Video Games' Role in Developing Substance Use
电子游戏在发展药物使用方面的作用
基本信息
- 批准号:8013918
- 负责人:
- 金额:$ 32.06万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2010
- 资助国家:美国
- 起止时间:2010-01-15 至 2012-12-31
- 项目状态:已结题
- 来源:
- 关键词:17 year oldAddressAdolescenceAdultAffectiveAlcohol or Other Drugs useAmericanArousalBehaviorBrainCharacteristicsChildhoodCognitiveCommitComplexDataData CollectionDemographic FactorsDependenceDevelopmentEngineeringEnvironmentEsthesiaEthnographyExhibitsFemaleFunctional Magnetic Resonance ImagingGrowthHealthInterviewLabelLatinoLeadLife Cycle StagesMetabolicMethodsModelingNeighborhoodsNew York CityParentsPatternPersonsPharmaceutical PreparationsPlayPoliciesPopulationProblem behaviorRelaxationResearchRewardsRiskRisk BehaviorsRisk FactorsRitual compulsionRoleSamplingSocioeconomic FactorsStagingStressSubstance abuse problemSystemTeenagersTestingTheftTimeTrademarkVideo GamesViolenceWorkaddictionbasebiobehaviorcareercopingdeviantemerging adultexperiencegrasphigh riskinformantmalemeetingsmemberoperationpreconditioningpreventpsychologicpsychosocialpublic health relevanceresearch in practiceresponsesexskillssocialsocioeconomicssubstance abuse treatmenttheoriesvideo game violenceyoung adult
项目摘要
DESCRIPTION (provided by applicant): 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.
PUBLIC HEALTH RELEVANCE: 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.
描述(由申请人提供):长期以来,传统观点认为一些电子游戏会“上瘾”,最近的研究表明,一些电子游戏对大脑有类似药物的作用。问题电子游戏的使用和药物滥用/依赖可能在许多层面上相互发展和影响:两者都影响并可能改变大脑奖励机制的运作。大量使用任何一种都可能被贴上“问题行为”的标签。一些受欢迎的游戏类型具有模拟和规范物质使用的内容。某些亚文化可能鼓励大量使用电子游戏和物质。随着用户寻求治疗,健康相关领域的研究和实践越来越多地承认电子游戏“成瘾”。本项目将应用风险轨迹和亚文化的范例,这些范例已经为物质使用研究提供了信息,以解决电子游戏使用问题。其目的是:(1)根据电子游戏类型和物质类型分别建立过去和现在使用电子游戏和物质之间的基本联系,并找到问题使用的独特预测因素;(2)识别和描述在儿童、青少年和青年时期使用物质和电子游戏的不同变化模式或“轨迹”,并探索这些轨迹的心理和社会经济风险因素;(3)发现电子游戏和物质使用在早期生活过程中是否相互促进,以及在哪些人中相互促进;(4)通过民族志,获取并发展对同时进行电子游戏和物质使用的亚文化背景的深入理解。前三个目标将根据从800名电子游戏用户的配额样本收集的数据进行分析,其中一半以上将是当前的药物使用者。定量数据收集将包括在童年、青春期和成年早期使用几种不同的电子游戏类型和物质的职业生涯。分析将使用一般增长混合模型建立电子游戏和物质风险的共同轨迹,估计电子游戏使用对物质使用的影响,并测试可能的调节因子。第四个目标将通过人种学(定性)实地工作来解决,这将进入并获得以同时使用物质和视频游戏为特征的亚文化。工作人员将进行实地观察,并与关键线人反复进行人种学访谈。定性分析将采用扎根的理论方法来识别这些亚文化中情感、仪式和互动领域之间的结构同源性。研究结果将有助于政策和实践,通过识别问题电子游戏使用的最高风险人群,记录并发使用的背景,并确定电子游戏是否,在哪些玩家中,以及在多大程度上与物质使用/依赖相关。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Eloise Emma Dunlap其他文献
Eloise Emma Dunlap的其他文献
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{{ truncateString('Eloise Emma Dunlap', 18)}}的其他基金
Video Games' Role in Developing Substance Use
电子游戏在发展药物使用方面的作用
- 批准号:
8210978 - 财政年份:2010
- 资助金额:
$ 32.06万 - 项目类别:
Multiple Sexual Partnering & HIV Risks among Low Income Heterosexual Black Men
多重性伴侣
- 批准号:
7685890 - 财政年份:2009
- 资助金额:
$ 32.06万 - 项目类别:
Multiple Sexual Partnering & HIV Risks among Low Income Heterosexual Black Men
多重性伴侣
- 批准号:
7920811 - 财政年份:2009
- 资助金额:
$ 32.06万 - 项目类别:
Disruption and Reformulation of Illicit Drug Markets Among New Orleans Evacuees
新奥尔良撤离者非法药物市场的破坏和重组
- 批准号:
7653168 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
Disruption and Reformulation of Illicit Drug Markets Among New Orleans Evacuees
新奥尔良撤离者非法药物市场的破坏和重组
- 批准号:
7134421 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
Disruption and Reformulation of Illicit Drug Markets Among New Orleans Evacuees
新奥尔良撤离者非法药物市场的破坏和重组
- 批准号:
7563929 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
Disruption and Reformulation of Illicit Drug Markets Among New Orleans Evacuees
新奥尔良撤离者非法药物市场的破坏和重组
- 批准号:
7356040 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
Stages of Drug Market Disruption & Reformulation in Disaster Cities
药品市场混乱的阶段
- 批准号:
8044057 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
Stages of Drug Market Disruption & Reformulation in Disaster Cities
药品市场混乱的阶段
- 批准号:
8471406 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
Disruption and Reformulation of Illicit Drug Markets Among New Orleans Evacuees
新奥尔良撤离者非法药物市场的破坏和重组
- 批准号:
7215274 - 财政年份:2006
- 资助金额:
$ 32.06万 - 项目类别:
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