Science1 publisher3 min readPublished
Isambard-AI counted 93,000 unhealthy-brand logos across 172.6 hours of World Cup play
Bristol and Oxford researchers put all 104 matches through the UK's most powerful supercomputer and found harmful-commodity branding visible during 39.3 hours of live play, seven in ten appearances for food and drink.
The Scientist · Science desk

What happened
- A Bristol-led team with Oxford recorded more than 93,000 visible appearances of brands for unhealthy food and drink, alcohol, gambling and speculative products across the World Cup broadcast.
- Four brands supplied 65% of all the harmful commodity logos counted, led by a soft drink brand with 21,893 and a fast-food chain with 13,915.
- Branding of this kind turned up in every one of the 104 matches and was on screen for 39.3 hours of live play, almost a quarter of the total.
- FIFA sent the same embedded footage to broadcasters in countries where some promoted products cannot legally be advertised, without using board replacement technology that varies ads by territory.
Compiled by The ScientistSomething wrong?How this is made
Why it matters
- capability A whole-tournament census makes sponsorship exposure checkable per match and per brand by anyone with the footage and enough compute, so claims about saturation can be audited rather than argued.
- constraint Because the branding sits inside the match footage, rules about advertising breaks and viewer ad-skipping do not reach it; avoiding the marketing means missing play.
- exposure Regulators and licensing bodies in territories that restrict gambling promotion now have a per-tournament logo count attached to footage their domestic broadcasters carried.
- decision With board replacement technology already available and unused, the next round of rights and sponsorship deals is a documented choice about territory-specific advertising.
The seven-second figure is an average across all live play. Divide more than 93,000 appearances by the 172.6 hours the Bristol and Oxford team analysed and you get one every 6.7 seconds [1][4][1]. Harmful branding was visible during 39.3 hours of that play, about 22.8% of it [8][6], and across those hours alone the rate is one appearance every 1.5 seconds [2].
The counting rule matters. The team logged branding built into the match footage, the pitchside hoardings among it, and left out the commercials shown in advertising breaks [7]. Isambard-AI, the UK's most powerful supercomputer and housed at Bristol, made the pass over all 104 matches [4]. This is the first study to examine harmful commodity branding across an entire FIFA World Cup [3].
The category counts add up. Food and drink at 65,722, prediction markets at 9,360, alcohol at 9,266, gambling at 6,429 and cryptocurrency at 2,632 come to 93,409 [2][10][3]. The four biggest individual brands, a soft drink at 21,893, a fast-food chain at 13,915, a sports drink at 12,777 and a crisps brand at 12,087, sum to 60,672, which is 65.0% of that total and matches the 65% share the team reported [11][4]. The write-up describes those four by product type and does not name them [11].
"We are facing a global crisis of childhood obesity and diet-related disease, yet the world's biggest sporting event is saturated with marketing for unhealthy food and drinks," said Elisa Becker of the Nuffield Department of Primary Care Health Sciences at Oxford [13].
FIFA shared the same embedded footage with broadcasters around the world, including countries where advertising for alcohol, gambling or prediction markets may be restricted or illegal [14]. Virtual board replacement technology, which allows different advertising in different countries, exists and was not used [15]. Gambling and prediction-market logos together came to 15,789 [5], the "around 16,000" Raffaello Rossi of Bristol cited [17]. "FIFA's marketing deals appeared to show little respect for national laws and licensing regimes," he said [16].
A logo count measures exposure and stops there. FIFA reported that nearly 6 billion people engaged with the tournament [5], and the UK estimate of 267 billion impressions comes from multiplying logo counts by audience data for the 53 broadcasts where those data existed [6], roughly 5 billion impressions per broadcast [7]. Neither figure measures whether a viewer noticed a logo or bought anything. Rossi tied the counts to what he described as a substantial body of evidence linking marketing for unhealthy products, alcohol and gambling with increased consumption and a range of health, social and financial harms, especially among children and young people [18]. That evidence comes from other studies; this census measured what was on screen.
What to watch
- Publication of the detection pipeline and its error rate, which would let another team re-run the census on the same footage.
- Whether FIFA uses virtual board replacement to vary pitchside advertising by territory at the next tournament.
- Whether any national gambling or advertising regulator opens a case over logos for brands unlicensed in its market.