Stewart Sherry H, McWilliams Lachlan A, Blackburn James R, Klein Raymond M
Department of Psychology, Dalhousie University, Halifax, Nova Scotia, Canada.
Addict Behav. 2002 Sep-Oct;27(5):819-35. doi: 10.1016/s0306-4603(01)00213-1.
Thirty regular video lottery terminal (VLT) players were randomly assigned to 90 min of VLT play or a control activity (viewing a movie) to examine the impact of VLT play on alcohol use. Ratings of dysphoric mood were taken at baseline, midactivity, and postactivity. Alcoholic and nonalcoholic control beverages were available throughout. As hypothesized, those in the VLT condition were more likely to consume alcoholic than nonalcoholic control beverages (i.e., 73% drank alcohol and 20% drank control beverages), whereas no such preference for alcohol was observed in the movie control condition (i.e., 40% drank alcohol and 47% drank control beverages). Consistentwith predictions derived from Steele and Josephs' [J. Abnorm. Psychol. 97 (1988) 196; Am. Psychol. 45 (1990) 921.] attention allocation model, VLT condition participants who drank alcohol showed increases in dysphoric effect over the course of testing. No such changes in negative mood were observed in VLT participants who did not consume alcohol or in movie control participants regardless of whether they drank alcohol. An observed temporal pattern of greater drinking during the early phase of VLT play indicated that the relation between alcohol use and dysphoric affect among VLT condition participants could not readily be explained by drinking to relieve dysphoria induced by VLT losses. Clinical and policy implications are discussed.
30名视频彩票终端(VLT)常客被随机分配,一组进行90分钟的VLT游戏,另一组进行对照活动(看电影),以研究VLT游戏对酒精使用的影响。在基线、活动进行中及活动结束后采集烦躁情绪评分。全程提供酒精饮料和不含酒精的对照饮料。正如假设的那样,处于VLT游戏组的参与者比处于不含酒精饮料对照组的参与者更有可能饮用酒精饮料(即73%饮用酒精饮料,20%饮用对照饮料),而在电影对照组中未观察到对酒精的这种偏好(即40%饮用酒精饮料,47%饮用对照饮料)。与斯蒂尔和约瑟夫斯[《变态心理学杂志》97(1988)196;《美国心理学家》45(1990)921]的注意力分配模型得出的预测一致,在测试过程中,饮用酒精饮料的VLT游戏组参与者的烦躁情绪有所增加。在未饮用酒精饮料的VLT游戏组参与者或电影对照组参与者中,无论他们是否饮用酒精饮料,均未观察到负面情绪有此类变化。在VLT游戏早期阶段观察到饮酒量更大的时间模式,这表明VLT游戏组参与者中酒精使用与烦躁情绪之间的关系不能轻易用饮酒来缓解VLT游戏损失引起的烦躁来解释。文中讨论了临床和政策方面的影响。