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Drug and Alcohol Review (September 2007), 26, 469 – 475

Fluid skills: drinking games and alcohol consumption among


Australian university students

MARK N. POLIZZOTTO1, MELANIE M. SAW2, IRENE TJHUNG2, EU HUA CHUA1, &


TIMOTHY R. STOCKWELL3,4
1
Department of Medicine, St Vincent’s Hospital, Melbourne, Australia, 2Department of Medicine, Fremantle Hospital,
Fremantle, Australia, 3Centre for Addictions Research of British Columbia, University of Victoria, British Columbia, Canada,
and 4National Drug Research Institute, Curtin University, Perth, Australia

Abstract
The objective of this study was to assess participation in drinking games among Australian university students; to determine the
range of games played, their context and participant motivations; and to analyse the impact of games on alcohol consumption
and its adverse consequences. We used a cross-sectional survey incorporating structured interviews and a self-administered
questionnaire with students between 18 and 25 years of age at the University of Western Australia. This was a qualitative
assessment of drinking game typology and contexts and participant motivation. Quantitative outcomes were rate and frequency
of participation in drinking games; amount and rate of alcohol consumption during games; incidence of adverse outcomes
following participation. Twenty-seven interview responses and 256 questionnaire responses were analysed for qualitative and
quantitative outcomes, respectively. The qualitative analysis enabled categorisation of drinking games by skill and competitive
nature, with varying influence on hazardous drinking. Common reported motivations for play included boredom, social pressure
and social unease. The associated heavy drinking and possible hazards were well recognised but did not affect the decision to
play. In the quantitative arm, most drinkers (74%) reported having participated in a drinking game. Game players reported
playing an average of four drinking games in the previous 6 months. An average of six standard drinks was consumed during
the most recent game. Pressure to participate from others was reported by 60% of game participants, while 50% reported that
they had placed pressure on others to participate. Half (51%) reported an adverse outcome following participation. Loss of
consciousness due to drinking was experienced or witnessed by 89% of game players, of whom 63% reported that the person was
put to bed, while 54% reported that the person was watched. Participation in drinking games was common, and plays an
important social role in this group. Drinking games were associated commonly with binge drinking and adverse outcomes.
Future harm minimisation strategies targeting this group should address the particular risks of these games. [Polizzotto MN,
Saw MM, Tjhung I, Chua EH, Stockwell TR. Fluid skills: drinking games and alcohol consumption among
Australian university students. Drug Alcohol Rev 2007;26:469 – 475]

Key words: Alcohol consumption, drinking games, harm reduction, students, youth.

and may result in overall mortality and morbidity com-


Introduction
parable with chronic alcohol dependence [3,7].
Among young Australians, the health and social pro- Moderating these drinking binges has been the focus
blems arising from alcohol use are largely the result of of health promotion and harm minimisation campaigns
acute intoxication [1 – 3]. Young people often consume targeted at this age group [7,8]. Understanding their
a high proportion of their total alcohol intake on social and cultural context is central to these efforts.
relatively few occasions, including drinking ‘binges’, Participation in drinking games has been noted in
which involve the consumption of large quantities several studies to be an important component of drinking
of alcohol in a short time [4 – 6]. The resulting into- in this age group, and may be a significant determinant of
xication poses an immediate risk to health and safety drinking binges [9,10]. Drinking games are social activities

Mark N. Polizzotto MB, BS, BMedSci1, Department of Medicine, St Vincent’s Hospital, Melbourne, Australia, Melanie M. Saw MB, BS,
BMedSc, Department of Medicine, Fremantle Hospital, Fremantle, Australia, Irene Tjhung MB, BS, Department of Medicine, Fremantle
Hospital, Fremantle, Australia, Eu Hua Chua MB, BS, Department of Medicine, St Vincent’s Hospital, Melbourne, Australia, Timothy R.
Stockwell PhD, Centre for Addictions Research of British Columbia, University of Victoria, British Columbia, Canada and Adjunct Professor,
National Drug Research Institute, Curtin University, Perth, Australia. Correspondence to Dr Mark N. Polizzotto, Department of Medicine,
St Vincent’s Hospital, Melbourne, Australia. Tel: 03 9076 2000. Fax: 03 9076 2222. E-mail: markpoliz@gmail.com
Received 20 July 2006; accepted for publication 24 January 2007.

