2012, Número 3
<< Anterior Siguiente >>
salud publica mex 2012; 54 (3)
Se busca mercado adolescente: internet y videojuegos, las nuevas estrategias de la industria tabacalera
Barrientos-Gutiérrez T, Barrientos-Gutiérrez I, Reynales-Shigematsu LM, Thrasher JF, Lazcano-Ponce E
Idioma: Español
Referencias bibliográficas: 51
Paginas: 303-314
Archivo PDF: 311.94 Kb.
RESUMEN
La exposición a publicidad sobre tabaco está asociada con el inicio en el consumo, particularmente en población joven, por lo que su control es un objetivo clave para reducir la incidencia de tabaquismo. Históricamente, la industria tabacalera ha sido pionera en la utilización de tecnologías de comunicación para posicionarse ante nuevos mercados y mantener la preferencia de los consumidores. Internet y los videojuegos han trascendido el espacio del entretenimiento, convirtiéndose en medios de comunicación masiva con un alto potencial publicitario. El presente artículo hace una revisión de la literatura existente sobre la presencia de tabaco en internet y videojuegos, con la intención de definir líneas de trabajo para desarrollar mecanismos efectivos de regulación y control de la publicidad en estos medios.
REFERENCIAS (EN ESTE ARTÍCULO)
Charlesworth A, Glantz SA. Smoking in the movies increases adolescent smoking: A review. Pediatrics 2005;116(6):1516.
World Health Organization. WHO framework convention on tobacco control (WHO FCTC). World Health Organization (Switzerland); 2003. [Consultado: 2011 mayo 3]. Disponible en: http://whqlibdoc.who.int/publications/2003/9241591013.pdf..
World Health Organization. Guidelines for implementation of article 13 of the WHO framework convention on tobacco control. World Health Organization (Switzerland); 2009. [Consultado: 2011 abril 21]. Disponible en: http://www.who.int/fctc/guidelines/article_13.pdf..
National Cancer Institute. The role of the media in promoting and reducing tobacco us. tobacco control monograph no. 19. Department of Health and Human Services, National Institutes of Health (US); 2008. Report no. 07-6242.
Ribisl K. The potential of the internet as a medium to encourage and discourage youth tobacco use. Tob Control 2003;12(suppl 1):i48.
Asociación Mexicana de Internet. Hábitos de los usuarios de internet en México. Asociación Mexicana de Internet (México); 2011. [Consultado 2011 agosto 8]. Disponible en: http://estudios.amipci.org.mx:8080/mashboard/main.jsp.
Jenssen BP, Klein JD, Salazar LF, Daluga NA, iClemente RJ. Exposure to tobacco on the internet: Content analysis of adolescents’ internet use. Pediatrics 2009;124(2):e180.
Cisco Systems. Cisco visual networking index: Forecast and methodology: 2010-2015. [Consultado 2011 agosto 8] Disponible en: http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-481360.pdf.
Philip Morris, Co. Internet usage policy. 1998. [Consultado 2011 agosto 8]. Disponible en: http://legacy.library.ucsf.edu/tid/gyr69h00/pdf.
Elkin L, Thomson G, Wilson N. Connecting world youth with tobacco brands: YouTube and the internet policy vacuum on Web 2.0. Tob Control 2010;19(5):361.
Asociación Mexicana de Internet. Redes sociales en México y Latinoamérica. Asociación Mexicana de Internet (México); 2011. [Consultado 2011 agosto 8]. Disponible en: http://www.amipci.org.mx/temp/EstudioAMIPCIdeRedesSociales2011-0413643001316532272OB.pdf.
Freeman B, Chapman S. Tobacco promotion invades new media. Lancet Oncology 2007;8(11):973-974.
Freeman B, Chapman S. Is “YouTube” telling or selling you something? Tobacco content on the YouTube video-sharing website. Tob Control 2007;16(3):207.
Malone RE, Bero LA. Cigars, youth, and the internet link. Am J Public Health 2000;90(5):790.
Jensen JA, Hickman NJ, Landrine H, Klonoff EA. Availability of tobacco to youth via the internet. JAMA: The Journal of the American Medical Association 2004;291(15):1837.
Entertainment Software Association. Essential facts about the computer and video game industry: Sales, demographic and usage data. [Consultado: 2011 marzo 2] Disponible en: http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf;.
The Nielsen Company. Who, when and how? A closer look at the video game measurement. 2010. [Consultado 2011 agosto 8]. Disponible en: http://blog.nielsen.com/nielsenwire/consumer/who-when-and-how-acloser-look-at-video-game-measurement/.
Marshall SJ, Gorely T, Biddle SJH. A descriptive epidemiology of screen-based media use in youth: A review and critique. J Adolesc 2006;29(3):333-349.
Newzoo B. Games spending in mexico will reach 1.2 billion in 2011. 2011. [Consultado 2011 agosto 8]. Disponible en: www.newzoo.com/press/PRESSRELEASE_2011_Newzoo_National_Gamers_Survey_Mexico_130911.pdf.
Griffiths MD, Davies MNO, Chappell D. Online computer gaming: A comparison of adolescent and adult gamers. J Adolesc 2004;27(1):87-96.
Yankee Group. Advertising and games: 2007 in-game advertising forecast. [Consultado 2011 agosto 8]. Disponible en: http://www.yankeegroup.com/ResearchDocument.do?id=16395.
Richards JW, Tye JB, Fischer PM. The tobacco industry’s code of advertising in the United States: Myth and reality. Tob Control 1996;5(4):295-311.
