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The associations between low-level gaming, high-level gaming and problematic alcohol use

机译:低级游戏,高级游戏和有问题的酒精使用的关联

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The current study aimed to investigate associations between gaming and different patterns of problematic alcohol use, controlling for important demographics, personality and mental health covariates. Data was collected by an online survey during fall 2016 (N?=?5217). Students who had participated in a survey among students in Bergen, Norway, one year earlier were invited to participate. Crude and adjusted binary logistic regression analyses were conducted in order to assess the relationship between different patterns of problematic alcohol use and gaming (i.e. low-level gaming and high-level gaming vs. no gaming) while controlling for important covariates. The different gaming groups were categorised based on the number of symptoms of “gaming addiction” (in total seven) that they endorsed: 4?>?symptoms?=?low-level gaming, 4?≤?symptoms?=?high-level gaming. Only 0.2% (n?=?11) endorsed all seven symptoms. Low-level gaming was positively associated with patterns of problematic alcohol use in the crude analyses; these associations became non-significant when controlling for demographic variables. High-level gaming was inversely associated with patterns of problematic alcohol use when controlling for demographics, personality, and mental health covariates. The inverse relationship between high-level gaming and problematic alcohol use (when controlling for covariates) suggest that heavy investment in gaming may protect against excessive alcohol use and alcohol-related harm. Possible explanations discussed for the inverse associations include high-level gamers having less available time to drink, intoxication being incompatible with gaming, and/or high-level gamers experiencing sufficient satisfaction/escape and social bonding by gaming, hence having less need for alcohol.
机译:目前的研究旨在调查游戏和不同问题的不同模式的协会,控制重要人口统计学,人格和心理健康协变量。 2016年秋季的在线调查收集数据(N?=?5217)。邀请参加挪威卑尔根的学生调查的学生参加。进行了原油和调整后的二元逻辑回归分析,以评估有问题的酒精使用和游戏的不同模式之间的关系(即低级游戏和高级游戏Vs.没有游戏),同时控制重要的协变量。不同的游戏组是根据他们认可的“游戏成瘾”的症状数量的分类:4?>?症状?=?低级游戏,4?≤?症状?=?高级别赌博。只有0.2%(n?=?11)所有七种症状都赞同。低级游戏与原油分析中有问题的酒精用途呈正相关;当控制人口变量时,这些关联变得不显着。在控制人口统计学,人格和心理健康协变量时,高级游戏与有问题的酒精模式相反。高级游戏和有问题的酒精使用之间的反向关系(控制协变量时)表明,对游戏的重量投资可能会防止过度的酒精使用和与酒精有关的危害。对逆关联讨论的可能解释包括具有较少可用时间的高级游戏玩家,醉酒与游戏不相容,以及通过游戏的足够满意/逃避和社会粘合的高级游戏玩家,因此对酒精较少。

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