Content analysis of food and beverage marketing in global esports: sponsorships of the premier events, leagues, teams and players

J. W. Long, S. J. Maksi, Francisco Javier López Frías, Robin Ireland, Travis D Masterson
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Abstract

Food marketing has been implicated as a driving force of the obesity epidemic. Electronic sports, or ‘esports’, garners billions of viewership hours and is a consolidation of two major marketing outlets, online social media and sporting events, making it a focal point for food marketers and policy-makers.The top 10 esports events and leagues were identified using data scraped between 1 January 2021 and 15 December 2021. The 10 teams within each league (90 total teams) and up to 10 players from each team (451 total players) were identified. Of the top 10 events and leagues, 6 events and 2 leagues were held or located outside the USA, reflecting the global popularity of esports. Food and beverage brands associated with each event, league, team or player were systematically identified and extracted via official websites and social media accounts. The number of sponsorships was totalled for each brand. Brands were then categorised based on product type into the following categories: energy drinks, sugar-sweetened beverages, alcohol, candy/snacks, restaurants, food delivery and stores, and supplements. The total number of brand sponsorships was then calculated for each product category.90 unique food and beverage brands were identified. Across all brands, a total of 497 food brand sponsorships were identified. For product categories, energy drink brands had the most sponsorships (181 sponsorships, 36.4%), followed by restaurants (86 sponsorships, 17.3%) and candy/snacks (64 sponsorships, 12.8%). The individual brand with the most sponsorships was Monster Energy (47 sponsorships, 9.4%), followed by Jack Links (44 sponsorships, 8.8%) and Red Bull (42 sponsorships, 8.4%).Despite its nascent character, the esports industry is already heavily saturated by food and beverage marketing. There is a need to consider policies to appropriately regulate food and beverage marketing within esports communities to safeguard the health of viewers.
全球电竞食品和饮料营销内容分析:赞助顶级赛事、联赛、球队和选手
食品营销被认为是肥胖症流行的推动力。电子竞技(或称 "电竞")拥有数十亿小时的观看时长,是在线社交媒体和体育赛事两大营销渠道的整合,因此成为食品营销人员和政策制定者关注的焦点。通过对 2021 年 1 月 1 日至 2021 年 12 月 15 日期间的数据搜索,确定了十大电竞赛事和联赛,并确定了每个联赛中的 10 支队伍(共 90 支队伍)和每支队伍中最多 10 名球员(共 451 名球员)。在排名前 10 位的赛事和联赛中,有 6 项赛事和 2 个联赛是在美国境外举行或位于美国境外,这反映了电竞运动在全球范围内的普及程度。通过官方网站和社交媒体账户,系统地识别并提取了与每项赛事、联赛、球队或球员相关的食品和饮料品牌。对每个品牌的赞助数量进行了统计。然后根据产品类型将品牌分为以下几类:能量饮料、含糖饮料、酒类、糖果/零食、餐馆、食品外卖和商店以及保健品。然后计算出每个产品类别的品牌赞助总数。在所有品牌中,共确定了 497 个食品品牌赞助。就产品类别而言,能量饮料品牌获得的赞助最多(181 项赞助,占 36.4%),其次是餐饮品牌(86 项赞助,占 17.3%)和糖果/零食品牌(64 项赞助,占 12.8%)。获得赞助最多的单个品牌是 Monster Energy(47 项赞助,占 9.4%),其次是 Jack Links(44 项赞助,占 8.8%)和 Red Bull(42 项赞助,占 8.4%)。尽管电竞行业刚刚起步,但其食品和饮料营销已经严重饱和。有必要考虑制定政策,对电竞社区内的食品和饮料营销进行适当监管,以保障观众的健康。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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