Le Nicolette, McMann Tiana, Yang Luning, Li Zhuoran, Cuomo Raphael E, Mackey Tim K
Global Health Program, Department of Anthropology, University of California San Diego, La Jolla, CA, United States.
Global Health Policy and Data Institute, San Diego, CA, United States.
JMIR Infodemiology. 2024 Oct 2;4:e58201. doi: 10.2196/58201.
Video games have rapidly become mainstream in recent decades, with over half of the US population involved in some form of digital gaming. However, concerns regarding the potential harms of excessive, disordered gaming have also risen. Internet gaming disorder (IGD) has been proposed as a tentative psychiatric disorder that requires further study by the American Psychological Association (APA) and is recognized as a behavioral addiction by the World Health Organization. Substance use among gamers has also become a concern, with caffeinated or energy drinks and prescription stimulants commonly used for performance enhancement.
This study aimed to identify substance use patterns and health-related concerns among gamers among a population of Reddit users.
We used the public streaming Reddit application programming interface to collect and analyze all posts from the popular subreddit, r/StopGaming. From this corpus of posts, we filtered the dataset for keywords associated with common substances that may be used to enhance gaming performance. We then applied an inductive coding approach to characterize substance use behaviors, gaming genres, and physical and mental health concerns. Potential disordered gaming behavior was also identified using the tentative IGD guidelines proposed by the APA. A chi-square test of independence was used to assess the association between gaming disorder and substance use characteristics, and multivariable logistic regression was used to analyze whether mental health discussion or the mention of any substance with sufficient sample size was significantly associated with IGD.
In total, 10,551 posts were collected from Reddit from June 2017 to December 2022. After filtering the dataset for substance-related keywords, 1057 were included for further analysis, of which 286 mentioned both gaming and the use of ≥1 substances. Among the 286 posts that discussed both gaming and substance use, the most mentioned substances were alcohol (n=132), cannabis (n=104), and nicotine (n=48), while the most mentioned genres were role-playing games (n=120), shooters (n=90), and multiplayer online battle arenas (n=43). Self-reported behavior that aligned with the tentative guidelines for IGD was identified in 66.8% (191/286) posts. More than half, 62.9% (180/286) of the posts, discussed a health issue, with the majority (n=144) cited mental health concerns. Common mental health concerns discussed were depression and anxiety. There was a significant association between IGD and substance use (P<.001; chi-square test), and there were significantly increased odds of IGD among those who self-reported substance use (odds ratio 2.29, P<.001) and those who discussed mental health (odds ratio 1.64, P<.03).
As gaming increasingly becomes highly prevalent among various age groups and demographics, a better understanding of the interplay and convergence among disordered gaming, substance use, and negative health impacts can inform the development of interventions to mitigate risks and promote healthier gaming habits.
近几十年来,电子游戏迅速成为主流,美国超过一半的人口参与某种形式的数字游戏。然而,对于过度、无序游戏的潜在危害的担忧也在增加。互联网游戏障碍(IGD)已被美国心理协会(APA)提议作为一种需要进一步研究的暂定精神障碍,并且被世界卫生组织认可为一种行为成瘾。游戏玩家中的物质使用也成为一个关注点,含咖啡因或能量饮料以及处方兴奋剂常用于提高游戏表现。
本研究旨在确定Reddit用户群体中游戏玩家的物质使用模式和与健康相关的问题。
我们使用公开的Reddit流媒体应用程序编程接口来收集和分析热门子版块r/StopGaming的所有帖子。从这个帖子语料库中,我们筛选出与可能用于提高游戏表现的常见物质相关的关键词的数据集。然后我们应用归纳编码方法来描述物质使用行为、游戏类型以及身心健康问题。还使用美国心理协会提议的暂定IGD指南来识别潜在的无序游戏行为。使用独立性卡方检验来评估游戏障碍与物质使用特征之间的关联,并使用多变量逻辑回归来分析心理健康讨论或提及任何有足够样本量的物质是否与IGD显著相关。
2017年6月至2022年12月期间,总共从Reddit收集了10551个帖子。在筛选出与物质相关关键词的数据集后,1057个帖子被纳入进一步分析,其中286个帖子同时提到了游戏和使用≥1种物质。在这286个既讨论游戏又讨论物质使用的帖子中,提及最多的物质是酒精(n = 132)、大麻(n = 104)和尼古丁(n = 48),而提及最多的游戏类型是角色扮演游戏(n = 120)、射击游戏(n = 90)和多人在线战斗竞技场游戏(n = 43)。在66.8%(191/286)的帖子中识别出符合IGD暂定指南的自我报告行为。超过一半,即62.9%(180/286)的帖子讨论了健康问题,其中大多数(n = 144)提到了心理健康问题。讨论的常见心理健康问题是抑郁和焦虑。IGD与物质使用之间存在显著关联(P <.001;卡方检验),自我报告使用物质的人(优势比2.29,P <.001)和讨论心理健康的人(优势比1.64,P <.03)中IGD的几率显著增加。
随着游戏在各个年龄组和人口统计学中越来越普遍,更好地理解无序游戏、物质使用和负面健康影响之间的相互作用和趋同,可以为制定减轻风险和促进更健康游戏习惯的干预措施提供信息。