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Drinking game participation and outcomes in a sample of Australian university students
Author(s) -
George Amanda M.,
Zamboanga Byron L.
Publication year - 2018
Publication title -
drug and alcohol review
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.018
H-Index - 74
eISSN - 1465-3362
pISSN - 0959-5236
DOI - 10.1111/dar.12811
Subject(s) - demographics , consumption (sociology) , psychological intervention , sample (material) , psychology , alcohol consumption , social psychology , clinical psychology , demography , alcohol , psychiatry , sociology , social science , biochemistry , chemistry , chromatography
and Aims Most drinking game (DG) research among university students has been conducted among USA college samples. The extent to which demographics and game type (e.g. team and sculling games) are linked to DG behaviours/consequences among non‐USA students is not well understood. As such, the current study investigated characteristics of DG participation (and associated outcomes) among a sample of Australian university students. Methods University students ( N = 252; aged 18–24 years; 67% female) who had consumed alcohol in the prior year completed an online survey. Measures included demographics, DG behaviours (lifetime, frequency and consumption) and gaming‐specific consequences. Results Most of the students reported lifetime DG participation (85%). Among those who played a DG in the prior 6 months (69%), most had experienced a negative gaming‐specific consequence. While team games were the most popular DG played, regression analysis demonstrated that participation in games which encouraged consumption (e.g. sculling) were associated with increased alcohol consumption during play. In addition to being older, playing DGs more frequently, and consuming more alcohol while playing, participation in both consumption and dice games (e.g. 7–11, doubles) predicted more negative gaming‐specific consequences. Discussion and Conclusions DG participation is common among Australian university students, as it is in other parts of the world. The importance of game type is clear, particularly the risk of consumption games. Findings could help inform interventions to reduce participation in consumption games and identify students who might be especially at‐risk for experiencing negative DG consequences.

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