ISSN 0959-5236 print/ISSN 1465-3362 online/07/050469–07 ª Australasian Professional Society on Alcohol and other Drugs
DOI: 10.1080/09595230701494374
470 M. N. Polizzotto et al.

in which standardised rules determine the amount of and Methods


the manner in which alcohol is consumed. They use
Qualitative methods
success at a task or other signals to determine alcohol
consumption [9]. Studies internationally suggest that Interview design and implementation. A semi-structured
participation in these games is widespread among young interview was conducted, using questions and talking
people, particularly among college and university students, points developed initially by researchers from a review
and appears to increase both alcohol consumption and its of the existing literature, and expanded as the inter-
adverse consequences [10 – 13]. views progressed. Participants were asked in turn about
Drinking games may be an inherently undesirable patterns of participation in drinking games; details of
form of alcohol consumption, for a number of reasons games played; situations in which games were played;
[11 – 15]. While playing, drinking becomes a function factors contributing to participation; risks of participa-
not of the player’s own desires, but of external factors tion; and adverse outcomes.
and the actions of others [11]. Indeed, the rules of Each interviewer conducted approximately six to
many games are intended to ensure rapid consumption eight interviews. Supervision was conducted once for
of large amounts of alcohol [9,16]. This may lead, in each interviewer, by review of a recorded trial interview.
turn, to an impairment of judgement, leading players to Interviews were conducted individually with each
continue playing even when they have drunk exces- participant, with an emphasis on informal interaction;
sively, and loss of competence at the set task, which this approach was found in trial interviews to improve
further increases alcohol consumption (a phenomenon rapport with the subjects, and facilitate recall and
some researchers have termed ‘reversal of competence’ introspection when compared to a more structured
[16]). The social pressures to continue playing—and approach. Initial analysis was performed in parallel with
drinking—may also be considerable. Games are often interviewing, at the completion of each day, such that
initiated by heavier drinkers, and so may also bring the novel themes emerging from early interviews could be
group’s average alcohol consumption up toward that of used to inform later interviews.
its heaviest drinkers [12]. While players may intend to
drink heavily prior to entering the game, these factors Participant recruitment. Twenty-seven students in the
appear independently to increase alcohol consumption target age group from a variety of faculties at the University
beyond intentions [11]. of Western Australia were interviewed by four inter-
Extensive evidence is available from both Europe and viewers. A convenience sample of students approached on
the United States regarding the extent of drinking game campus was used. Participants were recruited over 2
participation among young people, its contexts, moti- weeks, using a recruitment strategy intended to provide an
vations and consequences, including its link with both even mix of students of both genders from each of the
binge drinking and adverse health outcomes [11,15 – university’s faculties. The majority were recruited at
19]. However, despite the acknowledged importance of central public areas on campus, including the university
binge drinking in the drinking culture of young people tavern, where all students congregate; in the later stages
in Australia [5], the importance of drinking games and additional participants were also recruited at common
their relationship with binge drinking in the Australian areas of individual faculties, to ensure even representation
context has not been explored. There is some anecdotal of students from the various faculties.
evidence from media and other reports that drinking
games are widespread, but the extent of participation in Interview analysis. All interviews were tape-recorded
drinking games, their social context and their role in the and transcribed verbatim. Each transcript was reviewed
particular drinking patterns of Australian youth all by at least two researchers working together, who
remain to be defined. Such information may both identified and coded emergent themes. These thematic
deepen the existing understanding of these games and summaries were then reviewed by all researchers, with
inform local health intervention strategies. reference to the original transcripts as needed (includ-
We therefore undertook a qualitative and quantitative ing to review direct quotations). The major themes
analysis of drinking games in a population of Australian presented thus emerged from this process of coding,
students aged between 18 and 25 years. A combination analysis and discussion among the researchers.
of structured interviews and questionnaires was used
for a descriptive, cross-sectional study of Western
Quantitative methods
Australian university students. We aimed to define the
prevalence of participation in drinking games; delineate Questionnaire design. A questionnaire was developed
the types of games played; define the relation of using the themes and information gathered from the
drinking games to drinking binges and their adverse qualitative arm. Information collected included demo-
consequences; and explore the social contexts of the graphic data and ‘background’ patterns of consumption
games and participants’ motivations. of alcohol, including a table to provide details of alcohol
Drinking games and alcohol consumption among Australian university students 471

