Title: Marketing Harmful Products to Children
Some of the most egregious harmful products marketed to children today are not just single items, but whole categories that use data‑driven, addictive digital marketing to hook kids early: ultra‑processed foods, nicotine vapes, alcohol and gambling, and gambling‑like features in games.
1. Junk food and sugary drink marketing (especially via influencers)
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Children are inundated with ads for foods high in fat, salt, and sugar (HFSS)—fast food, candy, sugary drinks—especially on YouTube, TikTok, and Instagram.
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One study of influencers popular with children found that over 90% of food brands featured were unhealthy, and UK children aged 5–15 saw food cues in 92.6% of influencer videos, with roughly 30 food product placements per hour, far more than TV product placement.
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Estimates suggest 7‑ to 11‑year‑olds may be exposed to food marketing more than 1,500 times a year on social media alone, driving higher intake of unhealthy snacks immediately after viewing.
2. Nicotine and vaping products
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The WHO and national studies flag e‑cigarettes and heated tobacco products as a major harmful category being digitally marketed to children and teens.
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Tobacco companies aggressively use social media, influencer partnerships, and “ciginfluencers” to normalize vaping and new nicotine devices, with evidence that heavy social‑media use is strongly associated with youth smoking and vaping.
3. Alcohol and gambling marketing
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Children and adolescents are regularly targeted with ads for alcohol and gambling across digital platforms and streaming content.
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A 2024 report (#Digital Youth) that recorded young people’s screens found 14‑ to 17‑year‑olds were exposed, on average, to at least one gambling promo, six alcohol ads, and 24 junk‑food ads per week, with personalized targeting based on their data and interests.
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Public‑health experts describe these tactics as predatory and systematic, warning they increase the likelihood that children will use these addictive products later in life.
4. Loot boxes and gambling‑like game mechanics
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Many of the mobile and console games most popular with children include loot boxes and chance‑based rewards bought with real money, which regulators and researchers increasingly consider a form of gambling.
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Despite new rules in places like Australia (M rating for loot boxes, R18+ for simulated gambling), audits show widespread non‑compliance: up to 48% of top games on Google Play still had loot boxes but carried lower age ratings than required.
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Industry self‑regulation has been called “non‑existent”: companies promise to restrict children’s access and refund unauthorized purchases but rarely enforce these rules, while kids are nudged to keep spending on randomized prizes that foster gambling‑like behavior.
5. Cross‑cutting harm: data‑driven, personalized targeting
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WHO and independent researchers warn that across these categories—junk food, tobacco/vapes, alcohol, and gambling—companies are using fine‑grained data profiles to target children with highly personalized, emotionally tuned ads.
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By age 13, one report estimates around 72 million data points may have been collected on a child, helping marketers predict their vulnerabilities and timing, and making harmful ads harder to resist and harder for parents to spot.
Taken together, the most egregious examples are not just a soda or a vape pen, but a digital ecosystem that relentlessly markets unhealthy, addictive, or gambling‑like products to children—often under the radar of parents and regulators, and with almost no meaningful enforcement of the rules meant to protect kids.







