Literature DB >> 30654698

Little video-gaming in adolescents can be protective, but too much is associated with increased substance use.

Ofir Turel1,2, Antoine Bechara1.   

Abstract

BACKGROUND: Studies have demonstrated inconsistent results regarding the association between video gaming time and substance use in teenagers. Understating intricacies of this association can help with substance use reduction in teenagers.
OBJECTIVES: This study aimed to untangle this complex relationship by theorizing and examining a U-shaped association.
METHODS: We analyzed two large samples (n1 = 7313 [52.5% female] and n2 = 8079 [51.6% female]) of 8th and 10th graders in the United States. Substance use was operationalized as the sum of self-reported number of lifetime use instances of 14 unprescribed substances. Video game use time (hours per week) was self-reported on a 1 (none) to 9 (40+) scale. Common covariates/risk factors were included.
RESULTS: Consistently across datasets, partial-correlation between squared video gaming time and substance use (r = .10, p < .001 in 2014 and r = .08, p < .001 in 2015) supported the hypothesized u-shaped association. Analysis of covariance revealed that teenagers playing video games for 1-5 h a week report on significantly fewer instances of substance use compared with non-gamers (p < .001-.007). Post hoc analyses revealed that those who play at least 30 h per week report on significantly (p < .001) more instances of substance use (3.92 in 2014 and 3.38 in 2015) compared with teenagers playing video games for 1-5 h a week (2.17 in 2015 and 1.96 in 2015).
CONCLUSIONS: Video gaming time and substance use follow a u-shaped association; light video gaming can be protective in terms of substance use, while too much video gaming is associated with increased substance use.

Entities:  

Keywords:  Substance use; adolescents; teenagers; video gaming

Year:  2019        PMID: 30654698     DOI: 10.1080/10826084.2018.1496455

Source DB:  PubMed          Journal:  Subst Use Misuse        ISSN: 1082-6084            Impact factor:   2.164


  7 in total

1.  Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy.

Authors:  Loredana Cena; Matteo Rota; Stefano Calza; Alice Trainini; Sara Zecca; Sofia Bonetti Zappa; Luisa Silvia Nodari; Alberto Stefana
Journal:  Ital J Pediatr       Date:  2022-06-25       Impact factor: 3.288

2.  Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries.

Authors:  Niroshani Broman; Fulvia Prever; Ester di Giacomo; Susana Jiménez-Murcia; Anna Szczegielniak; Helena Hansson; Anders Håkansson
Journal:  Front Psychol       Date:  2022-04-11

3.  Prospective Association of Digital Media Use with Alcohol Use Initiation and Progression Among Adolescents.

Authors:  Kira E Riehm; Johannes Thrul; Jessica L Barrington-Trimis; Annemarie Kelleghan; Ramin Mojtabai; Adam M Leventhal
Journal:  Alcohol Clin Exp Res       Date:  2021-03-12       Impact factor: 3.455

4.  Gaming, substance use and distress within a cohort of online gamblers.

Authors:  Frida André; Ander Håkansson; Emma Claesdotter-Knutsson
Journal:  J Public Health Res       Date:  2021-08-04

5.  Investigating Adolescents' Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study.

Authors:  Loredana Cena; Matteo Rota; Alice Trainini; Sara Zecca; Sofia Bonetti Zappa; Nella Tralli; Alberto Stefana
Journal:  JMIR Res Protoc       Date:  2022-02-25

6.  Videogames and guns in adolescents: T ests of a bipartite theory.

Authors:  Ofir Turel
Journal:  Comput Human Behav       Date:  2020-03-29

7.  Are changes in binge drinking among European adolescents driven by changes in computer gaming?

Authors:  Torleif Halkjelsvik; Geir S Brunborg; Elin K Bye
Journal:  Drug Alcohol Rev       Date:  2020-12-13
  7 in total

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