It is shocking to see the plethora of tobacco brands which incorporated images of infants in their advertisements, but these images had multiple values to tobacco advertisers. For one, depictions of babies in cigarette ads reinforced the respectability of smoking as a part of normal family life, a perception often promulgated by the tobacco industry. Further, the images of youngsters tended to send a reassuring message to consumers about the healthfulness of the product. Babies, especially, represent purity, vibrancy, and life – concepts which can be dangerous when tied to tobacco products. Finally, these depictions of infants were an obvious ploy to attract females to smoking as part of the industry’s campaign to expand the pool of women smokers.
Infant
Games – img23296
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Babies – img4319
It is shocking to see the plethora of tobacco brands which incorporated images of infants in their advertisements, but these images had multiple values to tobacco advertisers. For one, depictions of babies in cigarette ads reinforced the respectability of smoking as a part of normal family life, a perception often promulgated by the tobacco industry. Further, the images of youngsters tended to send a reassuring message to consumers about the healthfulness of the product. Babies, especially, represent purity, vibrancy, and life – concepts which can be dangerous when tied to tobacco products. Finally, these depictions of infants were an obvious ploy to attract females to smoking as part of the industry’s campaign to expand the pool of women smokers.
Games – img23305
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Growing Up In Smoke – img12729
Many anti-smoking advertisements use children as a motivation for adults to quit smoking. The two most common themes in this category are 1) your children are suffering from your secondhand smoke, and 2) that you are being a poor role model for your children.
These ads remind smokers that their “choice” to smoke not only negatively affects themselves as individuals, but also harms innocent bystanders and those whom the smokers love most.Children are particularly vulnerable because they have no say in the smoking habits of the adults in close proximity to them. Children exposed to secondhand smoke wheeze and cough more often, get sick more often, and experience more frequent and more intense life-threatening asthma attacks than children not exposed to secondhand smoke. (1)
Other ads in this category concentrate on the example smokers set for their children. Multiple studies have shown that children whose parents smoke are much more likely to start smoking themselves than are their peers. These ads thus force smokers to think about the consequences of smoking not just for themselves, but for others as well.
While the primary goal of these ads is to increase the number of adult quitters, the ads may also have cascading effects on adolescents. Unfortunately, literature on the effectiveness of these children-themed ads on adult quitting rates is lacking, and there has not been extensive research on whether the ads persuade adults to talk to their children about smoking.
However, there is research on how parental smoking and parental behaviors affect smoking behaviors in children. Smoking socialization, which can include both directly transmitted knowledge of smoking through parental conversations with children and indirectly transmitted knowledge through parental smoking habits, has been shown to influence children’s future smoking habits. Exposure to second-hand smoke and a lack of anti-smoking expectations and smoking-specific rules are parenting behaviors associated with current smoking in adolescents and the likelihood of children to pick up smoking later in life.
Interestingly, one study noted that while parenting behaviors had a significant impact on smoking patterns in adolescents, actual parental smoking did not (2). The results of this study suggest that perhaps ads that focus on the health of children should be supplemented with parenting advice for adult smokers. A second study also supports the claim that “higher quality” parenting, which in this case was defined as “positive in affect and tone, responsive, directive, and empathetic,” was associated with a lower likelihood of smoking initiation in adolescents, further indicating the importance of smoking socialization between parent and child (3).
Though the primary purpose of these children-themed ads may not be to prevent smoking in adolescents, the ads may raise awareness in families about the influence parents can have on their children’s smoking behaviors. If these ads are supplemented with support and advice on parenting and how to talk to children about smoking, they may have the potential to reduce smoking not just in adults, but also in adolescents as well.
REFERENCES:
1. U.S. Department of Health and Human Services. The Health Consequences of Involuntary Exposure to Tobacco Smoke: A Report of the Surgeon General: Secondhand Smoke: What It Means To You. Atlanta: U.S. Department of Health and Human Services, Centers for Disease Control and Prevention, National Center for Chronic Disease Prevention and Health Promotion, Office on Smoking and Health, 2006 [accessed 2011 Mar 11].
