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Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool
- Author(s): McDaniel, Patricia A
- Forsyth, Susan R
- et al.
Published Web Locationhttps://journals.plos.org/plosone/article?id=10.1371/journal.pone.0220407
The data associated with this publication are available at:https://www.industrydocuments.ucsf.edu/tobacco/