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

机译:低度游戏高度游戏和有问题的饮酒之间的关联

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摘要

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与有问题的酒精使用的不同模式之间的关联,控制重要的人口统计学,人格和心理健康的协变量。数据是通过2016年秋季的在线调查收集的(N = 5217)。一年前,参加过挪威卑尔根学生调查的学生被邀请参加。为了评估有问题的酒精使用和游戏的不同模式(即低水平游戏和高水平游戏与无游戏)之间的关系,同时进行了重要的协变量控制,进行了粗略和调整后的二元逻辑回归分析。根据他们认可的“游戏成瘾”症状的总数(总共七个)对游戏类别进行了分类:4→:症状=低级游戏,4≤症状=高级游戏。只有0.2%(n = 11)认可了所有七个症状。低水平的赌博与原油分析中有问题的酒精使用方式正相关;当控制人口统计变量时,这些关联变得不重要。当控制人口统计学,性格和心理健康的协变量时,高水平的博弈与有问题的酒精使用方式成反比。高水平游戏与有问题的饮酒(控制协变量时)之间存在反比关系,这表明对游戏的大量投资可以防止过度饮酒和与酒精有关的伤害。针对反向关联所讨论的可能解释包括:高级游戏者可饮时间较少,醉酒与游戏不兼容,和/或高级游戏者通过游戏获得足够的满足感/逃避和社交联系,因此对酒精的需求较少。

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