2. Waa A, Edwards R, Newcombe R, Zhang J, Weerasekera D, Peace J, McDuff I. Parental behaviors, but not parental smoking, influence current smoking and smoking susceptibility among 15 and 15 year-old children. Aust NZ J Public Health 2011; 35: 530-536.
3. Richmond MJ, Mermelstein RJ, Wakschlag LS. Direction Observations of Parenting and Real-Time Negative Affect Among Adolescent Smokers and Nonsmokers. Journal of Clinical Child & Adolescent Psychology 2012; 0:1-12.
Actors & Actresses – img12360
If recognized, celebrities tend to attract attention. People get excited in their presence and flock to them for an opportunity to connect with them, either with an autograph, a photo, or just a chance to say “hello.” Thus it has become popular belief that advertisements with celebrity endorsements will generate similar levels of attention and enthusiasm (2). The tobacco industry has been actively utilizing this strategy by recruiting big names from across disciplines, including TV, movies, sports, science, and politics. Lucille Ball from “I Love Lucy” was the face of Philip Morris in the 50s, Ronald Reagan claimed Chesterfield was a favorite, and numerous Olympic athletes apparently smoked Camels “for its mildness.” Antismoking campaigns must counter the tobacco industry’s moves, and so they use celebrities to enhance the delivery of their anti-smoking messages as well.
Anti-smoking campaigns use celebrities from a variety of fields to connect with a wide audience and deliver many different anti-smoking messages, from secondhand smoke to social acceptance to diseases. Beautiful models and actresses are often photo-shopped or made to look ridiculous to prove that smoking can taint the appeal of even the most beautiful people. In other ads, celebrities embrace that they are smoke-free and encourage their audience to follow their lead. They are proof that one can be successful and attractive without the influence of cigarettes. There are also the personal testimonials, in which celebrities who used to smoke have now quit for various reasons, such as the death of a loved one or for personal health reasons. Some of these themes have been shown to be effective on their own, and some not quite. The big question, however, is whether the message has a larger impact when a prominent person is presenting it.
The CDC advises using celebrities with caution in anti-smoking campaigns, but a recent study by Ace Metrix indicates that products actually do not benefit from celebrity endorsements (1), and often they even have a negative impact (4). An obvious advantage to the use of celebrities is that they draws attention, which can raise awareness for the campaign. By putting a face to the name, an ad should be more easily recalled. However, the type of attention and the reactions to the celebrity aren’t always positive, which then affects the reception of the message. Businesses run a high risk by investing their product in an individual because the consumer’s opinion of the celebrity can overshadow their opinion of the actual product. In Ace Metrix’s study, the most common reasons celebrity ads were unsuccessful are because there was confusion about what product the celebrity was endorsing, the ad was not interesting, or a person might harbor negative attitudes towards the celebrity (1).
Successful ads need to focus on delivering their message in a creative and clear way, and then, like any other element (such as humor or special effects), celebrity endorsements can be powerful in the right context.. Personal testimonials seem to be the most effective use of celebrities among teens (4). Many teens have not personally experienced the negative impacts of smoking, but the message is made more real and relatable by having a celebrity, or someone they respect or want to feel connected to, describe their own experiences. Teens are also responsive to the emotional appeal of personal stories (3).
Choosing the right celebrity is also an important factor to consider. A celebrity must support something that is relevant to the celebrity or that the celebrity is likely to use. Teens realize celebrities are paid to say things, and if they are advertising something that is not believable, the ad will lose its credibility. It is also important to realize that the likeability of a celebrity is entirely objective. Some people may enjoy the celebrity, while others find the individual annoying; these opinions are taken into account when an ad is processed. The credibility of the ad is also linked to the reputation of the celebrity. A celebrity who has recently quit smoking but later regresses or picks up another drug can severely undermine a campaign (2, 4). There are many factors to consider when creating an effective anti-smoking campaign, and the power of an advertisement comes down to the power of the message rather than who delivers it.
