“Fueling the Games”: Energy Drink Consumption, Marketing, and the Associated Perceptions and Behaviors in Video Gaming

Dana Roscoe, H. Pu, D. Cuy Castellanos, J. Dalton
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Abstract

Energy drinks represent one of the fastest-growing beverage markets and have become an increasingly popular dietary supplement among teenagers and young adults. Energy drinks are a class of beverages that contain high levels of energy-enhancing ingredients (e.g., caffeine, sugar, carnitine, taurine, and vitamins) that are presumed to provide physical and mental stimulation to users. Despite the growing popularity, there has been increasing scientific evidence warning consumers of the health risks associated with energy drink consumption. Meanwhile, many energy drink brands have deliberately created a symbiotic relationship with video gaming through a variety of marketing strategies. This study attempts to investigate the interrelationships between video gaming and energy drink consumption, including assessing the common motives and perceptions for consuming energy drinks, as well as the impact of energy drink marketing on gaming participants.
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“为游戏加油”:电子游戏中的能量饮料消费、营销以及相关认知和行为
能量饮料代表了增长最快的饮料市场之一,并已成为青少年和年轻人中越来越受欢迎的膳食补充剂。能量饮料是一类含有高水平能量增强成分(例如,咖啡因、糖、肉碱、牛磺酸和维生素)的饮料,这些成分被认为可以给使用者提供身体和精神刺激。尽管能量饮料越来越受欢迎,但越来越多的科学证据警告消费者,饮用能量饮料会带来健康风险。与此同时,许多功能饮料品牌通过各种营销策略,刻意与电子游戏建立共生关系。本研究试图调查电子游戏和能量饮料消费之间的相互关系,包括评估消费能量饮料的共同动机和看法,以及能量饮料营销对游戏参与者的影响。
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