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Patterns of and Motivations for Concurrent Use of Video Games and Substances

Overview of attention for article published in International Journal of Environmental Research and Public Health, October 2011
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  • Good Attention Score compared to outputs of the same age (72nd percentile)
  • Above-average Attention Score compared to outputs of the same age and source (57th percentile)

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3 X users
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1 Wikipedia page

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86 Mendeley
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1 CiteULike
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Article details
Title
Patterns of and Motivations for Concurrent Use of Video Games and Substances
Published in
International Journal of Environmental Research and Public Health, October 2011
DOI 10.3390/ijerph8103999
Pubmed ID
Authors
Abstract

"Behavioral addictions" share biological mechanisms with substance dependence, and "drug interactions" have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who "regularly" or "occasionally" played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users' data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other's undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.

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X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 86 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%
Brazil 1 1%
Unknown 83 97%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Master 16 19%
Student > Ph. D. Student 15 17%
Researcher 10 12%
Student > Bachelor 6 7%
Student > Doctoral Student 3 3%
Other 10 12%
Unknown 26 30%
Readers by discipline
Readers by discipline Count As %
Psychology 21 24%
Social Sciences 8 9%
Agricultural and Biological Sciences 6 7%
Computer Science 6 7%
Medicine and Dentistry 5 6%
Other 13 15%
Unknown 27 31%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. 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 21 June 2012.
All research outputs
#7,367,286
of 26,367,306 outputs
Outputs from International Journal of Environmental Research and Public Health
#11,075
of 32,636 outputs
Outputs of similar age
#42,230
of 154,223 outputs
Outputs of similar age from International Journal of Environmental Research and Public Health
#17
of 40 outputs
Altmetric has tracked 26,367,306 research outputs across all sources so far. This one has received more attention than most of these and is in the 71st percentile.
So far Altmetric has tracked 32,636 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 14.6. This one has gotten more attention than average, scoring higher than 65% 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 154,223 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 72% 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 gotten more attention than average, scoring higher than 57% of its contemporaries.