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Tobacco companies are now using NFTs, online gaming and avatars for promotion rising vaping risk; experts warn
Tobacco companies are now using NFTs, online gaming and avatars for promotion rising vaping risk; experts warn

Time of India

time6 days ago

  • Health
  • Time of India

Tobacco companies are now using NFTs, online gaming and avatars for promotion rising vaping risk; experts warn

Source: World Conference on Tobacco Control Study Tobacco marketing in the metaverse is emerging as one of the biggest public health concerns of 2024. Researchers have found that tobacco companies are using virtual reality platforms, NFTs, and gaming communities to promote smoking and vaping among young audiences. These immersive digital strategies bypass traditional advertising restrictions and target users where regulations have not yet caught up. Experts warn that this new wave of digital tobacco marketing could normalise harmful behaviours among teenagers and young adults, threatening decades of progress in tobacco control. Metaverse becomes new ground for teen tobacco marketing The metaverse is transforming how brands connect with audiences, and tobacco companies are exploiting this unregulated environment. Social media images show avatars smoking in virtual bars and cafés, while gaming platforms host immersive events linked to tobacco brands. A recent World Conference on Tobacco Control report highlighted how companies are issuing NFTs and hosting branded experiences to engage users. This groundbreaking research comes from the Canary Project, run by the global health organization Vital Strategies. Acting as a 'canary in the coalmine,' the program monitors tobacco and vape promotions across digital spaces in India, Indonesia, Mexico, and beyond. Evidence shows targeted campaigns aimed at normalizing smoking and vaping in youth-oriented online communities. More than half of the metaverse's active users are aged 13 and below, making them highly vulnerable. Experts warn that these virtual interactions blur reality and can influence social norms around smoking. 'The combination of immersive technology and addictive marketing is deeply concerning,' says Dr. Melina Magsumbol of Vital Strategies India. Source: YouTube WHO warns online tobacco marketing could spark teen vaping surge Unlike traditional advertising, digital promotions can bypass geographical restrictions and age regulations. Researchers found promotions embedded in gaming worlds and virtual events, with some tobacco companies even celebrating anniversaries through digital collectibles. Experts fear this could trigger an increase in youth experimentation with smoking and vaping. The World Health Organization (WHO) has warned that digital tobacco and vaping promotions could reverse years of progress in reducing youth smoking rates. Countries are being urged to expand their tobacco control policies to include digital marketing channels, as children increasingly spend time online due to factors like the pandemic and gaming trends. Experts warn unregulated online ads risk normalizing youth smoking Youth advocates, such as those at Campaign for Tobacco-Free Kids , emphasize digital literacy as a defense against covert marketing. Teaching students how to identify online advertising and influencer-driven promotions can help reduce the impact of such campaigns. Experts believe building these skills at an early age is crucial to safeguarding future generations. Experts agree that regulating the internet is complex, as cross-border digital environments lack the strict frameworks seen in physical advertising. However, ignoring these emerging trends may lead to widespread normalization of harmful habits among youth. Also Read | 'I don't believe I'll die': Tech mogul Bryan Johnson is blending AI and biology to outlive death itself AI Masterclass for Students. Upskill Young Ones Today!– Join Now

How Tobacco Companies Are Using Gaming, Metaverse And NFTs To Target Young Smokers
How Tobacco Companies Are Using Gaming, Metaverse And NFTs To Target Young Smokers

NDTV

time6 days ago

  • Health
  • NDTV

How Tobacco Companies Are Using Gaming, Metaverse And NFTs To Target Young Smokers

Tobacco and alcohol companies are finding new ways to reach young audiences through the metaverse, bypassing traditional regulations, according to The Guardian. A report presented at the World Conference on Tobacco Control in Dublin revealed how virtual spaces are becoming a fresh marketing battleground. The findings show that tobacco companies are using digital tokens, while vape brands are sponsoring online games to subtly promote smoking and vaping habits among younger users, as per the news portal. The research comes from Canary, a global monitoring project by public health group Vital Strategies. Named after the "canary in a coal mine," the project aims to alert the world to emerging public health risks. Health campaigners say these virtual promotions pose a serious threat as they operate in largely unregulated environments, making it easier for companies to influence impressionable audiences. Experts warn that without stronger oversight, the metaverse could become a powerful tool to normalise smoking and vaping for a new generation. "Tobacco companies are no longer waiting for regulations to catch them up. They are way ahead of us. We are still trying to understand what we're seeing in social media, but they're already operating in unregulated spaces like the metaverse," Dr Melina Magsumbol, of Vital Strategies India told The Guardian."They're using NFTs [non-fungible tokens]. They're using immersive events to get our kids to come and see what they're offering." In India, one tobacco company made and promoted an NFT, which represents ownership of digital assets, to celebrate its 93rd anniversary. Canary scans for and analyses tobacco marketing on social media platforms and news sites in India, Indonesia and Mexico. It is expanding to more countries, including Brazil and China, and to cover alcohol and ultra-processed food marketing. In an another interviews Melina Samar Magsumbol told "Social media is where the youth are - and that's exactly where the tobacco industry is going. "Instagram, TikTok, YouTube - these platforms are being used to glamorise tobacco through indirect marketing, often slipping through policy loopholes undetected." Tobacco is the leading cause of preventable death, killing 8 million people every year, according to the World Health Organization's 2025 report on the global tobacco epidemic, released Monday (23 June), with poorer countries bearing the highest burden.

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