Patterns of and Motivations for Concurrent Use of Video Games and Substances
Abstract
:1. Introduction
2. Methods
2.1. Participants and Recruitment
2.2. Measures
Demographics
Video game days used, hours/day used, and enjoyment
Consumer involvement
Problem video game playing (PVP)
Video game genres of concurrent use
Substance use frequency and use problems
Concurrent use patterns and motivations
2.3. Approach to Analyses
3. Results
4. Discussion
Acknowledgments
- Conflict of InterestNone of the authors has any conflict of interest that might affect the integrity of the results.
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Pass time or regulate negative emotion | Enhance positive experience | Remediate each other’s a undesirable effects | Uniqueness | ||
---|---|---|---|---|---|
Factor loadings: | While alone | 0.78 | 0.12 | −0.23 | 0.45 |
Cope with loneliness/depression | 0.70 | −0.26 | 0.26 | 0.43 | |
Pass time while feeling effects of substance | 0.51 | 0.20 | 0.09 | 0.49 | |
With certain friends | −0.01 | 0.72 | 0.09 | 0.44 | |
Substances enhance experience of games | 0.09 | 0.55 | 0.18 | 0.51 | |
Substance to cope with game-related frustration | 0.04 | 0.04 | 0.60 | 0.58 | |
Play games to cope with substance withdrawal | −0.08 | 0.13 | 0.63 | 0.59 | |
Correlation matrix: | Pass time or regulate negative emotion | 1 | 0.63 | 0.63 | |
Enhance positive experience | 0.63 | 1 | 0.38 | ||
Remediate each other’s undesirable effects a | 0.63 | 0.38 | 1 | ||
Proportion of variance explained | 0.68 | 0.53 | 0.52 |
Days of concurrent use | Hours/day concurrent use | Pass time or regulate negative emotion | Enhance positive experience | Remediate each other’s undesirable effects | ||
---|---|---|---|---|---|---|
Age | 0.04 | 0.07 | 0.03 | −0.09 ** | −0.03 | |
Education | 0.04 | −0.11 ** | −0.01 | −0.04 | 0.02 | |
Race: Black | −0.06 * | 0.15 * | 0.06 + | 0.00 | 0.04 | |
Race: Asian | −0.08* | −0.04 | −0.01 | 0.05 | 0.04 | |
Race: Native | −0.04 | 0.03 | −0.04 | −0.06 * | −0.02 | |
Race: Other | −0.05 ** | −0.01 | 0.00 | −0.01 | −0.01 | |
Non-working | 0.07 * | 0.00 | 0.07 * | 0.04 | 0.04 | |
Days played average game | 0.34 *** | 0.06 | 0.03 | −0.01 | 0.00 | |
Hours/day played avg. game | 0.01 | 0.23 *** | 0.17 ** | 0.17 *** | 0.17 * | |
Problem video game play | 0.08 + | 0.12 * | 0.24 *** | 0.13 ** | 0.26 *** | |
Genre: Action-adventure | 0.06 * | 0.08 * | 0.04 | 0.08 * | 0.01 | |
Genre: Other RPG (not MMO) | 0.08 ** | 0.03 | 0.08 * | 0.10 ** | 0.00 | |
Genre: First-person shooter (FPS) | 0.11 *** | −0.01 | 0.10 ** | 0.10 * | 0.06 | |
Genre: Other shooter | 0.06 * | 0.07 | −0.01 | −0.01 | −0.03 | |
Genre: Other strategy (not RTS) | 0.10 *** | 0.01 | −0.01 | 0.02 | −0.04 | |
Genre: Board/card | 0.15 *** | 0.03 | 0.10 *** | 0.07 ** | 0.02 | |
Genre: Other sports | 0.07 ** | 0.00 | 0.04 | 0.11 ** | 0.01 | |
Genre: Puzzle | 0.15 *** | 0.00 | 0.00 | −0.01 | −0.04 | |
Genre: Rhythm | 0.06 * | 0.03 | 0.04 | 0.03 | 0.02 | |
Genre: Platformer | 0.05 * | 0.02 | 0.08 * | 0.02 | 0.03 | |
Genre: Other | 0.10 *** | 0.03 | 0.03 | −0.02 | 0.03 | |
Caffeine days used | 0.17 *** | 0.08 + | −0.08 * | −0.07 * | −0.09 * | |
Caffeine use problems | −0.03 | −0.08 + | 0.12 *** | 0.08 * | 0.05 | |
Tobacco use problems | 0.05 | 0.16 + | 0.19 ** | 0.05 | 0.23 ** | |
Alcohol days used | 0.07 * | −0.04 | 0.05 | 0.08 ** | −0.02 | |
Alcohol use problems | −0.11 *** | 0.00 | 0.08 * | 0.09 * | 0.05 | |
Marijuana days used | 0.16 *** | −0.02 | 0.07 | 0.10 + | −0.06 | |
Marijuana use problems | −0.08 * | 0.06 | 0.15 * | 0.21 ** | 0.15 * | |
Painkiller days used | −0.01 | −0.08 * | −0.14 *** | −0.08 ** | −0.11 *** | |
Painkiller use problems | 0.01 | 0.00 | 0.24 *** | 0.12 * | 0.34 *** | |
Correlations among dependent variables: | Days concurrent use | 1 | 0.10 ** | 0.16 *** | 0.03 | 0.03 |
Hours/day concurrent use | 0.10 ** | 1 | 0.06 | 0.04 | 0.01 | |
Pass time/regulate emotion | 0.16 *** | 0.06 | 1 | 0.68 *** | 0.70 *** | |
Enhance pos. experience | 0.03 | 0.04 | 0.68 *** | 1 | 0.46 *** | |
Remediate undesirable eff. | 0.03 | 0.01 | 0.70 *** | 0.46 *** | 1 | |
Variance explained (R2) | 0.38 *** | 0.22 *** | 0.45 *** | 0.42 *** | 0.38 *** | |
Overall model fit: | CFI > 0.999, RMSEA < 0.001, SRMR < 0.001 |
© 2011 by the authors; licensee MDPI, Basel, Switzerland This article is an open-access article distributed under the terms and conditions of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/).
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Ream, G.L.; Elliott, L.C.; Dunlap, E. Patterns of and Motivations for Concurrent Use of Video Games and Substances. Int. J. Environ. Res. Public Health 2011, 8, 3999-4012. https://doi.org/10.3390/ijerph8103999
Ream GL, Elliott LC, Dunlap E. Patterns of and Motivations for Concurrent Use of Video Games and Substances. International Journal of Environmental Research and Public Health. 2011; 8(10):3999-4012. https://doi.org/10.3390/ijerph8103999
Chicago/Turabian StyleReam, Geoffrey L., Luther C. Elliott, and Eloise Dunlap. 2011. "Patterns of and Motivations for Concurrent Use of Video Games and Substances" International Journal of Environmental Research and Public Health 8, no. 10: 3999-4012. https://doi.org/10.3390/ijerph8103999
APA StyleReam, G. L., Elliott, L. C., & Dunlap, E. (2011). Patterns of and Motivations for Concurrent Use of Video Games and Substances. International Journal of Environmental Research and Public Health, 8(10), 3999-4012. https://doi.org/10.3390/ijerph8103999