Content
Finally, we found no support for the presence of the coping factor as originally identified by Johnson and Sheets (2004). This finding makes intuitive sense given that Johnson and Sheets (2004, p. 98) noted that drinking to cope is “a relatively solitary activity” (Cooper, 1994). Because a drinking game is a social activity in which players are interacting with others, it is conceivable that those who are drinking to cope with their negative emotions will not be particularly inclined to put themselves in a social context. In fact, research shows that much coping-motivated drinking is done in solitary contexts and is not useful in predicting social drinking activities (Cooper, 1994; Mohr et al., 2005; O’Hara et al., 2014). As such, while coping motives are conceptually meaningful reasons for drinking behaviors and consequences in general, they may not contribute to one’s decision to play drinking games in particular. Finally, it is especially important for college students who participate in traditional college-style drinking games like Beer Pong or Kings Cup because they tend to be more vulnerable than adults over 21 years old due to a lack of experience with heavy alcohol consumption.
For the validation sample, we tested a model that examines the drinking game motives factors and their relations with frequency of drinking games participation and consumption while controlling for alcohol use in general and age. We controlled for age in both samples because prior research with college students suggests that younger students participate in drinking games more often than older students (Zamboanga et al., 2014). Given the limitations of research examining drinking motives specific to drinking games, the present study had two aims. We used exploratory structural equation modeling (ESEM), a novel methodological–substantive approach, to test the factor structure of the MPDG. This approach considers the specified multifactor structure of the measure by allowing us to test a priori factors while accounting for small cross-loadings that are often present in applied research.
Our daily research-backed readings teach you the neuroscience of alcohol, and our in-app Toolkit provides the resources and activities you need to navigate each challenge. The safest approach, if you choose to drink, is to have a separate, clean cup for your beverage. Use the cups on the table as targets only and pour your drink from a can or bottle into your personal cup. Drinking games are often played in social settings as they offer an opportunity for individuals to interact with others and build connections. The thrill of competing against one another heightens this experience, fostering a sense of camaraderie and group identity. Social media sites allow players from all around the world to connect instantly with others interested in similar pursuits, thus creating a global community that celebrates bonding over drinks through competitive play.
Rethink Your Relationship to Alcohol With Reframe
While these might seem fun and innocent, they can actually be extremely detrimental to our health — and even result in hospitalization and death. In fact, several years ago, five people died from Neknominate, a drinking game that went viral on social media. Although ESEM allows for model comparison, we did not examine factor differences in model fit (e.g., directly comparing model fit indices of an 8-factor model compared with a 7-factor model) for two reasons. First, as the MPDG has many items (34 questions), larger factor structures would be automatically favored by model responsible gambling alcohol fit indices.
How can individuals ensure safe participation while playing drinking games?
- From classic college comedies like “Animal House” to TV series like “How I Met Your Mother,” mainstream entertainment often features characters indulging in various forms of alcohol-fueled fun.
- It often involves a desire to fit in with a particular group, conform to peer pressure, and bond with others over shared experiences.
- Given the limitations of research examining drinking motives specific to drinking games, the present study had two aims.
- We conducted this study with a large multisite sample of college gamers to fully ascertain whether or not specific kinds of gaming practices place them at increased risk for negative drinking outcomes.
- Testing a smaller factor model without dropping problematic items would not necessarily provide the insight to help us understand the factor structure and pattern of item loadings.
Such a global assessment could include assessments focused on all aspects of drinking behavior (e.g., quantity and frequency of alcohol consumption, symptoms of alcohol dependence) rather than only DG-related behaviors. Based on prior research (6), we hypothesized that those who consumed low quantities of alcohol while gaming, regardless of how often they played, would report fewer negative drinking consequences than those who consumed high amounts of alcohol while playing DG. By definition, a drinking game (DG) is a social drinking activity that consists of rules that promote heavy consumption and require its players to perform a mental and/or motor task (Zamboanga et al. 2013). Because DGs typically involve heavy drinking, those who play frequently are at increased risk for experiencing negative drinking consequences (e.g., memory lapses, physical injury; Grossbard et al. 2007; Zamboanga et al. 2015). Despite these risks, many college students play DGs (e.g., nearly 50%; Grossbard et al. 2007; for review, see Zamboanga et al. 2014). The present study builds on prior research and contributes to the emerging literature on DG with the purpose of refining our understanding of the implications of specific gaming behaviors.
