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Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems

This study tested the hypothesis that playing video games while using or feeling the effects of a substance—referred to herein as “concurrent use”—is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data...

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Detalles Bibliográficos
Autores principales: Ream, Geoffrey L., Elliott, Luther C., Dunlap, Eloise
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Molecular Diversity Preservation International (MDPI) 2011
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3210592/
https://www.ncbi.nlm.nih.gov/pubmed/22073023
http://dx.doi.org/10.3390/ijerph8103979
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author Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise
author_facet Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise
author_sort Ream, Geoffrey L.
collection PubMed
description This study tested the hypothesis that playing video games while using or feeling the effects of a substance—referred to herein as “concurrent use”—is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán’s 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for “drug interaction” between self-reinforcing behaviors and addictive substances, with implications for the development of problem use.
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spelling pubmed-32105922011-11-09 Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems Ream, Geoffrey L. Elliott, Luther C. Dunlap, Eloise Int J Environ Res Public Health Article This study tested the hypothesis that playing video games while using or feeling the effects of a substance—referred to herein as “concurrent use”—is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán’s 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for “drug interaction” between self-reinforcing behaviors and addictive substances, with implications for the development of problem use. Molecular Diversity Preservation International (MDPI) 2011-10 2011-10-18 /pmc/articles/PMC3210592/ /pubmed/22073023 http://dx.doi.org/10.3390/ijerph8103979 Text en © 2011 by the authors; licensee MDPI, Basel, Switzerland http://creativecommons.org/licenses/by/3.0 This article is an open-access article distributed under the terms and conditions of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/).
spellingShingle Article
Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise
Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
title Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
title_full Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
title_fullStr Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
title_full_unstemmed Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
title_short Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
title_sort playing video games while using or feeling the effects of substances: associations with substance use problems
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3210592/
https://www.ncbi.nlm.nih.gov/pubmed/22073023
http://dx.doi.org/10.3390/ijerph8103979
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