Abstract

Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field.

Highlights

  • Experimenting with psychoactive substances, such as alcohol, tobacco or cannabis, is common during adolescence (Currie et al, 2010; Spilka et al, 2012a,b; Spilka and Le Nézet, 2013)

  • Substance consumption and problematic use of video games in adolescence between gambling, chance games and substance consumption (Lane et al, 2004; Phillips and Ogeil, 2007), others highlight the associations between video games and substance consumptions (Wenzel et al, 2009; Armstrong et al, 2010; Denniston et al, 2011; Raiff et al, 2012; Walther et al, 2012; Van Rooij et al, 2014)

  • The underlying premise of our study is that, there exists a profile common to players with problematic use of video games (PUVG; i.e., according some researchers players addicted to video games) and young video gamers who are at risk of developing a PUVG

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Summary

Introduction

Experimenting with psychoactive substances, such as alcohol, tobacco or cannabis, is common during adolescence (Currie et al, 2010; Spilka et al, 2012a,b; Spilka and Le Nézet, 2013). Substance consumption and problematic use of video games in adolescence between gambling, chance games and substance consumption (Lane et al, 2004; Phillips and Ogeil, 2007), others highlight the associations between video games and substance consumptions (Wenzel et al, 2009; Armstrong et al, 2010; Denniston et al, 2011; Raiff et al, 2012; Walther et al, 2012; Van Rooij et al, 2014) Until this day and to our knowledge, very few French studies have investigated the possible links between substance consumption and use of video games. The purpose of this study was to explore the links between the use of video games and consumption of alcohol, tobacco and cannabis in a population of adolescents. The underlying premise of our study is that, there exists a profile (personality and psychopathological) common to players with problematic use of video games (PUVG; i.e., according some researchers players addicted to video games) and young video gamers who are at risk of developing a PUVG

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