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Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems

Overview of attention for article published in International Journal of Environmental Research and Public Health, October 2011
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (98th percentile)
  • High Attention Score compared to outputs of the same age and source (92nd percentile)

Mentioned by

news
10 news outlets
wikipedia
2 Wikipedia pages

Readers on

mendeley
138 Mendeley
citeulike
1 CiteULike
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Article details
Title
Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
Published in
International Journal of Environmental Research and Public Health, October 2011
DOI 10.3390/ijerph8103979
Pubmed ID
Authors
Abstract

This study tested the hypothesis that playing video games while using or feeling the effects of a substance--referred to herein as "concurrent use"-is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán's 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for "drug interaction" between self-reinforcing behaviors and addictive substances, with implications for the development of problem use.

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Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 138 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
United States 1 <1%
Mexico 1 <1%
Korea, Republic of 1 <1%
United Kingdom 1 <1%
France 1 <1%
Brazil 1 <1%
Unknown 132 96%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Ph. D. Student 23 17%
Student > Master 21 15%
Student > Bachelor 18 13%
Researcher 18 13%
Professor 6 4%
Other 13 9%
Unknown 39 28%
Readers by discipline
Readers by discipline Count As %
Psychology 35 25%
Social Sciences 15 11%
Medicine and Dentistry 8 6%
Nursing and Health Professions 6 4%
Computer Science 6 4%
Other 21 15%
Unknown 47 34%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 80. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 December 2022.
All research outputs
#529,182
of 25,374,917 outputs
Outputs from International Journal of Environmental Research and Public Health
#911
of 31,817 outputs
Outputs of similar age
#1,938
of 150,856 outputs
Outputs of similar age from International Journal of Environmental Research and Public Health
#3
of 40 outputs
Altmetric has tracked 25,374,917 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 97th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 31,817 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 13.8. This one has done particularly well, scoring higher than 97% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 150,856 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 98% of its contemporaries.
We're also able to compare this research output to 40 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 92% of its contemporaries.