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Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch
4 references·1 citing·22 second hop
Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch (2020)Prevalence and strategies of energy drink…Teens, Social Media & Technology 2018 (2018)Teens, Social Media & Technol…Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Why do people watch others pl…Digital Junk: Food and Beverage Marketing on Facebook (2014)Digital Junk: Food and Bevera…Everyday, Everywhere: Alcohol Marketing and Social Media—Current Trends (2012)Everyday, Everywhere: Alcohol…More than a Nuisance: Implications of Food Marketing for Public Health Efforts to Curb Childhood Obesity (2023)More than a Nuisance: Implica…Engaging stakeholders through social networking: How nonprofit organizations are using Facebook (2009)The Social Media Marketing Book (2009)A systematic examination of the use of Online social networking sites for sexual health promotion (2011)Exposure of Children and Adolescents to Alcohol Marketing on Social Media Websites (2013)Marketing to Youth in the Digital Age: The Promotion of Unhealthy Products and Health Promoting Behaviours on Social Media (2016)User generated content presenting brands on social media increases young adults’ purchase intention (2019)Gone viral? Heard the buzz? A guide for public health practitioners and researchers on how Web 2.0 can subvert advertising restrictions and spread health information: Table 1 (2008)Systematic reviews of the evidence on the nature, extent and effects of food marketing to children. A retrospective summary (2012)An Exploratory Study of Gambling Operators’ Use of Social Media and the Latent Messages Conveyed (2015)Adolescents’ engagement with unhealthy food and beverage brands on social media (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)eSport management: Embracing eSport education and research opportunities (2017)The impact of live video streaming on online purchase intention (2019)The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective (2020)Consumer Socialization of Children: A Retrospective Look At Twenty‐Five Years of Research (1999)Brand Synthesis: The Multidimensionality of Brand Knowledge (2003)Priming effects of television food advertising on eating behavior. (2009)The “online brain”: how the Internet may be changing our cognition (2019)Auditing radicalization pathways on YouTube (2020)Gender differences in associations between digital media use and psychological well‐being: Evidence from three large datasets (2020)
this work references cited by second hop

References

  • 2018Teens, Social Media & Technology 2018900 cited
  • 2016Why do people watch others play video games? An empirical study on the motivations of Twitch users673 cited
  • 2012Everyday, Everywhere: Alcohol Marketing and Social Media—Current Trends220 cited
  • 2014Digital Junk: Food and Beverage Marketing on Facebook211 cited

Cited by

  • 2023More than a Nuisance: Implications of Food Marketing for Public Health Efforts to Curb Childhood Obesity32 cited

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