Drinking Motives Moderate the Effect of the Social Environment on Alcohol Use: An Event-Level Study Among Young Adults

2015 ◽  
Vol 76 (6) ◽  
pp. 971-980 ◽  
Author(s):  
Koen Smit ◽  
Martine Groefsema ◽  
Maartje Luijten ◽  
Rutger Engels ◽  
Emmanuel Kuntsche
2013 ◽  
Vol 48 (4) ◽  
pp. 445-451 ◽  
Author(s):  
Suzanne H.W. Mares ◽  
Anna Lichtwarck-Aschoff ◽  
Rutger C.M.E. Engels

2016 ◽  
Vol 17 (5) ◽  
pp. 626-635 ◽  
Author(s):  
Johannes Thrul ◽  
Emmanuel Kuntsche

Author(s):  
Ash Levitt ◽  
Kenneth E. Leonard

Interaction–developmental models of alcohol use and related problems embrace the potential for multifactorial and bidirectional influences on and from alcohol consumption that gain or lose importance during different developmental transitions. From this perspective, the key transition to marriage and the accompanying changes during the early years of marriage reflect new influences and reshape many existing ones. Given changes in the social environment and alcohol use and problems over time associated with marriage, this transition provides an ideal time frame in which to observe these critical processes. This chapter focuses on alcohol use and problems that occur during the transition to and throughout the early years of marriage and also the impact of the marital partner and the broader social environment.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


1995 ◽  
Vol 40 (6) ◽  
pp. 604-604
Author(s):  
Terri Gullickson
Keyword(s):  

1983 ◽  
Vol 28 (2) ◽  
pp. 134-135
Author(s):  
Louise Cherry Wilkinson

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