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Psychopathologie des Conduites Addictives: Alcoolisme et Toxicomanie Mar 02, Only 3 left in stock - order soon. Provide feedback about this page. There's a problem loading this menu right now. Get fast, free shipping with Amazon Prime. Get to Know Us. English Choose a language for shopping. Amazon Music Stream millions of songs. Amazon Advertising Find, attract, and engage customers. Amazon Drive Cloud storage from Amazon. Alexa Actionable Analytics for the Web.
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Amazon Rapids Fun stories for kids on the go. Amazon Restaurants Food delivery from local restaurants. We found that Furthermore, results show that substance consumption seems frequent with 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. 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. Experimenting with psychoactive substances, such as alcohol, tobacco or cannabis, is common during adolescence Currie et al. Playing video games is also popular in this population and in some cases, can become problematic, especially if coexistent with other psychopathological dimensions. Several other studies have found associations between video games and substance consumption.
While some studies focus on the links between gambling, chance games and substance consumption Lane et al. However, until this day and to our knowledge, very few French studies have investigated the possible links between substance consumption and use of video games. Thus, the purpose of this study was to explore the links between the use of video games and consumption of alcohol, tobacco and cannabis in a population of adolescents. The underlying premise of our study is that, there exists a profile personality and psychopathological common to players with problematic use of video games PUVG; i.
An HBSC survey Health Behaviour in School-aged Children, carried out on a young population aged between 11 and 16 years old, shows that alcohol, tobacco and cannabis intake are quite frequent and increases with age.
Thus, among the students of the sixth grade, Use of video games is common amongst children and adolescents Tejeiro and Moran, ; Wood et al. The most investigated video games by researchers are online gaming platforms, specifically the MMORPG massively multiplayer online role-playing game. These games have features that make them very attractive for teens, such as: Despite the fact that PUVG is poorly defined, often covering notions of abusive, excessive or addictive use of video games, it was found to have a prevalence ranging between 1. This wide variability between studies could be explained by the use of different assessment instruments, selection bias, inclusion criteria such as age, etc.
The majority of studies find a link between substance use and video gaming habits. When it comes to alcohol consumption, it seems to be the most associated to the time spent playing video games.
In fact, Armstrong et al. When it comes to age at first substance consumption, initiation to alcohol use before the age of 13 was found to be significantly correlated to frequent use of television, computers and video games Denniston et al. When it comes to substance abuse and dependence, the prevalence of alcohol abuse was found to increase with time spent playing video games in a Norwegian population varying from 16 to 74 years old Wenzel et al. In addition, individuals that report being the most addicted to substances such as alcohol, caffeine, chocolate and cigarettes, are the ones who are the most vulnerable to be dependent on another activity such as exercising, watching television, playing chance games, gambling, using internet and video games Greenberg et al.
Interestingly, Raiff et al. However, some studies failed to find a relation between the time spent playing video games and consumption of certain substances. Thus, Walther et al. The education authority of Versailles, the participating schools and the higher education establishments also accepted the questionnaire. The auto-questionnaire consisted of two parts: The second was divided into four sections:. The PUVG questionnaire was used.
This measure for PUVG was used, since no valid instrument in French existed at the beginning of our study. The total score ranges from 0 to 7 points. A score equal or superior to three indicates a PUVG.
This cut-off score is the same as that used to diagnose substance dependency. The subject was asked to specify the time spent playing video games on days with and without school. It should be noted that gaming devices and the types of video games arcade, console or computer-based games, online gaming, etc.
This instrument allows a pertinent evaluation of hazardous alcohol consumption, over the past 12 months, through three items on frequency, quantity and frequency of drunkenness six or more drinks on a single occasion. It was used in various studies to identify hazardous alcohol consumption Bush et al. A score equal or superior to four for males and equal or superior to three for females indicates alcohol consumption at risk of becoming dependent Bradley et al. Despite the fact this questionnaire was only validated for adults Heatherton et al.
Despite its weak psychometric qualities internal coherence between 0. A total score, given by the two items of this questionnaire, between: It was also validated in the general population by Legleye et al. A score equal or superior to two indicates a risk of cannabis dependence. SPSS 19 was used for all statistical analyses. Descriptive analyses such as percentages, means and standard deviations were carried out in order to describe the sample population. Finally, multivariate analyses MANOVA, regression were carried out in order to highlight the variables, which had a significant statistical weight on PUVG while taking them all into account.
A total of Time spent playing video games on a school day was significantly lower than on a day without school [53 min SD: When it comes to gaming devices and types of video games: As for the types of games, they are, racing games Around half of our population The mean age at first consumption was We noticed that In other words, one out of 10 adolescents had tasted alcohol for the first time before the age of 8.
The average starting age reported was No other significant differences were found between the two groups for the variables presented in Table 1. Table 2 describes the results on the scales measuring risk of dependence and first age of consumption for video gamers and non video gamers. Factorial ANOVA was performed in order to study the time spent playing video games on a day with as well as without school for those who consume alcohol, cannabis and tobacco versus those who do not.
Smokers were found to spend more time playing video games. We also conducted a MANOVA with the dependent variables age at first consumption of alcohol, tobacco and cannabis comparing the two groups of video gamers and non-video gamers. It should be noted that this analysis included a smaller sample than the initial one, consisting of subjects who consume or have consumed the three substances.
This regression model explained Thus, time spent playing video games on a school day and an earlier age of first consumption of cannabis increase the risks of having a PUVG. These two variables were found to be significant in all the regression models that were tested regression, ascendant, and descendant. Substance use alcohol, tobacco, and cannabis in this population was frequent, which goes in accordance with the epidemiological data in the literature Currie et al. These percentages do not vary between video gamers and non-video gamers.
Video gamers have a significantly higher consumption of alcohol than non-video gamers. This was the only significant difference found between these two groups when it came to substance consumption. Our results are similar to those of McClure and Mears for tobacco consumption, but inconsistent with their results concerning alcohol consumption. It seems that exposure to tobacco and cannabis through video games is not as important as exposure to alcohol.
In fact, video gamers had similar chances to have consumed one of these three substances than non-video gamers. Moreover, our results MANOVA show that there exist at least two significant differences between video gamers and non-video gamers with respect to their score on substance dependence alcohol, tobacco, cannabis. However, no significant differences were found with respect to age at first consumption for the two groups.
There were no significant differences in time spent playing video games between consumers of alcohol and cannabis and non-consumers. This time was significantly longer for tobacco smokers than non-smokers. These results are consistent with those of Raiff et al.