游戏玩家在线物质使用讨论的检测与特征描述:对 Reddit r/StopGaming 数据的定性回顾分析。

IF 3.5 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR infodemiology Pub Date : 2024-10-02 DOI:10.2196/58201
Nicolette Le, Tiana McMann, Luning Yang, Zhuoran Li, Raphael E Cuomo, Tim K Mackey
{"title":"游戏玩家在线物质使用讨论的检测与特征描述:对 Reddit r/StopGaming 数据的定性回顾分析。","authors":"Nicolette Le, Tiana McMann, Luning Yang, Zhuoran Li, Raphael E Cuomo, Tim K Mackey","doi":"10.2196/58201","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Video games have rapidly become mainstream in recent decades, with over half of the US population involved in some form of digital gaming. However, concerns regarding the potential harms of excessive, disordered gaming have also risen. Internet gaming disorder (IGD) has been proposed as a tentative psychiatric disorder that requires further study by the American Psychological Association (APA) and is recognized as a behavioral addiction by the World Health Organization. Substance use among gamers has also become a concern, with caffeinated or energy drinks and prescription stimulants commonly used for performance enhancement.</p><p><strong>Objective: </strong>This study aimed to identify substance use patterns and health-related concerns among gamers among a population of Reddit users.</p><p><strong>Methods: </strong>We used the public streaming Reddit application programming interface to collect and analyze all posts from the popular subreddit, r/StopGaming. From this corpus of posts, we filtered the dataset for keywords associated with common substances that may be used to enhance gaming performance. We then applied an inductive coding approach to characterize substance use behaviors, gaming genres, and physical and mental health concerns. Potential disordered gaming behavior was also identified using the tentative IGD guidelines proposed by the APA. A chi-square test of independence was used to assess the association between gaming disorder and substance use characteristics, and multivariable logistic regression was used to analyze whether mental health discussion or the mention of any substance with sufficient sample size was significantly associated with IGD.</p><p><strong>Results: </strong>In total, 10,551 posts were collected from Reddit from June 2017 to December 2022. After filtering the dataset for substance-related keywords, 1057 were included for further analysis, of which 286 mentioned both gaming and the use of ≥1 substances. Among the 286 posts that discussed both gaming and substance use, the most mentioned substances were alcohol (n=132), cannabis (n=104), and nicotine (n=48), while the most mentioned genres were role-playing games (n=120), shooters (n=90), and multiplayer online battle arenas (n=43). Self-reported behavior that aligned with the tentative guidelines for IGD was identified in 66.8% (191/286) posts. More than half, 62.9% (180/286) of the posts, discussed a health issue, with the majority (n=144) cited mental health concerns. Common mental health concerns discussed were depression and anxiety. There was a significant association between IGD and substance use (P<.001; chi-square test), and there were significantly increased odds of IGD among those who self-reported substance use (odds ratio 2.29, P<.001) and those who discussed mental health (odds ratio 1.64, P<.03).</p><p><strong>Conclusions: </strong>As gaming increasingly becomes highly prevalent among various age groups and demographics, a better understanding of the interplay and convergence among disordered gaming, substance use, and negative health impacts can inform the development of interventions to mitigate risks and promote healthier gaming habits.</p>","PeriodicalId":73554,"journal":{"name":"JMIR infodemiology","volume":null,"pages":null},"PeriodicalIF":3.5000,"publicationDate":"2024-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11483252/pdf/","citationCount":"0","resultStr":"{\"title\":\"Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data.\",\"authors\":\"Nicolette Le, Tiana McMann, Luning Yang, Zhuoran Li, Raphael E Cuomo, Tim K Mackey\",\"doi\":\"10.2196/58201\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Video games have rapidly become mainstream in recent decades, with over half of the US population involved in some form of digital gaming. However, concerns regarding the potential harms of excessive, disordered gaming have also risen. Internet gaming disorder (IGD) has been proposed as a tentative psychiatric disorder that requires further study by the American Psychological Association (APA) and is recognized as a behavioral addiction by the World Health Organization. Substance use among gamers has also become a concern, with caffeinated or energy drinks and prescription stimulants commonly used for performance enhancement.</p><p><strong>Objective: </strong>This study aimed to identify substance use patterns and health-related concerns among gamers among a population of Reddit users.</p><p><strong>Methods: </strong>We used the public streaming Reddit application programming interface to collect and analyze all posts from the popular subreddit, r/StopGaming. From this corpus of posts, we filtered the dataset for keywords associated with common substances that may be used to enhance gaming performance. We then applied an inductive coding approach to characterize substance use behaviors, gaming genres, and physical and mental health concerns. Potential disordered gaming behavior was also identified using the tentative IGD guidelines proposed by the APA. A chi-square test of independence was used to assess the association between gaming disorder and substance use characteristics, and multivariable logistic regression was used to analyze whether mental health discussion or the mention of any substance with sufficient sample size was significantly associated with IGD.</p><p><strong>Results: </strong>In total, 10,551 posts were collected from Reddit from June 2017 to December 2022. After filtering the dataset for substance-related keywords, 1057 were included for further analysis, of which 286 mentioned both gaming and the use of ≥1 substances. Among the 286 posts that discussed both gaming and substance use, the most mentioned substances were alcohol (n=132), cannabis (n=104), and nicotine (n=48), while the most mentioned genres were role-playing games (n=120), shooters (n=90), and multiplayer online battle arenas (n=43). Self-reported behavior that aligned with the tentative guidelines for IGD was identified in 66.8% (191/286) posts. More than half, 62.9% (180/286) of the posts, discussed a health issue, with the majority (n=144) cited mental health concerns. Common mental health concerns discussed were depression and anxiety. There was a significant association between IGD and substance use (P<.001; chi-square test), and there were significantly increased odds of IGD among those who self-reported substance use (odds ratio 2.29, P<.001) and those who discussed mental health (odds ratio 1.64, P<.03).</p><p><strong>Conclusions: </strong>As gaming increasingly becomes highly prevalent among various age groups and demographics, a better understanding of the interplay and convergence among disordered gaming, substance use, and negative health impacts can inform the development of interventions to mitigate risks and promote healthier gaming habits.</p>\",\"PeriodicalId\":73554,\"journal\":{\"name\":\"JMIR infodemiology\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":3.5000,\"publicationDate\":\"2024-10-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11483252/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JMIR infodemiology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2196/58201\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"HEALTH CARE SCIENCES & SERVICES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR infodemiology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2196/58201","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0