REFERENCES:
1) Ace Metrix. Celebrity Advertisements: Exposing A Myth of Advertising Effectiveness. Ace Metrix, Inc. Proprietary: 2012.
2) Daboll P. “Celebrities in Advertising Are Almost Always a Big Waste of Money.” Ad Age. Crain Communications, 12 January 2011. Web. 5 June 2013. http://adage.com/article/cmo-strategy/celebrities-ads-lead-greater-sales/148174/
3) Goldman LK, Glantz SA. Evaluation of Antismoking Advertising Campaigns. JAMA 1998; 279: 772-777.
4) Schar E, Gutierrez K, Murphy-Hoefer R, Nelson DE. Tobacco Use Prevention Media Campaigns: Lessons Learned from Youth in Nine Countries. Atlanta: US Department of Health and Human Services, Centers for Disease Control and Prevention, National Center for Chronic Disease Prevention and Health Promotion, Office on smoking and Health; 2006.
Babies – img4320
It is shocking to see the plethora of tobacco brands which incorporated images of infants in their advertisements, but these images had multiple values to tobacco advertisers. For one, depictions of babies in cigarette ads reinforced the respectability of smoking as a part of normal family life, a perception often promulgated by the tobacco industry. Further, the images of youngsters tended to send a reassuring message to consumers about the healthfulness of the product. Babies, especially, represent purity, vibrancy, and life – concepts which can be dangerous when tied to tobacco products. Finally, these depictions of infants were an obvious ploy to attract females to smoking as part of the industry’s campaign to expand the pool of women smokers.
Games – img23306
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Babies – img4321
It is shocking to see the plethora of tobacco brands which incorporated images of infants in their advertisements, but these images had multiple values to tobacco advertisers. For one, depictions of babies in cigarette ads reinforced the respectability of smoking as a part of normal family life, a perception often promulgated by the tobacco industry. Further, the images of youngsters tended to send a reassuring message to consumers about the healthfulness of the product. Babies, especially, represent purity, vibrancy, and life – concepts which can be dangerous when tied to tobacco products. Finally, these depictions of infants were an obvious ploy to attract females to smoking as part of the industry’s campaign to expand the pool of women smokers.
Games – img23307
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Babies – img4322
It is shocking to see the plethora of tobacco brands which incorporated images of infants in their advertisements, but these images had multiple values to tobacco advertisers. For one, depictions of babies in cigarette ads reinforced the respectability of smoking as a part of normal family life, a perception often promulgated by the tobacco industry. Further, the images of youngsters tended to send a reassuring message to consumers about the healthfulness of the product. Babies, especially, represent purity, vibrancy, and life – concepts which can be dangerous when tied to tobacco products. Finally, these depictions of infants were an obvious ploy to attract females to smoking as part of the industry’s campaign to expand the pool of women smokers.
Games – img23308
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Gums – img12390
The message of quitting is widespread in anti-smoking advertisement and is found practically throughout every theme. Cessation ads explicitly advise their target audience to quit smoking. They offer certain objectives for quitting, including more money, improved health, and freeing up time and energy to engage in other exciting activities. These ads often acknowledge that quitting is extremely difficult, but they provide advice and support for quitting. Many of them employ an empathetic smoker-to-smoker voice that shows smokers they are not alone in their struggles.
There is also an array of cessation ads sponsored by nicotine-replacement products and other anti-smoking products. Their main purpose is not exactly aligned with public health departments’ concern for improving the well-being of the community, but rather focuses on marketing an alternative product to smokers. Many of these product-sponsored ads are more creative than the cessation ads produced by public health departments and other health organizations. This difference may reflect the inequality in funding and resources between businesses and non-profit organizations. There are some product-sponsored ads that do use tactics and persuasive messages similar to those used in public health messages, such as demonstrating incentives to quit smoking ranging from personal health and the health of children to personal beauty. However, unlike public health ads, which are persuading smokers to quit, many of these anti-smoking product ads are targeted to an audience that already wants to quit, making it unlikely that these ads make a significant difference in reducing the number of individuals attempting to quit smoking.
