| Literature DB >> 22073024 |
Geoffrey L Ream1, Luther C Elliott, Eloise Dunlap.
Abstract
"Behavioral addictions" share biological mechanisms with substance dependence, and "drug interactions" have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who "regularly" or "occasionally" played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users' data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other's undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.Entities:
Keywords: addiction; alcohol; caffeine; dependence; marijuana; tobacco; video games
Mesh:
Year: 2011 PMID: 22073024 PMCID: PMC3210593 DOI: 10.3390/ijerph8103999
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Exploratory factor analysis derivation of factor score indicators for patterns of and motivations for concurrent use.
| Pass time or regulate negative emotion | Enhance positive experience | Remediate each other’s | Uniqueness | ||
|---|---|---|---|---|---|
| Factor loadings: | While alone | 0.12 | −0.23 | 0.45 | |
| Cope with loneliness/depression | −0.26 | 0.26 | 0.43 | ||
| Pass time while feeling effects of substance | 0.20 | 0.09 | 0.49 | ||
| With certain friends | −0.01 | 0.09 | 0.44 | ||
| Substances enhance experience of games | 0.09 | 0.18 | 0.51 | ||
| Substance to cope with game-related frustration | 0.04 | 0.04 | 0.58 | ||
| Play games to cope with substance withdrawal | −0.08 | 0.13 | 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 | 0.63 | 0.38 | 1 | ||
| Proportion of variance explained | 0.68 | 0.53 | 0.52 | ||
Exploratory factor analysis using maximum likelihood estimation produced three factors with positive Eigenvalues; results shown are after oblique Bentler’s invariant pattern simplicity rotation with Kaiser normalization applied to 3-factor solution.
Refers to use of video games to remediate the undesirable effects of substances, and vice versa.
Standardized coefficients from multivariate model predicting days of concurrent use, hours/day of concurrent use, and pattern/motivation factors from demographics, game playing variables, and genres/substances of concurrent use.
| 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 | |||||
Coefficients omitted from presentation in the table (they are included in the analysis) because p > 0.05 for all dependent variables include income; gender; race: Latino; MSA non-residence; enjoyment of average game; consumer involvement; the following genres: MMORPG, Gambling, RTS, Sports-general, Driving; days of tobacco use; days of sedative use; and sedative use problems. Reference category for race is white.
p < 0.10,
p < 0.05,
p < 0.01,
p < 0.001.