The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial

Abstract Objective: The marketing of foods and non-alcoholic beverages (hereafter: food) high in fat, salt and/or sugar (HFSS) is implicated in the development of poor dietary habits, overweight and obesity. Digital media, including video game live streaming platforms (VGLSP), are an increasingly...

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Main Authors: Rebecca Evans, Paul Christiansen, Andrew Jones, James Finney, Emma Boyland
Format: Article
Language:English
Published: Cambridge University Press 2025-01-01
Series:Public Health Nutrition
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Online Access:https://www.cambridge.org/core/product/identifier/S1368980025100487/type/journal_article
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author Rebecca Evans
Paul Christiansen
Andrew Jones
James Finney
Emma Boyland
author_facet Rebecca Evans
Paul Christiansen
Andrew Jones
James Finney
Emma Boyland
author_sort Rebecca Evans
collection DOAJ
description Abstract Objective: The marketing of foods and non-alcoholic beverages (hereafter: food) high in fat, salt and/or sugar (HFSS) is implicated in the development of poor dietary habits, overweight and obesity. Digital media, including video game live streaming platforms (VGLSP), are an increasingly prominent source of food marketing exposure, particularly for young people. This study aimed to experimentally examine the impact of food marketing via VGLSP on eating behaviour in young people. Design: A between-subjects randomised controlled trial design was used to explore the impact of exposure to HFSS food marketing in a video game live stream (a static food banner advert present throughout the footage) on immediate consumption of the marketed snack and an ‘alternative brand’ of the same snack in a sample of adolescents (n 91, Mage = 17·8, 69 % female). Relationships with food-advertising-related attentional bias and inhibitory control in relation to branded food cues were also examined. Setting: University Psychology laboratory. Results: Exposure to HFSS food marketing, compared with non-food marketing, did not significantly impact immediate marketing or overall snack intake. Additionally, no significant effects for attentional bias or inhibitory control were found. However, although the overall model was non-significant, greater weekly use of VGLSP was significantly associated with greater marketed snack intake. Conclusions: Findings suggest that while acute exposure to food marketing in VGLSP did not impact snack intake, perhaps more sustained exposure is impactful. Further exploration of this effect is needed, as well as studies investigating the potential impacts of other food marketing formats within VGLSP.
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spelling doaj-art-ac7445b93e4d428b86bbc8e6ef35e5112025-08-20T02:35:47ZengCambridge University PressPublic Health Nutrition1368-98001475-27272025-01-012810.1017/S1368980025100487The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trialRebecca Evans0https://orcid.org/0000-0001-8894-5938Paul Christiansen1Andrew Jones2James Finney3Emma Boyland4https://orcid.org/0000-0001-8384-4994Department of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, Liverpool L69 7ZA, UKDepartment of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, Liverpool L69 7ZA, UKSchool of Psychology, Liverpool John Moores University, Tom Reilly Building, Byrom Street, Liverpool L3 3AF, UKDepartment of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, Liverpool L69 7ZA, UKDepartment of Psychology, University of Liverpool, Eleanor Rathbone Building, Bedford Street South, Liverpool L69 7ZA, UK Abstract Objective: The marketing of foods and non-alcoholic beverages (hereafter: food) high in fat, salt and/or sugar (HFSS) is implicated in the development of poor dietary habits, overweight and obesity. Digital media, including video game live streaming platforms (VGLSP), are an increasingly prominent source of food marketing exposure, particularly for young people. This study aimed to experimentally examine the impact of food marketing via VGLSP on eating behaviour in young people. Design: A between-subjects randomised controlled trial design was used to explore the impact of exposure to HFSS food marketing in a video game live stream (a static food banner advert present throughout the footage) on immediate consumption of the marketed snack and an ‘alternative brand’ of the same snack in a sample of adolescents (n 91, Mage = 17·8, 69 % female). Relationships with food-advertising-related attentional bias and inhibitory control in relation to branded food cues were also examined. Setting: University Psychology laboratory. Results: Exposure to HFSS food marketing, compared with non-food marketing, did not significantly impact immediate marketing or overall snack intake. Additionally, no significant effects for attentional bias or inhibitory control were found. However, although the overall model was non-significant, greater weekly use of VGLSP was significantly associated with greater marketed snack intake. Conclusions: Findings suggest that while acute exposure to food marketing in VGLSP did not impact snack intake, perhaps more sustained exposure is impactful. Further exploration of this effect is needed, as well as studies investigating the potential impacts of other food marketing formats within VGLSP. https://www.cambridge.org/core/product/identifier/S1368980025100487/type/journal_articleRandomised controlled trialFood marketingVideo game live streamingAdolescentsSnack intake
spellingShingle Rebecca Evans
Paul Christiansen
Andrew Jones
James Finney
Emma Boyland
The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial
Public Health Nutrition
Randomised controlled trial
Food marketing
Video game live streaming
Adolescents
Snack intake
title The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial
title_full The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial
title_fullStr The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial
title_full_unstemmed The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial
title_short The impact of food marketing via video game live streaming on snack intake in adolescents: a randomised controlled trial
title_sort impact of food marketing via video game live streaming on snack intake in adolescents a randomised controlled trial
topic Randomised controlled trial
Food marketing
Video game live streaming
Adolescents
Snack intake
url https://www.cambridge.org/core/product/identifier/S1368980025100487/type/journal_article
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