Cessation ads target all age groups, though they are more commonly directed towards adult smokers, because these ads have been correlated with increasing quit attempts in older age groups (1). The success of these ads begins by getting smokers to think about quitting. They then help to increase attempts to quit, often by providing a plan and/or a phone number for a support or quitline. (1, 2). In 1991, California’s antismoking campaign’s heavy focus on cessation efforts resulted in dramatic increases in calls to local health departments and quitlines (1). Many former smokers have, to some degree, attributed their decision to quit to their exposure to anti-smoking ads. In one study, 6.7% of smokers who were interviewed and uncued about the influence of antismoking ads on their decision to quit admitted that antismoking ads were the main reason they quit. When cued, 34.3% said the media campaigns were influential in their decision to quit. (3).
Cessation ads are an important component of antismoking campaigns because of their effectiveness in reducing the prevalence of smoking in the adult population. The power of the message of quitting can also be enhanced when coupled or rotated with other themes, such as anti-industry manipulation and secondhand smoke (1). Although cessation advertisements play an important role in the fight against smoking, they should not be the only antismoking campaigns in circulation. Again, the majority of adult smokers pick up the habit when they are under 18, and prevention among youth is extremely important in the fight to eliminate smoking.
REFERENCES:
1. Goldman LK, Glantz SA. Evaluation of Antismoking Advertising Campaigns. JAMA 1998; 279: 772-777.
2. Valone DM, Duke JC, Mowery PD, McCausland KL, Xiao H, Constantino JC, Asche ET, Cullen J, Allen JA. The Impact of EX: Results from a Pilot Smoking-Cessation Media Campaign. Am J Prev Med 2010; 38(3S): S312-S318
3. Popham WJ, Potter LD, Bal DG, Johnson MD, Duerr JM, Quinn V. Do Anti-Smoking Media Campaigns Help Smokers Quit? Public Health Reports 1993; 108(4): 510-513.
Profit Above All – img12295
Many antismoking ads seek to counter the powerful tobacco industry by exposing the industry’s manipulative tactics and increasing counter-industry attitudes.
In 2006, together the five largest cigarette manufacturers spent $12.49 billion (more than $35 million a day) advertising their products, making tobacco products one of the most marketed products in the United States (1). The tobacco industry, with generations of trial, error, and experience behind it, has become increasingly persuasive. Smoking cigarettes kills about 443,000 people per year, making it the leading cause of preventable deaths in the US. Smoking kills more than HIV, illegal drug use, alcohol use, motor vehicle injuries, suicides, and murders combined. With these statistics, the tobacco industry needs to be relentless in its marketing efforts in order to replace the customers who die from smoking (2).
The most common approach taken by anti-industry ads is to reveal that the tobacco industry is manipulating its consumers. Many people who smoke know tobacco is bad for their health, yet they make a conscious “choice” to continue the habit. It is a “freedom” they are unwilling to relinquish, a “right” they won’t have stolen from them. However, many of these ads expose that this “choice” is not completely their own, and that in fact the tobacco industry has a significant influence on smokers through manipulative tactics.
The youth-targeted Truth Campaign, sponsored by the American Legacy Foundation, is one of the strongest advocators of this message. The campaign claims to be neither anti-smoking nor pro-smoking, stating that its mission is to “pull back the curtain” on the tobacco industry (thetruth.com).
Other counter-industry ads attempt to convince smokers that the relationship between the industry and its tobacco supporters may be more parasitic than mutualistic, with the tobacco industry reaping most of the profit and benefits while its consumers are left sick and dying. These anti-industry ads often quote internal tobacco industry documents and interviews to support their message. They also utilize statistics to put into perspective the amount of profit the tobacco industry is making from its consumers versus how many people are dying from tobacco products.
Various studies have examined the effectiveness of this counter-industry approach on adolescents and teens, the ads’ primary targets audience. This population is potentially more receptive to these messages because many of them begin smoking as a form of rebellion, self-discovery, and individuality (3); thus, it is considered effective to reveal to teens that smoking is actually not a means to be independent, since smokers are “controlled” by the industry.
