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Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People

机译:英国视频游戏中的烟酒含量及其与年轻人中烟酒使用的关系

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摘要

To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11–17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75–4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70–3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol.
机译:要确定视频游戏包含酒精和烟草含量的程度,并评估在英国,青少年玩视频游戏与酒精和吸烟行为之间的关联。对2012/2013年英国32个最畅销视频游戏中的物质进行评估;在线调查青少年玩17项含有实质内容的游戏;以及五个最受欢迎游戏的内容分析。共有1094名11-17岁的青少年参加。报告了32场比赛中物质含量的存在;估计玩过游戏的青少年人数;自我报告的物质使用情况;通过视频游戏剪辑场景的间隔编码对物质含量进行半定量测量。非官方消息来源报告了17种游戏(44%)中的物质含量,但官方的泛欧洲游戏信息(PEGI)系统均未报告。玩过至少一场游戏的青少年尝试吸烟(调整后的优势比[OR] 2.70,95%置信区间[CI] 1.75–4.17)或饮酒(调整后的OR 2.35,95%CI 1.70–1.4)的可能性要高得多。 3.23)。在饮酒的五种最受欢迎​​的游戏情节中,隐性使用和用具的间隔分别为31(14%),81(37%)和41(19%)。烟草实际使用,隐含使用和用具的间隔分别为32(15%),27(12%)和53(24%)。酒精和烟草含量在最流行的视频游戏中很常见,但官方PEGI系统并未对此进行报道。内容分析确定了这些游戏样本中的实质内容。玩这些视频游戏的青少年更有可能尝试过烟酒。

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