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什么大流行?在大流行(COVID-19)学年期间对大学生饮酒动机和饮酒游戏参与情况的多地点研究。

What pandemic? A multisite study of drinking motives and drinking games participation among college students during a pandemic (COVID-19) academic year.

机构信息

Department of Psychological Science, University of Arkansas, United States.

Department of Psychology, University of North Texas, United States.

出版信息

Addict Behav. 2023 Mar;138:107560. doi: 10.1016/j.addbeh.2022.107560. Epub 2022 Nov 26.

Abstract

A drinking game (DG) is a widely practiced social activity that tends to encourage rapid alcohol consumption. While social restrictions during the pandemic (COVID-19) academic year were implemented as a health measure across many colleges/universities, the extent to which college student drinkers continued to play DGs in-person is not well understood. Because theory and research suggest that drinking motives are proximal correlates of drinking behaviors, we examined which drinking motives increased the likelihood of playing DGs in-person, and playing DGs in-person in a group of 10 + people during the 2020-21 pandemic academic year. College students (past-year drinkers) from 12 universities completed an online survey (N = 900; M = 19.42, Range = 18-25; SD = 1.45, White = 73.1%, 69.2% female). Of the students surveyed, 590 students played DGs, with 460 students only playing DGs in-person. Of the students who played DGs in-person, 274 students reported that the maximum number of people they played DGs with in-person exceeded the CDC's recommended guidelines (10 + people). Accounting for demographics, general alcohol use, and perceived COVID-19 threat, social drinking motives were positively associated with an increased likelihood of playing DGs in-person; the inverse was found for coping motives. Drinking motives were not associated with the likelihood of playing DGs with 10 + people but greater alcohol use and lower perceived threat of COVID-19 were. Given that the pandemic did not deter many student drinkers from playing DGs in-person, further investment in targeted intervention and public health initiatives aimed at substance-free alternatives promoting engagement and enhancement of social activities may be needed.

摘要

一种饮酒游戏(DG)是一种广泛实践的社交活动,往往鼓励快速饮酒。虽然在许多学院/大学实施了社交限制作为一种健康措施,但大学生饮酒者在多大程度上继续亲自玩 DG 并不清楚。因为理论和研究表明,饮酒动机是饮酒行为的近因相关因素,我们研究了哪些饮酒动机增加了亲自玩 DG 的可能性,以及在 2020-21 年大流行学年中以 10 人以上的团体亲自玩 DG 的可能性。来自 12 所大学的大学生(过去一年的饮酒者)完成了一项在线调查(N=900;M=19.42,范围=18-25;SD=1.45,白人=73.1%,女性占 69.2%)。在所调查的学生中,有 590 名学生玩 DG,其中 460 名学生仅亲自玩 DG。在亲自玩 DG 的学生中,有 274 名学生报告说他们亲自玩 DG 的最大人数超过了 CDC 建议的 10 人以上的指导方针。考虑到人口统计学、一般饮酒和感知到的 COVID-19 威胁,社交饮酒动机与亲自玩 DG 的可能性增加呈正相关;而应对动机则相反。饮酒动机与玩 10 人以上的 DG 的可能性无关,但与更大的饮酒量和更低的 COVID-19 威胁感有关。鉴于大流行并没有阻止许多学生饮酒者亲自玩 DG,可能需要进一步投资于有针对性的干预和公共卫生举措,以提供无物质替代品,促进社交活动的参与和增强。

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