The Truth campaign has been studied more extensively than any other statewide counter-industry campaigns, and some studies have indicated that awareness of this campaign has lowered smoking intentions in adolescents and has increased the desire to quit in young adults (3, 4, 5). These ads have also been shown to be effective beyond the age groups they target. One study suggested that the Truth campaign, which is intended primarily for 12-17-year-olds, may continue to prevent smoking in older age groups, making these ads extremely cost-effective (6).
However, another study showed that anti-industry ads did not significantly lower smoking intention, nor did they strengthen anti-industry attitudes;.the study does not necessarily suggest that counter-industry ads are completely ineffective, but instead claims that these ads can be used in conjunction with disease-and-suffering ads, which the study claims are more effective. (7). The anti-industry and manipulation themed ads may be most effective when working alongside the disease-and-suffering ads.
If presented to the right population, anti-industry ad campaigns can have lasting effects from adolescence throughout young adulthood (7, 8).
REFERENCES:
1. Federal Trade Commission. Cigarette Report for 2006. Issued August 2009.
http://www.lung.org/stop-smoking/about-smoking/facts-figures/tobacco-industry-marketing.html
2. Centers for Disease Control and Prevention. Smoking-Attributable Mortality, Years of Potential Life Lost, and Productivity Losses—United States. Morbidity and Mortality Weekly Report 2008; 57(45): 1226-8. http://www.cdc.gov/tobacco/data_statistics/fact_sheets/health_effects/tobacco_related_mortality/.
3. Richardson AK, Green M, Xiao H, Sokol N, Vallone D. Evidence for truth: The Young Adult Response to a Youth-Focused Anti-Smoking Media Campaign. American Journal of Preventive Medicine 2010; 39(6): 500-506.
4. Bauer UE, Johnson TM, Hopkins RS, Brooks RG. Changes in youth cigarette use and intentions following implementation of a tobacco control program: findings from the Florida Youth Tobacco Survey, 1998-2000. JAMA 2000; 286(6): 2=723-8.
5. Farrelly MC, Healton CG, Davis KC, Messeri P, Hersey JC, Haviland ML. Getting to the Truth: Evaluating National Tobacco Countermarketing Campaigns. Am J Public Health 2002; 92(6): 901-907.
6. Sly DF, Trapido E, Ray S. Evidence of the Dose Effects of an Antitobacco Counteradvertising Campaign. Preventive Medicine 2002; 35(5): 511-518.
7. Pechmann C, Reibling ET. Antismoking Advertisements for Youths: An Independent Evaluation of Health, Counter-Industry, and Industry Approaches. Am J Public Health 2006; 96(5): 906-913.
8. U.S. Department of Health and Human Services. Preventing Tobacco Use Among Young People: A Report of the Surgeon General. Atlanta: U.S. Department of Health and Human Services, Centers for Disease Control and Prevention, Office on Smoking and Health, 1994.