Glass Z. The effectiveness of product placement in video games. Journal of Interactive Advertising 2007;8(1):1-27.
Yang HL, Wang CS. Product placement of computer games in cyberspace. CyberPsychology & Behavior 2008;11(4):399-404.
Lee M, Faber RJ. Effects of product placement in on-line games on brand memory: A perspective of the limited-capacity model of attention. Journal of Advertising 2007;36(4):75-90.
Winkler T, Buckner K. Receptiveness of gamers to embedded brand messages in advergames: Attitudes towards product placement. Journal of Interactive Advertising 2006;7(1):37-46.
Nelson MR, Keum H, Yaros RA. Advertainment or adcreep? game players’ attitudes toward advertising and product placements in computer games. Journal of Interactive Advertising 2004;5(1):3-21.
Philip Morris, Inc. Video game purchase, refurbishment and upgrade agreement 2000. [Consultado 2011 agosto 8]. Disponible en: http://legacy.library.ucsf.edu/tid/cdh51h00.
National Cancer Institute. Types and extent of tobacco advertising and promotion. In: Davis RM, Gilpin EA, Loken B, Viswanath K, Wakefield MA, eds. The Role of the Media in Promoting and Reducing Tobacco use. National Cancer Institute. U.S. Department of Health and Human Services (US); 2008. Report No.: NIH 07-6242.
Baumann SB, Sayette MA. Smoking cues in a virtual world provoke craving in cigarette smokers. Psychology of Addictive Behaviors 2006;20(4):484.
Carter BL, Bordnick P, Traylor A, Day SX, Paris M. Location and longing: The nicotine craving experience in virtual reality. Drug Alcohol Depend 2008;95(1-2):73-80.
Lee JH, Lim Y, Wiederhold BK, Graham SJ. A functional magnetic resonance imaging (FMRI) study of cue-induced smoking craving in virtual environments. Appl Psychophysiol Biofeedback 2005;30(3):195-204.
Lee JH, Ku J, Kim K, Kim B, Kim IY, Yang BH, et al. Experimental application of virtual reality for nicotine craving through cue exposure. CyberPsychology & Behavior 2003;6(3):275-280.
Paris MM, Carter BL, Traylor AC, Bordnick PS, Day SX, Armsworth MW, et al. Cue reactivity in virtual reality: The role of context. Addict Behav 2011;36(7):696-699.
Bordnick PS, Graap KM, Copp HL, Brooks J, Ferrer M. Virtual reality cue reactivity assessment in cigarette smokers. CyberPsychology & Behavior 2005;8(5):487-492.
Traylor AC, Bordnick PS, Carter BL. Assessing craving in young adult smokers using virtual reality. The American Journal on Addictions 2008;17(5):436-440.
Traylor AC, Bordnick PS, Carter BL. Using virtual reality to assess young adult smokers’ attention to cues. CyberPsychology & Behavior 2009;12(4):373-378.
Desai RA, Krishnan-Sarin S, Cavallo D, Potenza MN. Video-gaming among high school students: Health correlates, gender differences, and problematic gaming. Pediatrics 2010;126(6):e1414.
Armstrong KE, Bush HM, Jones J. Television and video game viewing and its association with substance use by Kentucky elementary school students, 2006. Public Health Rep 2010;125(3):433.
Girard B, Turcotte V, Bouchard S, Girard B. Crushing virtual cigarettes reduces tobacco addiction and treatment discontinuation. CyberPsychology & Behavior 2009;12(5):477-483.
Lieberman DA. Management of chronic pediatric diseases with interactive health games: Theory and research findings. J Ambulatory Care Manage 2001;24(1):26.
Calleja N, Pick S, Reidl L, González-Forteza C. Programa de prevención de tabaquismo para mujeres adolescentes. Salud Mental 2010;33:419-427
Entertainment Software Rating Board. Frequently asked question. [Consultado: 2011 septiembre 14] Disponible en: http://www.esrb.org/ratings/faq.jsp#2.
Haninger K, Thompson KM. Content and ratings of teen-rated video games. JAMA 2004;291(7):856-865. [Consultado: 2011 septiembre 14]. Disponible en: http://search.ebscohost.com/login.aspx?direct=true&db=cmedm&AN=14970065&site=ehost-live.
Tickle JJ, Sargent JD, Dalton MA, Beach ML, Heatherton TF. Favourite movie stars, their tobacco use in contemporary movies, and its association with adolescent smoking. Tob Control 2001;10(1):16.
World Health Organization. Smoke-free movies: From evidence to action. World Health Organization (Switzerland); 2009. Report No.: HV 5745. [Consultado: 2011 marzo 5]. Available from: http://whqlibdoc.who.int/publications/2009/9789241597937_eng.pdf.
Wellman RJ, Sugarman DB, DiFranza JR, Winickoff JP. The extent to which tobacco marketing and tobacco use in films contribute to children’s use of tobacco: A meta-analysis. Arch Pediatr Adolesc Med 2006;160(12):1285-1296.
Ley General para el Control del Tabaco. Diario Oficial de la Federación. 30/04/2008. México, DF: Congreso General, 2008.
Ribisl KM, Lee RE, Henriksen L, Haladjian HH. A content analysis of web sites promoting smoking culture and lifestyle. Health Education & Behavior 2003;30(1):64.
Ribisl KM, Kim AE, Williams RS. Web sites selling cigarettes: How many are there in the USA and what are their sales practices? Tob Control 2001;10(4):352.
Millett C, Glantz SA. Assigning an ‘18’rating to movies with tobacco imagery is essential to reduce youth smoking. Thorax 2010;65(5):377.