc analyses revealed that COVID-19 pandemic impacted both immediate sustained with greatest impact observed Twitch platform.Conclusions: Food measured through stream is widely prevalent most popular particularly for drinks. experienced past 17-months which accelerated substantially pandemic. Future work should assess this may have practices eating behavior.
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