Brazil – img12824
It is known that smoking cigarettes has numerous harmful effects on people’s health, and one tactic used to dissuade people from smoking is explicitly stating these effects on cigarette boxes via warning labels. People are more likely to see an anti-smoking message if it is present in the form of a label right on the outside of the cigarette box they are holding, which is why these pack warning labels can be an effective form of advertising.1
They can be text-only, like the ones on Winston cigarettes boxes in the UK that say “Smoking seriously harms you and others around you,” or also include graphic images, such as the ones in Brazil that include images ranging from a stillborn baby to a dismembered and blackened foot. One study “found that 50 percent of subjects remembered the text-only warning label, while 83 percent correctly recalled the label that contained a graphic image,” so it is a more effective advertising strategy to incorporate pictures on labels because the message will then be more memorable. In fact, “research on pictorial warnings show that they are: (i) more likely to be noticed than text-only warning labels; (ii) more effective for educating smokers about the health risks of smoking and for increasing smokers’ thoughts about the health risks; and (iii) associated with increased motivation to quit smoking.”2 Pictorial labels are also more effective at raising awareness of the health effects of smoking in areas with low literacy rates.2
However, a study on the effectiveness of Canadian warning labels shines light on the big issue of whether or not people stop to read and think about the warning labels, as people who do so are the ones who are “significantly more likely to either quit, attempt to quit, or reduce their smoking.”3 Another issue that is often brought up is the defensive and avoidant behavior that pictorial images may elicit, but in reality, “such reactions are actually indicators of positive impact” caused by the presence of graphic images.2
Resources:
1. http://www.cbsnews.com/news/study-graphic-tobacco-warning-labels-more-effective-at-delivering-anti-smoking-message/
2. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2733253/
3. http://tobaccocontrol.bmj.com/content/12/4/391.full.html
Gums – img12391
The message of quitting is widespread in anti-smoking advertisement and is found practically throughout every theme. Cessation ads explicitly advise their target audience to quit smoking. They offer certain objectives for quitting, including more money, improved health, and freeing up time and energy to engage in other exciting activities. These ads often acknowledge that quitting is extremely difficult, but they provide advice and support for quitting. Many of them employ an empathetic smoker-to-smoker voice that shows smokers they are not alone in their struggles.
There is also an array of cessation ads sponsored by nicotine-replacement products and other anti-smoking products. Their main purpose is not exactly aligned with public health departments’ concern for improving the well-being of the community, but rather focuses on marketing an alternative product to smokers. Many of these product-sponsored ads are more creative than the cessation ads produced by public health departments and other health organizations. This difference may reflect the inequality in funding and resources between businesses and non-profit organizations. There are some product-sponsored ads that do use tactics and persuasive messages similar to those used in public health messages, such as demonstrating incentives to quit smoking ranging from personal health and the health of children to personal beauty. However, unlike public health ads, which are persuading smokers to quit, many of these anti-smoking product ads are targeted to an audience that already wants to quit, making it unlikely that these ads make a significant difference in reducing the number of individuals attempting to quit smoking.
Cessation ads target all age groups, though they are more commonly directed towards adult smokers, because these ads have been correlated with increasing quit attempts in older age groups (1). The success of these ads begins by getting smokers to think about quitting. They then help to increase attempts to quit, often by providing a plan and/or a phone number for a support or quitline. (1, 2). In 1991, California’s antismoking campaign’s heavy focus on cessation efforts resulted in dramatic increases in calls to local health departments and quitlines (1). Many former smokers have, to some degree, attributed their decision to quit to their exposure to anti-smoking ads. In one study, 6.7% of smokers who were interviewed and uncued about the influence of antismoking ads on their decision to quit admitted that antismoking ads were the main reason they quit. When cued, 34.3% said the media campaigns were influential in their decision to quit. (3).
Cessation ads are an important component of antismoking campaigns because of their effectiveness in reducing the prevalence of smoking in the adult population. The power of the message of quitting can also be enhanced when coupled or rotated with other themes, such as anti-industry manipulation and secondhand smoke (1). Although cessation advertisements play an important role in the fight against smoking, they should not be the only antismoking campaigns in circulation. Again, the majority of adult smokers pick up the habit when they are under 18, and prevention among youth is extremely important in the fight to eliminate smoking.
REFERENCES:
1. Goldman LK, Glantz SA. Evaluation of Antismoking Advertising Campaigns. JAMA 1998; 279: 772-777.
2. Valone DM, Duke JC, Mowery PD, McCausland KL, Xiao H, Constantino JC, Asche ET, Cullen J, Allen JA. The Impact of EX: Results from a Pilot Smoking-Cessation Media Campaign. Am J Prev Med 2010; 38(3S): S312-S318
3. Popham WJ, Potter LD, Bal DG, Johnson MD, Duerr JM, Quinn V. Do Anti-Smoking Media Campaigns Help Smokers Quit? Public Health Reports 1993; 108(4): 510-513.
