Feds spend $373,522 to put subliminal cigarette warnings in video games

The University of Connecticut received a grant for the study earlier this year that suggest teenagers are easier targets for anti-cigarette messaging when they are lost in video games.

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“With surveys indicating that 97 [percent] of adolescents and 80 [percent] of young adults play videogames for entertainment, use of entertainment videogames as a tool for delivering graphic warnings has tremendous potential to influence youth cigarette and e-cig rates,” according to the grant for the study. “However, before such an approach can be pursued, researchers need to better understand health communication dynamics in computer-mediated, virtual gaming worlds.”

Researchers say their project is needed to test the viability of “The Virtual Transportation Model of Health Communication,” the theory that kids can be propagandized more easily when they are gaming.

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