Erevik Eilin K, Torsheim Torbjørn, Andreassen Cecilie S, Krossbakken Elfrid, Vedaa Øystein, Pallesen Ståle
Department of Psychosocial Science, University of Bergen, PO Box 7807, 5020 Bergen, Norway.
Department of Social Studies, University of Stavanger, PO Box 8600, Forus, 4036 Stavanger, Norway.
Addict Behav Rep. 2019 May 6;10:100186. doi: 10.1016/j.abrep.2019.100186. eCollection 2019 Dec.
The current study aimed to investigate associations between gaming and different patterns of problematic alcohol use, controlling for important demographics, personality and mental health covariates. Data was collected by an online survey during fall 2016 ( = 5217). Students who had participated in a survey among students in Bergen, Norway, one year earlier were invited to participate. Crude and adjusted binary logistic regression analyses were conducted in order to assess the relationship between different patterns of problematic alcohol use and gaming (i.e. low-level gaming and high-level gaming vs. no gaming) while controlling for important covariates. The different gaming groups were categorised based on the number of symptoms of "gaming addiction" (in total seven) that they endorsed: 4 > symptoms = low-level gaming, 4 ≤ symptoms = high-level gaming. Only 0.2% ( = 11) endorsed all seven symptoms. Low-level gaming was positively associated with patterns of problematic alcohol use in the crude analyses; these associations became non-significant when controlling for demographic variables. High-level gaming was inversely associated with patterns of problematic alcohol use when controlling for demographics, personality, and mental health covariates. The inverse relationship between high-level gaming and problematic alcohol use (when controlling for covariates) suggest that heavy investment in gaming may protect against excessive alcohol use and alcohol-related harm. Possible explanations discussed for the inverse associations include high-level gamers having less available time to drink, intoxication being incompatible with gaming, and/or high-level gamers experiencing sufficient satisfaction/escape and social bonding by gaming, hence having less need for alcohol.
本研究旨在调查游戏与不同模式的问题性饮酒之间的关联,并控制重要的人口统计学、人格和心理健康协变量。数据通过2016年秋季的在线调查收集(n = 5217)。邀请了一年前参与过挪威卑尔根学生调查的学生参与此次调查。进行了粗回归和调整后的二元逻辑回归分析,以评估不同模式的问题性饮酒与游戏(即低水平游戏和高水平游戏与不玩游戏)之间的关系,同时控制重要的协变量。不同的游戏组是根据他们认可的“游戏成瘾”症状数量(总共七个)进行分类的:4个以上症状 = 低水平游戏,4个及以下症状 = 高水平游戏。只有0.2%(n = 11)的人认可所有七个症状。在粗分析中,低水平游戏与问题性饮酒模式呈正相关;在控制人口统计学变量后,这些关联变得不显著。在控制人口统计学、人格和心理健康协变量时,高水平游戏与问题性饮酒模式呈负相关。高水平游戏与问题性饮酒之间的负相关关系(在控制协变量时)表明,在游戏上的大量投入可能有助于预防过度饮酒和与酒精相关的危害。对这种负相关关系讨论的可能解释包括高水平玩家饮酒时间较少、醉酒与游戏不兼容,和/或高水平玩家通过游戏获得了足够的满足感/逃避感和社交联系,因此对酒精的需求较少。