Games – img23309
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img23310
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img23311
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img23312
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Deaths – img12630
Games – img23313
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25781
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25782
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25783
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Babies – img4330
It is shocking to see the plethora of tobacco brands which incorporated images of infants in their advertisements, but these images had multiple values to tobacco advertisers. For one, depictions of babies in cigarette ads reinforced the respectability of smoking as a part of normal family life, a perception often promulgated by the tobacco industry. Further, the images of youngsters tended to send a reassuring message to consumers about the healthfulness of the product. Babies, especially, represent purity, vibrancy, and life – concepts which can be dangerous when tied to tobacco products. Finally, these depictions of infants were an obvious ploy to attract females to smoking as part of the industry’s campaign to expand the pool of women smokers.
Games – img25784
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25785
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25786
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25787
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25788
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25789
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25790
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Games – img25791
As the Internet becomes the primary source of information and entertainment to most adolescents, electronic cigarette (e-cig) companies are cleverly exploiting their online presence to appeal to teen consumers. Aside from their websites, the majority of e-cig companies are also heavily invested in social media sites that allow them to interact with potential consumers, create brand evangelists, and shape consumers views of their brands.
White Cloud Cigarettes, a leading brand, leads the way in consumer engagement for brand promotion as well as consumer engagement. One of the unique ways in which White Cloud Cigarettes promotes its product is through a free online game, that is highly engaging and interactive.
The game, which is heavily promoted in the brands ads as well as social media posts, is called “Fling A Friend.” It comprises of two characters- a large strongman and a smaller diminutive person. A person gains points that can be used towards a free e-cig, discounts, or merchandise by having the strongman “fling” the smaller person as far as possible. The animation is very cartoon-like, imitating a Saturday morning television show.
While White Cloud contends that its game is aimed at adults, specifically office workers seeking a “mental break”, one has to note that video games almost defines today’s teenager. A study by Pew Research and Internet Project noted that 97 percent of American teenagers play video games, and of those, 73 percent of them play video games on their computers and online. (1) With so many teenagers playing video games, it becomes apparent that White Cloud’s advertisement heavily targets young people.
1. Pew Research and Internet Project. Teens Video Games and civics. Retrieved from http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/ on August 29,2014.
Canada – img12760
It is known that smoking cigarettes has numerous harmful effects on people’s health, and one tactic used to dissuade people from smoking is explicitly stating these effects on cigarette boxes via warning labels. People are more likely to see an anti-smoking message if it is present in the form of a label right on the outside of the cigarette box they are holding, which is why these pack warning labels can be an effective form of advertising.1
They can be text-only, like the ones on Winston cigarettes boxes in the UK that say “Smoking seriously harms you and others around you,” or also include graphic images, such as the ones in Brazil that include images ranging from a stillborn baby to a dismembered and blackened foot. One study “found that 50 percent of subjects remembered the text-only warning label, while 83 percent correctly recalled the label that contained a graphic image,” so it is a more effective advertising strategy to incorporate pictures on labels because the message will then be more memorable. In fact, “research on pictorial warnings show that they are: (i) more likely to be noticed than text-only warning labels; (ii) more effective for educating smokers about the health risks of smoking and for increasing smokers’ thoughts about the health risks; and (iii) associated with increased motivation to quit smoking.”2 Pictorial labels are also more effective at raising awareness of the health effects of smoking in areas with low literacy rates.2
However, a study on the effectiveness of Canadian warning labels shines light on the big issue of whether or not people stop to read and think about the warning labels, as people who do so are the ones who are “significantly more likely to either quit, attempt to quit, or reduce their smoking.”3 Another issue that is often brought up is the defensive and avoidant behavior that pictorial images may elicit, but in reality, “such reactions are actually indicators of positive impact” caused by the presence of graphic images.2
Resources:
1. http://www.cbsnews.com/news/study-graphic-tobacco-warning-labels-more-effective-at-delivering-anti-smoking-message/
2. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2733253/
3. http://tobaccocontrol.bmj.com/content/12/4/391.full.html