摘要

背景:近几十年来,电子游戏迅速成为主流,美国一半以上的人口都参与了某种形式的数字游戏。然而,人们对过度、无序游戏的潜在危害也越来越关注。美国心理学会(APA)已提出网络游戏障碍(IGD)是一种需要进一步研究的暂定精神疾病,世界卫生组织也将其认定为一种行为成瘾。游戏玩家使用药物也已成为一个令人担忧的问题,通常使用含咖啡因或能量饮料和处方兴奋剂来提高游戏表现:本研究旨在确定 Reddit 用户群中游戏玩家的药物使用模式和健康相关问题:我们使用公共流 Reddit 应用程序编程接口收集并分析了热门子论坛 r/StopGaming 中的所有帖子。从这些帖子中,我们筛选出了与可能用于提高游戏性能的常见物质相关的关键词。然后,我们采用归纳编码法来描述药物使用行为、游戏类型以及身心健康问题。此外,我们还根据美国心理学会(APA)提出的 IGD 暂定指南,对潜在的失调游戏行为进行了识别。采用卡方独立性检验评估游戏障碍与药物使用特征之间的关联,并采用多变量逻辑回归分析心理健康讨论或提及任何药物是否与 IGD 有显著关联:从2017年6月到2022年12月,共从Reddit上收集了10551个帖子。在对数据集进行药物相关关键词过滤后,有1057个帖子被纳入进一步分析,其中286个帖子同时提到了游戏和使用≥1种药物。在这 286 篇既讨论游戏又讨论药物使用的帖子中,提及最多的药物是酒精(n=132)、大麻(n=104)和尼古丁(n=48),而提及最多的游戏类型是角色扮演游戏(n=120)、射击游戏(n=90)和多人在线对战游戏(n=43)。在 66.8%(191/286)的帖子中发现了符合 IGD 暂定准则的自我报告行为。超过一半的帖子,即 62.9%(180/286)讨论了健康问题,其中大多数(n=144)提到了心理健康问题。常见的心理健康问题是抑郁和焦虑。IGD 与药物使用之间存在明显的关联(PC 结论:随着游戏在不同年龄段和人口群体中日益盛行,更好地了解无序游戏、药物使用和对健康的负面影响之间的相互作用和趋同性,可以为制定干预措施提供信息,以降低风险并促进更健康的游戏习惯。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data.

Background: Video games have rapidly become mainstream in recent decades, with over half of the US population involved in some form of digital gaming. However, concerns regarding the potential harms of excessive, disordered gaming have also risen. Internet gaming disorder (IGD) has been proposed as a tentative psychiatric disorder that requires further study by the American Psychological Association (APA) and is recognized as a behavioral addiction by the World Health Organization. Substance use among gamers has also become a concern, with caffeinated or energy drinks and prescription stimulants commonly used for performance enhancement.

Objective: This study aimed to identify substance use patterns and health-related concerns among gamers among a population of Reddit users.

Methods: We used the public streaming Reddit application programming interface to collect and analyze all posts from the popular subreddit, r/StopGaming. From this corpus of posts, we filtered the dataset for keywords associated with common substances that may be used to enhance gaming performance. We then applied an inductive coding approach to characterize substance use behaviors, gaming genres, and physical and mental health concerns. Potential disordered gaming behavior was also identified using the tentative IGD guidelines proposed by the APA. A chi-square test of independence was used to assess the association between gaming disorder and substance use characteristics, and multivariable logistic regression was used to analyze whether mental health discussion or the mention of any substance with sufficient sample size was significantly associated with IGD.

Results: In total, 10,551 posts were collected from Reddit from June 2017 to December 2022. After filtering the dataset for substance-related keywords, 1057 were included for further analysis, of which 286 mentioned both gaming and the use of ≥1 substances. Among the 286 posts that discussed both gaming and substance use, the most mentioned substances were alcohol (n=132), cannabis (n=104), and nicotine (n=48), while the most mentioned genres were role-playing games (n=120), shooters (n=90), and multiplayer online battle arenas (n=43). Self-reported behavior that aligned with the tentative guidelines for IGD was identified in 66.8% (191/286) posts. More than half, 62.9% (180/286) of the posts, discussed a health issue, with the majority (n=144) cited mental health concerns. Common mental health concerns discussed were depression and anxiety. There was a significant association between IGD and substance use (P<.001; chi-square test), and there were significantly increased odds of IGD among those who self-reported substance use (odds ratio 2.29, P<.001) and those who discussed mental health (odds ratio 1.64, P<.03).

Conclusions: As gaming increasingly becomes highly prevalent among various age groups and demographics, a better understanding of the interplay and convergence among disordered gaming, substance use, and negative health impacts can inform the development of interventions to mitigate risks and promote healthier gaming habits.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
4.80
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信