Abstract
In this article, I investigate whether states should regulate energy-drink marketing practices targeting gamers. Energy drinks are high-sugar, high-caffeine, non-alcoholic beverages that allegedly improve energy, stamina, cognitive performance, and concentration. First, I define what “gamer” means and identify the market agents that play a crucial role in the gaming community, including the energy-drink industry. In doing so, I analyze energy-drink marketing practices and explore calls for regulating them. Second, I draw parallels between regulation of energy-drink marketing and marketing of products such as video games and comics with explicit violent and sexual content, tobacco, alcohol, and food high in fat, sugar, and salt (HFSS). Third, I examine arguments to justify regulation of energy-drink marketing practices that target gamers. Lastly, I formulate an autonomy-based argument for regulating such marketing practices.
| Original language | English (US) |
|---|---|
| Pages (from-to) | 239-249 |
| Number of pages | 11 |
| Journal | Neuroethics |
| Volume | 14 |
| DOIs | |
| State | Published - Nov 2021 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 3 Good Health and Well-being
All Science Journal Classification (ASJC) codes
- Neurology
- Psychiatry and Mental health
- Philosophy
- Health Policy
Fingerprint
Dive into the research topics of '“Fueling up” Gamers. The Ethics of Marketing Energy Drinks to Gamers'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver