[FCE] Smoking avatars and online games: how big tobacco targets young people in the metaverse | Global development | The Guardian

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Tobacco Companies Target Young People in the Metaverse

In a worrying trend, tobacco and vape companies are using the metaverse, a virtual digital world, to promote their products to young people. The metaverse allows users to interact through avatars, often using virtual reality headsets, in environments that feel immersive and real. Unlike the physical world, where strict laws limit tobacco advertising, these online spaces are largely unregulated, giving companies almost free rein to market their products.

A recent report highlighted at the World Conference on Tobacco Control in Dublin revealed the tactics being used. Social media images show avatars smoking in virtual bars, with branded cigarette packs clearly displayed on tables. Some companies have even introduced digital tokens, known as NFTs, to mark achievements and draw attention. These unique digital items are often attractive to younger users. Additionally, vape brands are sponsoring online games, embedding their products in spaces where children and teenagers spend much of their time.

This development is particularly concerning because research shows that over half of the metaverse’s active users are 13 years old or younger. Experts from Vital Strategies, a global health organization, are tracking these trends through a project called Canary. Dr. Melina Magsumbol from India warned that tobacco companies are moving faster than regulators. While health campaigners are still grappling with social media marketing, these firms are already deeply involved in immersive virtual platforms. She described the metaverse as a new battleground where harmful products are made to seem normal through avatars and virtual events.

The potential impact is significant. In virtual spaces, social norms differ from the real world, and behaviors seen online could influence real-life decisions. With no clear laws governing digital marketing, young people are exposed to messages that make smoking or vaping appear appealing or even glamorous. Health leaders, including representatives from the World Health Organization, are urging immediate action to close this regulatory gap. However, finding solutions is challenging in a borderless online world where rules are often unclear.

The rise of marketing in the metaverse raises important questions about how to protect vulnerable groups from harmful influences in spaces that are difficult to monitor or control. As technology advances, the need for updated regulations becomes ever more urgent.

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1. What is the main concern about tobacco companies using the metaverse?

  • A. They are breaking existing laws on advertising.
  • B. They are targeting young people in unregulated spaces.
  • C. They are using outdated technology to promote products.
  • D. They are competing unfairly with other industries.

2. According to the article, what is one way tobacco companies promote their products in the metaverse?

  • A. By offering free virtual reality headsets.
  • B. By showing avatars smoking in virtual bars.
  • C. By limiting access to certain online games.
  • D. By creating real-world events for users.

3. Why are experts particularly worried about the age of metaverse users?

  • A. Most users are too young to understand virtual reality.
  • B. Over half of the users are under 18 years old.
  • C. Many users are over 13 and can influence others.
  • D. More than half of active users are 13 or younger.

4. What does Dr. Melina Magsumbol mean when she calls the metaverse a ‘new battleground’?

  • A. It is a place where health experts are winning the fight.
  • B. It is a space where harmful products are being normalized.
  • C. It is an area where virtual reality is being tested.
  • D. It is a platform that regulators have already controlled.

5. What challenge do health leaders face regarding digital marketing in the metaverse?

  • A. They lack the technology to access virtual spaces.
  • B. They find it hard to create effective online campaigns.
  • C. They struggle with unclear rules in a borderless online world.
  • D. They are unable to identify the companies involved.