consumption over the previous week. Students were participants. These could be categorised according to
asked about their participation in drinking games, their characteristics in two dimensions: competitive vs.
details of the most recent game including alcohol non-competitive games, and games of skill vs. games of
consumed, perceptions of games, and adverse out- chance.
comes. The questionnaire was tested in a pilot study of Most games described were competitive games of
20 students in the target age group, who were not skill. One of the most popular, ‘Coins’, depends on the
included in the analysis; following this pilot, the player’s physical skill. Participants take it in turns to try
methods of recording alcohol consumption were to bounce a coin into a glass—if successful, the player
refined, incorporating a tabular record and a graphical nominates another to drink. If not, the player must
definition of ‘standard drink’. drink. Drinking was also introduced as a penalty into
established games of skill such as Monopoly and Trivial
Questionnaire administration. The questionnaire was Pursuit. Games of skill may promote a spiral of alcohol
distributed to all students in seven second-year lectures consumption, as increasing intoxication leads to
in the faculties of law, medicine, science, engineering, decreasing skill and further drinking.
arts and commerce. It was self-administered under Several competitive games did not involve skill. In
supervision. Questionnaires were distributed to 376 these, the competition centred on consumption of
students; 357 were returned, for a response rate of 95% alcohol. Players, individually or in teams, race to see
(range 93 – 96% between faculties). Respondents out- who can drink the most alcohol in a set period, or a
side the age criteria or for whom demographic data fixed amount of alcohol in the shortest time. Games of
were missing (32) and those who did not drink alcohol this type include ‘Centurion’, in which participants
(69) were excluded, leaving 256 for analysis. drink one glass of beer or alcoholic soda per minute for
100 minutes with penalties for failure, and ‘Vodka
Statistical analysis. Data analysis was carried out in the Shootout’, where players drink shots of vodka until the
Department of Public Health, University of Western last person left standing is deemed the winner. These
Australia, using SPSS version 8.0 and Microsoft Excel appear to be the most hazardous games, with their
software. w2 tests were used for analysis of categorical emphasis on rapid consumption of large amounts of
data; t-tests for continuous data; and logistic regression alcohol; a variant of Centurion has been implicated in
for multivariate analysis. Significance was defined as a the death from alcohol poisoning of one young Western
p-value of less than 0.05, or a 95% confidence interval Australian man.
which did not include 1.0. Several games involved neither competition nor skill,
being largely exercises in group bonding. Often these
Definitions. Alcohol consumption was reported as the involved external cues to drink, derived for example
number of ‘standard drinks’ (10 g of ethanol) based from dice, cards or television shows. In one, ‘Star
on the respondent’s estimates following a graphical Wars’, players each watch the eponymous movie for
explanation. Analysis of background alcohol consump- their own cue to drink: one might drink when C3PO is
tion used categories of risk of harm from the National ignored, another when Chewbacca growls. In another,
Health and Medical Research Council of Australia ‘Never Never’, each person names something they have
(NHMRC) guidelines [20]. These define a ‘safe daily never done, and anyone who has performed that activity
limit’ for ‘low-risk’ drinking in men of four standard must then drink.
drinks per day, and in women of two standard drinks
per day, with two alcohol-free days per week; ‘risky’ Context and motivation. Interviewees stated that drink-
drinking is defined as five to six drinks in men and ing games most often arose spontaneously. Motiva-
three to four in women; and ‘high-risk’ drinking an tions for playing included boredom and a desire ‘to
intake in excess of this. A drinking ‘binge’ was get the evening started’. Games were usually initiated
defined, using a common international definition for by those perceived to be heavier drinkers, but
comparative purposes, as the consumption of five or all members of the group felt pressure to play. Inter-
more standard drinks in one drinking session for viewees said that the aim of participation was enjoy-
males and four or more standard drinks for females ment, not the competition per se. Drinking games also
[21]. provided a standardised form of interaction. Inter-
viewees said that the game ‘took the pressure off’ the
early, awkward stages of a gathering. They recalled
Results that this was particularly important when individuals
were less well acquainted. One also noted that the
Qualitative results
games also had the effect of distributing attention
Typology of drinking games. A typology of drinking evenly across the group, with each person having a
games was derived from the games described by defined role.
472 M. N. Polizzotto et al.

