School of Social Work, Adelphi University, 1 South Avenue, Garden City, NY 11530, USA.
Int J Environ Res Public Health. 2011 Oct;8(10):3979-98. doi: 10.3390/ijerph8103979. Epub 2011 Oct 18.
This study tested the hypothesis that playing video games while using or feeling the effects of a substance--referred to herein as "concurrent use"-is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán's 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for "drug interaction" between self-reinforcing behaviors and addictive substances, with implications for the development of problem use.
本研究检验了一个假设,即在使用或感受到物质的影响的同时玩视频游戏——在此称为“并发使用”——与控制物质使用频率、将视频游戏作为热衷的爱好以及人口因素后物质使用问题有关。数据来自 Knowledge Networks 对成年视频游戏玩家进行的全国性在线调查,有效 n = 2,885。使用 Tejeiro Salguero 和 Bersabé Morán 的 2002 年问题视频游戏行为(PVP)措施来操作问题视频游戏行为,使用国家药物使用和健康调查(NSDUH)的措施来操作物质使用问题。对咖啡因、烟草、酒精和大麻使用者分别进行了结构方程模型分析。在所有四个模型中,并发使用与物质使用问题直接相关,但与 PVP 无关。作为热衷的爱好的视频游戏通过两条间接途径与物质使用问题相关:对所有物质通过 PVP,仅对咖啡因、烟草和酒精通过并发使用。结果说明了自我强化行为和成瘾物质之间“药物相互作用”的潜力,对问题使用的发展有影响。