High-Risk Gaming Is Associated with Frequent Substance Use: An Exploratory Survey among Young Adults.

IF 2.8 3区 医学 Q2 PSYCHIATRY
Francesco Di Carlo, Valeria Verrastro, Maria Chiara Alessi, Antonella Sociali, Arianna Ida Altomare, Chiara Di Natale, Gianfranco Stigliano, Andrea Miuli, Aliseo Lalli, Gilberto Di Petta, Stefania Chiappini, Mauro Pettorruso, Henrietta Bowden-Jones, Mark D Griffiths, Giovanni Martinotti
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引用次数: 1

Abstract

Introduction: Internet gaming disorder (IGD) is an emerging condition within the field of behavioural addictions. IGD has been demonstrated to be highly comorbid with many other mental health disorders. Among these, substance use has been associated with IGD, and there are underlying similarities between behavioural addictions and substance use disorders. The main aims of the present study were (i) to investigate the association between high-risk gaming and substance use among young adults drawn from the general Italian population; and (ii) to explore the psychopathological correlates of high-risk gaming.

Methods: Lifetime substance use, type of substances consumed, and frequency of use were investigated through an online survey in a sample of 913 adults aged 18-40 years. High-risk gaming was assessed using the ten-item Internet Gaming Disorder Test (IGDT-10). Psychopathology was assessed using the Revised 90-item Symptom Checklist (SCL-90-R).

Results: High-risk gaming prevalence rate was 4.4%. High-risk gamers scored higher on all dimensions of psychopathology, confirming the association between high-risk gaming and psychiatric distress. Regarding substance use, high-risk gamers were more commonly polysubstance users and more commonly made use of psychodysleptic substances. High-risk gamers were more commonly frequent substance users, and 32.5% of high-risk gamers used or had used psychoactive substances often or everyday throughout their lives.

Discussion and conclusion: The findings are in line with the concept of a common neurobiological vulnerability for both gaming and substance use. There is the need for more research to examine the phenomenology of gaming and its interplay with substance use to help develop effective interventions and prevention strategies.

高风险游戏与频繁物质使用有关:一项针对年轻人的探索性调查。
网络游戏障碍(IGD)是行为成瘾领域的一种新兴疾病。IGD已被证明与许多其他精神健康障碍高度合并症。其中,物质使用与IGD有关,行为成瘾和物质使用障碍之间存在潜在的相似之处。本研究的主要目的是:(i)调查从意大利普通人群中抽取的年轻人中高风险游戏与物质使用之间的关系;(ii)探索高风险游戏的精神病理相关性。方法:通过在线调查对913名18-40岁的成年人进行终身物质使用、物质消耗类型和使用频率的调查。高风险游戏采用十项网络游戏障碍测试(IGDT-10)进行评估。使用90项症状检查表(SCL-90-R)对精神病理进行评估。结果:高危游戏患病率为4.4%。高风险玩家在精神病理学的所有维度上得分都更高,这证实了高风险游戏与精神痛苦之间的联系。在物质使用方面,高风险玩家更常见的是多种物质使用者,更常见的是使用精神障碍药物。高风险玩家更常见的是频繁的药物使用者,32.5%的高风险玩家在他们的一生中经常或每天使用或曾经使用过精神活性物质。讨论和结论:这些发现与游戏和物质使用共同的神经生物学脆弱性的概念一致。需要更多的研究来检查游戏现象及其与物质使用的相互作用,以帮助制定有效的干预和预防策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
European Addiction Research
European Addiction Research SUBSTANCE ABUSE-PSYCHIATRY
CiteScore
6.80
自引率
5.10%
发文量
32
审稿时长
>12 weeks
期刊介绍: ''European Addiction Research'' is a unique international scientific journal for the rapid publication of innovative research covering all aspects of addiction and related disorders. Representing an interdisciplinary forum for the exchange of recent data and expert opinion, it reflects the importance of a comprehensive approach to resolve the problems of substance abuse and addiction in Europe. Coverage ranges from clinical and research advances in the fields of psychiatry, biology, pharmacology and epidemiology to social, and legal implications of policy decisions. The goal is to facilitate open discussion among those interested in the scientific and clinical aspects of prevention, diagnosis and therapy as well as dealing with legal issues. An excellent range of original papers makes ‘European Addiction Research’ the forum of choice for all.
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