Occasionally, however, drinking games were planned Participation in drinking games. Respondents were given
in advance. One interviewee described participating in a definition of a ‘drinking game’, and two examples of
a drinking game tournament. This was billed as ‘the common drinking games drawn from the qualitative
anti-social event of the decade’ and an opportunity to part of the study. A total of 74% of drinkers reported
‘lose all respect for human dignity [and] end up face having participated in a drinking game (‘game players’),
down in a pile of your stomach contents’. while 68% of drinkers had participated in the last 6
months. Game players reported playing an average of
Alcohol consumption during games. Most interviewees four drinking games in the previous 6 months. A total
reported that drinking escalated once playing. Players of 60% of game players reported pressure placed on
must either play by the rules and continue drinking, or them by others to participate, while 50% reported that
withdraw from the game and so from the social group. they had placed some pressure on others to participate
In addition, the rate of consumption once playing was (Table 1). Males were more likely to admit that they
such that they rapidly became drunk, and so were less had exerted ‘a lot’ or ‘a fair bit’ of pressure than females
able to resist the pressure to continue drinking able or (b ¼ 10.1, df ¼ 4, p ¼ 0.02).
judge when to stop: ‘Even though I started out just
being sociable, I ended up drinking so much that I Factors influencing participation. Multivariate analysis
didn’t realise I should stop’; ‘I’ve never been so drunk was performed to assess the independent effect of
as when I’ve been playing a drinking games. You can’t demographic variables on the probability of having ever
quit, and you just get drunker and drunker’. Reasons participated in a drinking game, and the frequency of
given for stopping play included running out of alcohol, participation in the previous 6 months among game
losing consciousness or being too drunk to follow the players. Logistic regression was performed to analyse
rules. Others reported stopping because the game had the independent variables age, sex, university course
become boring. and background pattern of alcohol consumption
(categorised as ‘safe’, ‘hazardous’ or ‘harmful’ accord-
Awareness of risks of games. There was broad awareness ing to the criteria above) with respect to the dependent
of the potential hazards of binge drinking, with variable of ever having participated in a drinking game.
participants placing particular emphasis on the risks of Only gender was found to have an independent effect,
sustaining injury or becoming involved in arguments or with females less likely to have ever played a drinking
violence as a result of intoxication. However, this did game (OR ¼ 0.34, 95% CI ¼ 0.12, 0.99, p 5 0.05).
not appear to affect the decision to participate in Multiple regression was performed to analyse the same
drinking games. Many of the participants were proud of independent variables on the dependent variable of
their extreme intoxication and regarded many negative frequency of game playing in the last 6 months among
outcomes, such as losing consciousness or vomiting, as game players. Age, gender and background consump-
‘badges of honour’. tion were each found to have an independent effect.
Younger students played more frequently than older
ones (b ¼ 70.25, p 5 0.01), males played more often
Quantitative results
than females (b ¼ 70.16, p ¼ 0.02), and those with
Population characteristics. The mean age of question- heavier background alcohol consumption played more
naire respondents was 20 years; 58% were male. The often than lighter drinkers (b ¼ 0.25, p 5 0.01). No
‘background’ rate of alcohol consumption by indivi- interaction effects were observed.
duals was assessed. Men reported drinking significantly
more than woman over the previous week [mean 11 Characteristics of drinking games. Specifics of the most
(range 0 – 58) vs. 6 (range 0 – 33), respectively; t ¼ 3.54, recent drinking game played were elicited. The most
p 5 0.01. However, when students were stratified by common setting was a private home (65%), followed by
NHMRC criteria for regular use, the proportion of pubs (14%) and other licensed venues (10%). The
‘safe’, ‘risky’ and ‘high-risk’ drinkers was similar in men most common beverages were beer (77%) and spirits
and women (data not shown). The most popular (63%), followed by wine (35%). Competitive games of
beverage was beer, followed by wine, then spirits, while skill were most common (played by 54%), followed by
the predominant venue for alcohol consumption was group bonding games (31%) and competitive con-
private homes (47%), followed by pubs (29%) and sumption games (15%). Males drank an average of 13
other licensed venues (21%). Most alcohol was con- standard drinks during the entire occasion (before,
sumed over the weekend (Friday night to Sunday), with during and after the game) and seven (range 1 – 20)
a mean of five standard drinks consumed. A mean of during the game itself; females an average of eight
three standard drinks were consumed over the remain- standard drinks (t ¼ 5.1, p 5 0.01) during the occasion
der of the week, confirming the concentration of a high and five (range 1 – 14) during the game (t ¼ 3.66,
proportion of alcohol into relatively few occasions. p 5 0.01). Thus 97% of males and 95% of females
Drinking games and alcohol consumption among Australian university students 473

