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Patterns of and Motivations for Concurrent Use of Video Games and Substances

“Behavioral addictions” share biological mechanisms with substance dependence, and “drug interactions” have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effect...

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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/PMC3210593/
https://www.ncbi.nlm.nih.gov/pubmed/22073024
http://dx.doi.org/10.3390/ijerph8103999
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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 “Behavioral addictions” share biological mechanisms with substance dependence, and “drug interactions” have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who “regularly” or “occasionally” played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users’ data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other’s undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.
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spelling pubmed-32105932011-11-09 Patterns of and Motivations for Concurrent Use of Video Games and Substances Ream, Geoffrey L. Elliott, Luther C. Dunlap, Eloise Int J Environ Res Public Health Article “Behavioral addictions” share biological mechanisms with substance dependence, and “drug interactions” have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who “regularly” or “occasionally” played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users’ data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other’s undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use. Molecular Diversity Preservation International (MDPI) 2011-10 2011-10-19 /pmc/articles/PMC3210593/ /pubmed/22073024 http://dx.doi.org/10.3390/ijerph8103999 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
Patterns of and Motivations for Concurrent Use of Video Games and Substances
title Patterns of and Motivations for Concurrent Use of Video Games and Substances
title_full Patterns of and Motivations for Concurrent Use of Video Games and Substances
title_fullStr Patterns of and Motivations for Concurrent Use of Video Games and Substances
title_full_unstemmed Patterns of and Motivations for Concurrent Use of Video Games and Substances
title_short Patterns of and Motivations for Concurrent Use of Video Games and Substances
title_sort patterns of and motivations for concurrent use of video games and substances
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3210593/
https://www.ncbi.nlm.nih.gov/pubmed/22073024
http://dx.doi.org/10.3390/ijerph8103999
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