Method: Validation Sample
Drinking games serve as a perfect example of social facilitation theory, where players are more likely to engage in risky behaviors when surrounded by peers due to increased arousal and motivation. Over time, popular media such as movies and television shows have heavily influenced the evolution of drinking game culture. From classic college comedies like “Animal House” to TV series like “How I Met Your Mother,” mainstream entertainment often features characters indulging in various forms of alcohol-fueled fun. Similarly, ancient China had its own version of drinking games, where players would recite poetry while consuming alcohol as part of courtship rituals or celebratory feasts. Look for signs that the focus has shifted from friendly competition to excessive consumption. If players are slurring their words heavily, struggling with balance, getting aggressive, or being pressured to drink even when they look unwell, the game has become dangerous.
Study Aims and Hypotheses
In the first method, students signed up to fill out the questionnaire in a research lab under the supervision of a trained research assistant. In the second method, questionnaires were distributed to students by a research assistant at the start of an on-campus psychology course with the permission of the professor. Given the sensitive nature of some of the items, we informed participants that their responses would be kept confidential and that no identifying information would be found on their surveys. Students were compensated for participation by receiving course credit or extra credit at the discretion of the instructor. Each study site’s institutional review board approved the study protocols, and the principal investigator’s (first author) institution approved survey testing at the other sites. It’s important to remember that the risks involved with drinking games are not just physical but also social and legal.
First, data were collected from self-report surveys, so participants may have under- or over-estimated their frequency of participation in DG or the amount of alcohol consumed while playing. Additionally, the cross-sectional design used in the present study precludes the examination of causality or directionality between DG participation and negative drinking consequences. Finally, we acknowledge that our measure of hazardous drinking consequences may not comprehensively assess all of the social, health, psychological, and academic problems students may experience as a result of elevated alcohol consumption while playing DG. Future research could, therefore, examine how this array of problems might unfold as a direct result of DG participation and the amount of alcohol consumed while gaming.
Encouraging Safe And Responsible Behavior
Furthermore, studies have consistently shown that peer influence can significantly impact an individual’s decision to consume alcohol during drinking games. Drinking games have long been a popular way to unwind and cope with stress among many people, especially college students. The rush of adrenaline that comes with playing games like the Circle of Death or Uno can provide an instant escape from the pressures of daily life. As alcohol lowers inhibitions and brings out our fun side, drinking games create opportunities for people to let loose and have fun in ways they might not typically do on their own. Additionally, drinking games provide a great way for individuals who may not know each other well to break the ice and get acquainted. For example, playing “Circle of Death” or “Never Have I Ever” can reveal interesting facts about people’s lives that would otherwise remain hidden.
Drinking game participation and outcomes in a sample of Australian university students
What started as a niche college pastime has since exploded into a mainstream cultural phenomenon. Beer pong is now featured in movies, TV shows, and music videos, often portrayed as the quintessential party activity. This media exposure has helped carry the game far beyond university life, making it a common sight at backyard barbecues, holiday gatherings, and even some bars. Its simple rules and social nature make it accessible to almost anyone, regardless of athletic ability.
College Status
Beer pong didn’t just appear out of nowhere; it has a history that traces back to college campuses in the mid-20th century. The original version of the game was actually played with paddles, much like a real game of ping pong, and is thought to have originated at Dartmouth College in the 1950s. Over time, players ditched the paddles, and the version we know today—often called "Beirut"—began to take shape and spread to other universities.