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


Journal

Substance use & misuse
ISSN: 1532-2491
Titre abrégé: Subst Use Misuse
Pays: England
ID NLM: 9602153

Informations de publication

Date de publication:
2019
Historique:
pubmed: 19 1 2019
medline: 23 1 2020
entrez: 19 1 2019
Statut: ppublish

Résumé

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. This study aimed to untangle this complex relationship by theorizing and examining a U-shaped association. We analyzed two large samples (n 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). 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.

Sections du résumé

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 (n
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.

Identifiants

pubmed: 30654698
doi: 10.1080/10826084.2018.1496455
doi:

Types de publication

Journal Article

Langues

eng

Sous-ensembles de citation

IM

Pagination

384-395

Auteurs

Ofir Turel (O)

a Brain and Creativity Institute and Department of Psychology , University of Southern California , Los Angeles , California , USA.
b Department of Information Systems and Decision Sciences , College of Business and Economics, California State University , Fullerton , California , USA.

Antoine Bechara (A)

a Brain and Creativity Institute and Department of Psychology , University of Southern California , Los Angeles , California , USA.

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