Coëffec Adélaïde, Romo Lucia, Cheze Nathalie, Riazuelo Hélène, Plantey Sophie, Kotbagi Gayatri, Kern Laurence
CLIPSYD, EA4430, UFR de Sciences Psychologiques et Sciences de l'Education, Université de Paris Ouest Nanterre La Défense , Nanterre, France ; Service d'addictologie de l'hôpital René Muret , Sevran, France.
CLIPSYD, EA4430, UFR de Sciences Psychologiques et Sciences de l'Education, Université de Paris Ouest Nanterre La Défense , Nanterre, France ; La Clinique des Maladies Mentales et de l'Encéphale, Centre Hospitalier Sainte-Anne , Paris, France ; Centre de Psychiatrie et Neurosciences, INSERM U894 , Paris, France.
Front Psychol. 2015 Apr 28;6:501. doi: 10.3389/fpsyg.2015.00501. eCollection 2015.
Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field.
物质使用以及电子游戏的使用在年轻人中很常见。本研究的目的是探讨青少年时期电子游戏使用与酒精、烟草或大麻等各种物质消费之间的联系。为此,1423名初高中学生填写了一份自填式问卷,其中包括关于年龄、性别、就读年份、电子游戏使用情况以及酒精(酒精使用障碍识别测试简版,AUDIT-C)、烟草(吸烟严重程度指数,HSI)和大麻(大麻滥用筛查测试,CAST)消费情况的问题。我们发现,92.1%的青少年玩电子游戏,17.7%的青少年存在问题性电子游戏使用(PUVG)。此外,结果显示物质消费似乎很常见,分别有19.8%和8.3%的参与者存在有害酒精和大麻消费,5.2%的参与者存在中度至高烟草依赖。电子游戏玩家饮酒量显著更多,有问题性电子游戏使用的玩家开始物质消费(酒精、烟草和大麻)的时间更早。发现问题性电子游戏使用与首次物质消费的年龄呈负相关,但与玩电子游戏的时间呈正相关。然而,它与物质依赖风险(AUDIT-C、HSI和CAST评分)无关。最后,就青少年时期物质使用和电子游戏使用的频率而言,我们的结果与文献一致。这些数据将有助于更好地考虑这一特定领域的预防策略和未来护理。