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Prevalence and comparisons of alcohol, candy, energy drink, snack, soda, and restaurant brand and product marketing on Twitch, Facebook Gaming and YouTube Gaming

Published online by Cambridge University Press:  25 October 2021

Caitlyn G Edwards
Affiliation:
Department of Nutritional Sciences, The Pennsylvania State University, State College, PA 16802, USA
Catherine C Pollack
Affiliation:
Department of Biomedical Data Science, Geisel School of Medicine at Dartmouth College, Hanover, NH, USA Department of Epidemiology, Geisel School of Medicine at Dartmouth College, Hanover, NH, USA
Sara J Pritschet
Affiliation:
Department of Nutritional Sciences, The Pennsylvania State University, State College, PA 16802, USA
Keally Haushalter
Affiliation:
Department of Nutritional Sciences, The Pennsylvania State University, State College, PA 16802, USA
John W Long
Affiliation:
Department of Nutritional Sciences, The Pennsylvania State University, State College, PA 16802, USA
Travis D Masterson*
Affiliation:
Department of Nutritional Sciences, The Pennsylvania State University, State College, PA 16802, USA
*
*Corresponding author: Email travis.d.masterson@psu.edu
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Abstract

Objective:

To compare and evaluate the prevalence of food and beverage marketing on the livestreaming platforms Twitch, Facebook Gaming and YouTube Gaming, as well as examine growth of food and beverage marketing on these platforms over a 17-month period of data collection.

Design:

Cross-sectional data were analysed across three livestreaming platforms and six food and beverage categories: alcohol, candy, energy drinks, snacks, sodas and restaurants.

Setting:

Stream titles of livestreamed events as well as corresponding hours watched on Twitch, Facebook Gaming and YouTube Gaming.

Participants:

None.

Results:

There were significant differences between the use of food and beverage brand mentions in stream titles across all three studied platforms (P < 0·05), as well as hours watched across platforms (P < 0·05). Energy drinks dominated food and beverage brand mentions across platforms, followed by restaurants, soda and snacks. All platforms demonstrated growth over the 17-month data collection period. Post-hoc analyses revealed that the COVID-19 pandemic impacted both immediate and sustained growth across all platforms, with the greatest impact observed on the Twitch platform.

Conclusions:

Food and beverage marketing as measured through stream titles is widely prevalent across the three most popular livestreaming platforms, particularly for energy drinks. Food marketing on these platforms experienced growth over the past 17 months which was accelerated substantially by the COVID-19 pandemic. Future work should assess the sustained impact this growth may have on marketing practices and eating behaviour.

Information

Type
Research paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
© The Author(s), 2021. Published by Cambridge University Press on behalf of The Nutrition Society
Figure 0

Table 1 Top five brands in each of the six brand and product categories on Twitch, Facebook live and YouTube Gaming

Figure 1

Fig. 1 (a) Bar plot depicting the number of stream titles containing a food brand or product name for all platforms (Twitch, Facebook Gaming, YouTube Gaming) across six food or beverage categories (alcohol, candy, energy drinks, snacks, soda, restaurants). (b) Bar plot depicting the hours watched for all platforms across categories. , Facebook; , Twitch; , YouTube

Figure 2

Fig. 2 (a) Linear trends of brands mentioned in stream titles across six food and beverage categories on Twitch shown monthly for July 2019–November 2020. (b) Linear trends of hours watched across categories on Twitch shown monthly for July 2019–November 2020. , alcohol; , candy; , energy drinks; , restaurants; , snacks; , soda

Figure 3

Fig. 3 (a) Linear trends of brands mentioned in stream titles across six food and beverage categories on Facebook Gaming shown monthly for July 2019–November 2020. (b) Linear trends of hours watched across categories on Facebook Gaming shown monthly for July 2019–November 2020. , alcohol; , candy; , energy drinks; , restaurants; , snacks; , soda

Figure 4

Fig. 4 (a) Linear trends of brands mentioned in stream titles across six food and beverage categories on YouTube Gaming shown monthly for July 2019–November 2020. (b) Linear trends of hours watched across categories on YouTube Gaming shown monthly for July 2019–November 2020. , alcohol; , candy; , energy drinks; , restaurants; , snacks; , soda

Figure 5

Fig. 5 Bar plot depicting the computed ratio of: hours of exposure to a stream title to stream titles containing a food brand or product name for the platforms Twitch, Facebook Gaming and YouTube Gaming across six food and beverage categories. , Facebook; , Twitch; , YouTube

Figure 6

Fig. 6 (a) Growth trends for the number of food and beverage brand names used in stream titles across six food and beverage categories on the Twitch Platform pre-March 2020 (yellow line) v. after March 2020 (purple line). (b) Growth trends for hours watched on Twitch pre-March 2020 (yellow line) v. after March 2020 (purple line). Note that the yellow line post-March 2020 is a projection of the trend had the COVID-19 pandemic not occurred and is not reflective of the true values

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