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Early substance consumption and problematic use of video games in adolescence

Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle a...

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Autores principales: Coëffec, Adélaïde, Romo, Lucia, Cheze, Nathalie, Riazuelo, Hélène, Plantey, Sophie, Kotbagi, Gayatri, Kern, Laurence
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4411991/
https://www.ncbi.nlm.nih.gov/pubmed/25972826
http://dx.doi.org/10.3389/fpsyg.2015.00501
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author Coëffec, Adélaïde
Romo, Lucia
Cheze, Nathalie
Riazuelo, Hélène
Plantey, Sophie
Kotbagi, Gayatri
Kern, Laurence
author_facet Coëffec, Adélaïde
Romo, Lucia
Cheze, Nathalie
Riazuelo, Hélène
Plantey, Sophie
Kotbagi, Gayatri
Kern, Laurence
author_sort Coëffec, Adélaïde
collection PubMed
description Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field.
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spelling pubmed-44119912015-05-13 Early substance consumption and problematic use of video games in adolescence Coëffec, Adélaïde Romo, Lucia Cheze, Nathalie Riazuelo, Hélène Plantey, Sophie Kotbagi, Gayatri Kern, Laurence Front Psychol Psychology Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field. Frontiers Media S.A. 2015-04-28 /pmc/articles/PMC4411991/ /pubmed/25972826 http://dx.doi.org/10.3389/fpsyg.2015.00501 Text en Copyright © 2015 Coëffec, Romo, Cheze, Riazuelo, Plantey, Kotbagi and Kern. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Coëffec, Adélaïde
Romo, Lucia
Cheze, Nathalie
Riazuelo, Hélène
Plantey, Sophie
Kotbagi, Gayatri
Kern, Laurence
Early substance consumption and problematic use of video games in adolescence
title Early substance consumption and problematic use of video games in adolescence
title_full Early substance consumption and problematic use of video games in adolescence
title_fullStr Early substance consumption and problematic use of video games in adolescence
title_full_unstemmed Early substance consumption and problematic use of video games in adolescence
title_short Early substance consumption and problematic use of video games in adolescence
title_sort early substance consumption and problematic use of video games in adolescence
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4411991/
https://www.ncbi.nlm.nih.gov/pubmed/25972826
http://dx.doi.org/10.3389/fpsyg.2015.00501
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