VIDEO GAMES´ ROLE IN DEVELOPING SUBSTANCE USE
Lewis Geoffrey
National Development & Res Institutescity: New York country: United States (us)
Grant 5R01DA027761-03 from National Institute On Drug Abuse
Keywords: 17 year old; addiction; Address; Adolescence; Adult; Affective; Alcohol or Other Drugs use; American; Arousal; base; Behavior; biobehavior; Brain; career; Characteristics; Childhood; Cognitive; Commit; Complex; coping; Data; Data Collection; Demographic Factors; Dependence; Development; deviant; emerging adult; Engineering; Environment; Esthesia; Ethnography; Exhibits; experience; Female; Functional Magnetic Resonance Imaging; grasp; Growth; Health; high risk; informant; Interview; Label; Latino; Lead; Life Cycle Stages; male; meetings; member; Metabolic; Methods; Modeling; Neighborhoods; New York City; operation; Parents; Pattern; Persons; Pharmaceutical Preparations; Play; Policies; Population; preconditioning; prevent; Problem behavior; psychologic; psychosocial; public health relevance; Relaxation; Research; research in practice; response; Rewards; Risk; Risk Behaviors; Risk Factors; Ritual compulsion; Role; Sampling; sex; skills; social; Socioeconomic Factors; socioeconomics; Staging; Stress; Substance abuse problem; substance abuse treatment; System; Teenagers; Testing; Theft; theories; Time; Trademark; video game violence; Video Games; Violence; Work; young adult
Relevance: Public Health Relevance Statement Video gaming is often labeled as "addictive" and is alleged to contribute to substance use. This project will provide unavailable information about whether and how different genres of video gaming may contribute to substance use/dependence. It will also clearly distinguish the highest-risk subpopulations and locate the most effective points in the life course at which parents and/or public control policies could to intervene to prevent problematic involvements. It could also provide a basis for developing treatments for video gaming addiction and/or possible inclusion in substance abuse treatments
Project start date: 2010-01-15
Project end date: 2012-12-31
Budget start date: 1-JAN-2012
Budget end date: 31-DEC-2012
5R01DA027761-03 (2012): $251793
Sponsored Links Excellgen http://Excellgen.com
VIDEO GAMES´ ROLE IN DEVELOPING SUBSTANCE USE
Lewis Geoffrey
National Development & Res Institutescity: New York country: United States (us)
Grant 5R01DA027761-02 from National Institute On Drug Abuse
Abstract: Conventional wisdom has long held that some video games are "addictive," and recent research establishes that some video games have drug-like effects on the brain. Problem video game use and substance abuse/dependence may develop and influence each other on many levels Both operate upon and may alter the operation of the brain´s reward mechanisms. Heavy use of either may be labeled as a "problem behavior." Several popular game types have content that model and normalize substance use. Certain subcultures may encourage heavy use of both video games and substances. Research and practice in health-related fields increasingly acknowledge video game "addiction" as users seek treatment for it. This project will apply paradigms of risk trajectory and subculture, which have informed research on substance use, to problem video game use. It aims to (1) establish basic associations among past and present use of video games and substances, separately by video game genre and by type of substance, and find unique predictors of problem use; (2) identify and describe distinct patterns of change, or "trajectories," in substance and video game use through childhood, adolescence, and young adulthood, and to explore psychological and socioeconomic risk factors for those trajectories; (3) discover whether, and among whom, video game and substance use contribute to each other through the early life course; and (4), via ethnography, access and develop an in- depth understanding of subcultural contexts for concurrent video game and substance use. The first three aims will be analyzed with data collected from a quota sample of 800 video game users, over half of whom will be current substance users. Quantitative data collection will include careers of use of several distinct video game genres and substances through childhood, adolescence, and early adulthood. Analyses will establish common trajectories of video game and substance risk using general growth mixture modeling, estimate the effect of video game use on substance use, and test possible moderators. The fourth aim will be addressed via ethnographic (qualitative) field work, which will access and gain entrie to subcultures characterized by concurrent use of both substances and video games. Staff will conduct field observations and repeated ethnographic interviews with key informants. Qualitative analyses will employ grounded theory methods to identify structural homologies between affective, ritual, and interactive domains within these subcultures. Findings will contribute to policy and practice by identifying the highest-risk populations for problem video game use, documenting contexts of concurrent use, and determining whether, among which players, and to what extent video gaming is associated with substance use/dependence. Video gaming is often labeled as "addictive" and is alleged to contribute to substance use. This project will provide unavailable information about whether and how different genres of video gaming may contribute to substance use/dependence. It will also clearly distinguish the highest-risk subpopulations and locate the most effective points in the life course at which parents and/or public control policies could to intervene to prevent problematic involvements. It could also provide a basis for developing treatments for video gaming addiction and/or possible inclusion in substance abuse treatments
Keywords: 12-20 years old; 17 year old; 21+ years old; abuse of substances; addiction; Address; Adolescence; adolescence (12-20); Adult; adult human (21+); adult youth; Affective; Alcohol or Other Drugs use; American; AOD use; Arousal; at risk behavior; base; Behavior; behavioral problem; biobehavior; biobehavioral; Brain; career; Characteristics; Childhood; Cognitive; Commit; Complex; coping; Data; Data Collection; Demographic Factors; Dependence; Development; deviancy; deviant; drug/agent; Drugs; emerging adult; Encephalon; Encephalons; Engineering; Engineerings; Environment; Esthesia; ethnographic; Ethnography; Exhibits; experience; Female; fMRI; Functional Magnetic Resonance Imaging; Generalized Growth; grasp; Grips; Growth; Health; heavy metal lead; heavy metal Pb; high risk; Human, Adult; informant; Interview; Label; Latino; Lead; life course; Life Cycle; Life Cycle Stages; Magnetic Resonance Imaging, Functional; male; Medication; meetings; member; Metabolic; Methods; Modeling; MRI, Functional; Neighborhoods; Nervous System, Brain; New York City; ontogeny; operation; Parents; Pattern; Pb element; pediatric; Persons; Pharmaceutic Preparations; Pharmaceutical Preparations; Play; Policies; Population; preconditioning; prevent; preventing; Problem behavior; psychologic; psychological; psychosocial; public health relevance; Relaxation; Research; research in practice; response; Rewards; Risk; Risk Behaviors; Risk Factors; Risky Behavior; Ritual compulsion; Rituals; Role; Sampling; Sensation; seventeen year old; sex; skills; social; social role; socioeconomic; Socioeconomic Factors; socioeconomically; socioeconomics; Staging; Stealing; Stealings; Stress; substance abuse; Substance abuse problem; substance abuse treatment; substance use; System; System, LOINC Axis 4; Teen; teen years; teenage; Teenagers; Teens; Testing; Theft; theories; Time; Tissue Growth; Trademark; video game violence; Video Games; Violence; violent; violent behavior; Work; young adult
Relevance: Public Health Relevance Statement Video gaming is often labeled as "addictive" and is alleged to contribute to substance use. This project will provide unavailable information about whether and how different genres of video gaming may contribute to substance use/dependence. It will also clearly distinguish the highest-risk subpopulations and locate the most effective points in the life course at which parents and/or public control policies could to intervene to prevent problematic involvements. It could also provide a basis for developing treatments for video gaming addiction and/or possible inclusion in substance abuse treatments
Project start date: 2010-01-15
Project end date: 2012-12-31
Budget start date: 1-JAN-2011
Budget end date: 31-DEC-2011
PFA/PA: PA-07-070
5R01DA027761-02 (2011): $297440