Early substance consumption and problematic use of video games in adolescence

被引:28
|
作者
Coeffec, Adelaide [1 ,2 ]
Romo, Lucia [1 ,3 ,4 ]
Cheze, Nathalie [5 ]
Riazuelo, Helene [1 ]
Plantey, Sophie [1 ,7 ]
Kotbagi, Gayatri [1 ,6 ]
Kern, Laurence [6 ]
机构
[1] Univ Paris Ouest Nanterre La Def, UFR Sci Psychol & Sci Educ, EA4430, CLIPSYD, F-92001 Nanterre, France
[2] Hop Rene Muret, Serv Addictol, Sevran, France
[3] Ctr Hosp St Anne, La Clin Malad Mentales & Encephale, Paris, France
[4] INSERM U894, Ctr Psychiat & Neurosci, Paris, France
[5] Univ Paris Ouest Nanterre La Def, Lab ModalX, F-92001 Nanterre, France
[6] Univ Paris Ouest Nanterre La Def, CeRSM, EA 2931, UFR STAPS, F-92001 Nanterre, France
[7] Ctr Hosp Jean Martin Charcot, Plaisir, France
来源
FRONTIERS IN PSYCHOLOGY | 2015年 / 6卷
关键词
problematic usage; adolescence; video gaming; alcohol; tobacco; cannabis; PATHOLOGICAL INTERNET; ALCOHOL-CONSUMPTION; AUDIT-C; ADDICTION; SMOKING; SELF; PREVALENCE; CIGARETTE; ASSOCIATIONS; DEPENDENCE;
D O I
10.3389/fpsyg.2015.00501
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field.
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收藏
页数:8
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