Forget TV ads, teens are getting hooked on junk food through Twitch streams

(© Juliaap – stock.adobe.com)

Nowadays, it seems like kids and teens are more likely to have a favorite streamer than a favorite TV show. They get a lot of their entertainment from creators on video game livestreaming platforms (VGLSPs) like Twitch, but those also contain advertisements, too. According to new research, unhealthy food and drink ads on VGLSPs are linked to kids eating and having more positive attitudes about unhealthy foods.

VGLSPs have been rapidly growing in popularity in recent years, competing with platforms like YouTube and inspiring new platforms like Kick to surface. These platforms are most utilized by users who want to watch streamed video game content with a live chat feature. Not everyone streams video games, though; some do commentary, cooking, art, or more.

At the time of this research published in the journal Appetite, the top VGLSPs around the world were Twitch (with 77% of the market share by hours watched), YouTube Gaming (15%), and Facebook Gaming Live (7%). Kick, which recently launched in 2022, has now taken over the third-place spot. In 2023 alone, there were almost 30 billion hours of content viewed on the top three platforms. Due to the popularity of these platforms among today’s youth, brands have seen it as a shiny new way to market. Specifically, food and drink brands can effectively engage with teens.

“Endorsement deals for prominent streamers on Twitch can be worth many millions of dollars, and younger people, who are attractive to advertisers, are moving away from television to these more interactive forms of entertainment. These deals involve collaborating with brands and promoting their products, including foods that are high in fats, salt and/or sugar,” explains Dr. Rebecca Evans from the University of Liverpool in a media release.

Dr. Evans and her University of Liverpool colleagues examined the extent and nature of food marketing on VGLSPs and how this affects teenage eating patterns. They conducted a content analysis to examine the extent and nature of food cues displayed in 52 Twitch videos (52 hours of video content) uploaded from October 2020 to September 2021 by three influencers popular among adolescents. They then systematically reviewed the evidence for a link between exposure to digital game-based (e.g., in-game advertising, advergames) or influencer food marketing (two key techniques used on VGLSPs) and food-related outcomes such as attitudes, preferences, purchase, and consumption in those 18 and under.

The researchers also surveyed 490 young people. On average, they were 17 years-old, with 76% being White and 30% being female. They were recruited through social media, schools, and a youth research panel. Participants were asked about their age, gender, ethnicity, VGLSP viewing habits, their recall of food marketing on VGLSPs, and then their views and habits related to marketed foods. Lastly, the researchers conducted a lab-based randomized controlled trial to explore links between food marketing using a mock Twitch stream and snack intake.

In total, 91 young people took part in an experiment where they viewed a mock Twitch stream containing either an advert for an unhealthy snack brand or a non-food brand. To prevent participants from knowing study goals, they were told that they’d be completing a memory task about what happened in the stream instead. After, they had a “snack break” where they were offered the branded snack from the stream and a supermarket brand version of it. Information about their age, gender, ethnicity, and VGLSP viewing habits was also obtained.

Overall, the analyses showed that food cues on Twitch appeared at an average rate of 2.6 every hour, with the average duration of each cue being 20 minutes. This translates to 52 minutes of exposure per hour (including overlapping exposure from multiple food cues on-screen at the same time). Also, 71% of the cues were for ultra-processed foods. Energy drinks were the most featured category, which accounted for 62%. A majority of the food cues (81%) were branded (e.g., an image overlaid on the video featuring a food brand logo), while only 2% had an advertising disclosure.

Source: https://studyfinds.org/ads-teens-junk-food-twitch/

Exit mobile version