Background: Drinking games are prevalent among college students and are associated with increased alcohol use and negative alcohol-related consequences. There has been substantial growth in research on drinking games. However, the majority of published studies rely on retrospective self-reports of behavior and very few studies have made use of laboratory procedures to systematically observe drinking game behavior.

Objectives: The current paper draws on the authors' experiences designing and implementing methods for the study of drinking games in the laboratory.

Results: The paper addressed the following key design features: (a) drinking game selection; (b) beverage selection; (c) standardizing game play; (d) selection of dependent and independent variables; and (e) creating a realistic drinking game environment.

Conclusions: The goal of this methodological review paper is to encourage other researchers to pursue laboratory research on drinking game behavior. Use of laboratory-based methodologies will facilitate a better understanding of the dynamics of risky drinking and inform prevention and intervention efforts.

Download full-text PDF

Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4182566PMC
http://dx.doi.org/10.3109/00952990.2014.931408DOI Listing

Publication Analysis

Top Keywords

drinking games
16
drinking game
16
drinking
9
game
5
development laboratory
4
laboratory methods
4
methods studying
4
studying drinking
4
games
4
games initial
4

Similar Publications

 Playing drinking games (DGs) is a common, socially-interactive risky drinking activity. During the pandemic, many students either returned home to live with their parents or remained on campus. Because DGs often require social interaction, playing DGs in-person can increase students' risk for COVID-19 exposure.

View Article and Find Full Text PDF
Article Synopsis
  • Drinking games (DGs) are popular among university students, but they can lead to increased alcohol use and negative consequences.
  • A study involving over 8,900 students explored how specific motives for playing DGs (like seeking thrills or social acceptance) affect their drinking behaviors and outcomes, factoring in general drinking habits and demographics.
  • Findings highlight that motives tied to enhancement/thrills and sexual pursuit are linked to increased DG frequency and negative effects, suggesting that prevention efforts should focus on these risky motivations.
View Article and Find Full Text PDF

This article provides a recap of the 10 Questions/10 Experts session at the 2024 American College of Sports Medicine Annual Meeting. Each of the speakers considered the validity of common "myths," while providing evidence-based opinions to support, or, bust, myths addressing the following questions: (1) Would 100 g/hr of carbohydrate be advisable for the Olympic Cycling Road race? (2) Is there an advantage in the marathon of ingesting bicarbonate as a hydrogel product? (3) Can genotyping be used to individualize caffeine supplementation in football? (4) Should low fluid consumers drink more to improve 1,500-m track performance? (5) Do urinary markers of dehydration predict poor basketball performance? (6) Do placebo effects influence 10-km track performance? (7) Should combat athletes make weight using glucagon-like peptide-1 receptor agonists? (8) Would crushed ice ingestion help tennis umpires make better decisions in the heat? (9) Are collagen supplements useful to reduce tendon and ligament injuries in volleyball? and (10) Should female athletes plan their training and diet according to their menstrual cycle? This article describes the content of each of the presentations including the most important outcomes and conclusions drawn by the presenters.

View Article and Find Full Text PDF

New immersive alcohol marketing and commerce in metaverse environments.

Drug Alcohol Rev

November 2024

Shore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.

Introduction: The study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings.

Methods: Our design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing.

View Article and Find Full Text PDF

Cyberbullying is an increasingly serious issue that negatively impacts the mental and physical health of adolescents. This study aims to report the prevalence rates of adolescent cyberbullying-victimization and its associated related factors, providing a scientific basis for targeted efforts to protect the mental and physical well-being of adolescents; Methods: From March to May 2019, there were 13 high schools and 33 middle schools in Yixing, with a student ratio of 2:1 between middle and high school. Using a random cluster sampling method, we selected four high schools and three middle schools based on this ratio, resulting in a total of 13,258 students.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!