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同时使用视频游戏和物质的模式和动机。

Patterns of and motivations for concurrent use of video games and substances.

机构信息

School of Social Work, Adelphi University, 1 South Avenue, Garden City, NY 11530, USA.

出版信息

Int J Environ Res Public Health. 2011 Oct;8(10):3999-4012. doi: 10.3390/ijerph8103999. Epub 2011 Oct 19.

DOI:10.3390/ijerph8103999
PMID:22073024
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3210593/
Abstract

"Behavioral addictions" share biological mechanisms with substance dependence, and "drug interactions" have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who "regularly" or "occasionally" played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users' data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other's undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.

摘要

“行为成瘾”与物质依赖具有相同的生物学机制,并且已经观察到某些物质与自我强化行为之间存在“药物相互作用”。本研究考察了在使用或感受物质(同时使用)的同时玩视频游戏的模式和动机的相关因素。数据来自对经常或偶尔玩视频游戏且在过去七天内至少玩过一小时的美国成年人的全国代表性调查(n = 3380)。仅包括最近同时使用的数据进行分析(n = 1196)。自变量包括人口统计学特征、物质使用频率和问题、同时使用的游戏类型(通过在行业数据库中查找标题来确定)以及一般游戏玩法变量,包括问题性视频游戏玩法(PVP)、消费者参与度、享受度、游戏时长和游戏频率。探索性因素分析确定了同时使用模式和动机的以下维度:打发时间或调节负面情绪、增强已经愉快或积极的体验,以及使用视频游戏和物质来相互弥补彼此的不良影响。多元回归分析表明,PVP 和每天玩视频游戏的时间与大多数模式/动机有关,咖啡因、烟草、酒精、大麻和止痛药使用问题也是如此。这表明,与某些常规情境模式或寻求效果的动机同时使用是 PVP 和物质依赖背后的成瘾过程的一部分。各种人口统计学、游戏玩法、同时使用的游戏类型和物质使用变量与特定的动机/模式相关,表明所有这些都是理解同时使用的重要因素。

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