The relationship between Gaming Disorder and substance use in a large sample of adult Czech gamers

Wednesday, 23 October, 2024 - 09:00 to 18:20

Background

Gaming Disorder (GD) demonstrates comorbidity with several conditions, including other addictions like substance use. However, only a handful of studies investigated substance use in adult gamers. Evidence is rare, especially when considering the last classification of GD (defined by the 11th revision of the International Classification of Diseases) and a spectrum of licit and illicit groups of substances.

Methods

A large sample of active adult gamers (N = 6,307; Mage = 26.2; SDage = 6.48; 80.3% men; gaming hours per week Mhours = 24.0; SDhours = 15.6) was collected using an online survey in June 2023. The questionnaire included the Gaming Disorder Test and questions about the use of substances within the last 12 months: alcohol; tobacco/nicotine; rich caffeine sources; kratom; stimulating supplements; cannabis; prescribed stimulants; prescribed sedatives; (meth)amphetamines; MDMA/Ecstasy; hallucinogens; cocaine; ketamine; opiates). A series of T-test analyses with effect sizes (Cohen’s d) was used to compare gaming disorder scores and gaming frequency between the users and non-users of each substance category. 

Results

The prevalence of GD was 2.5%. GD score was higher in users of most substances. The largest effect size was shown in users of prescribed stimulants (d = .55), meth/amphetamine (d = .29), prescribed sedatives (d = .27), hallucinogens (d = .27), kratom (d = .22), and cannabis (d = .20). Concerning gaming frequency, alcohol users played on average five hours less and ketamine users four hours less compared to non-users while nicotine users played three and prescribed sedative users two hours more compared to non-users.

Conclusions

Gaming disorder, although uncommon as a phenomenon, showed a close relationship with substance use. Stimulants, especially prescribed or legal ones, played a dominant role. Unlike GD, gaming frequency showed a limited association with substance use, with less gaming time in users of substances usually taken in social contexts. 

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