Table 1. Perceived pressure to participate in drinking game{ Table 2. Adverse outcomes following drinking game participation{

Pressure from others Pressure placed on Percentage


to play others to play Adverse outcome Number (n ¼ 190)

% Males % Females % Males % Females Losing consciousness (‘passing out’) 61 32.1


(n ¼ 85) (n ¼ 101) (n ¼ 85) (n ¼ 101) Taking time off work or study 41 21.6
Sustaining an injury 31 16.3
A lot 5.9 9.9 9.4 8.9 Being asked to leave a pub or club 21 11.1
A fair bit 12.9 18.8 22.4 7.9 Being involved in a violent argument 17 8.9
A little 38.8 35.6 35.3 32.7 Being involved in a physical fight 15 7.9
None 42.4 35.6 32.9 50.5 Being involved in an accident 3 1.6
with more than $100 worth
{
of damage
Based on respondent recollection of most recent drinking Being taken to hospital 2 1.1
game played. Cell values are column percentages. Being charged with a crime 1 0.5
(including drink driving)
exceeded the recommended daily alcohol consumption
{
limit during the game alone, while 88% and 80%, Based on respondent recollection of adverse outcomes
respectively, met the study criteria for a drinking binge following any game played. More than one positive response
was allowed; 93 respondents (49%) reported no adverse
on that occasion. The drinking game itself lasted an outcome.
average of 1.5 hours (SD ¼ 1.3), while the longest time
was 10 hours. The crude estimated average drinking
rate during the game (based on the assumption of a Table 3. Perceived effect of drinking game participation on alcohol
constant rate of drinking over the course of the game) consumption{
was four drinks per hour (SD ¼ 2.5, range 1 – 15). There
was again a significant difference between males and Compared to the
amount intended to
females (5 vs. 3.5 drinks per hour; t ¼ 2.92, p 5 0.01). Compared to usual drink on that
consumption occasion
Effects and hazards of drinking games. There was general
acknowledgment of the hazards of drinking games. 91% % Males % Females % Males % Females
of game players described drinking games as potentially (n ¼ 85) (n ¼ 100) (n ¼ 85) (n ¼ 100)
hazardous. Just over half (51%) of game players
reported that they had experienced an adverse outcome Consumed 76.5 51.0 30.6 32.0
following participation in a drinking game (Table 2). more
The most common reported outcome was loss of Unchanged 20.0 38.0 14.1 11.0
Consumed less 0.0 2.0 55.3 57.0
consciousness due to alcohol consumption, which had
been experienced or witnessed by 89% of game players. {
Based on respondent recollection of most recent drinking
Of those, 63% reported that the person was put to bed, game played. Cell values are column percentages.
while 54% reported that the person was watched. The
unconscious person was left alone where they were in
19% of cases. tered questionnaire to explore the role of drinking
Game players reported an average of 16 binge games in the patterns of alcohol consumption of
drinking sessions (SD ¼ 15.2) in the previous 6 months; Australian university students. It provides the first
24% of these binges occurred in association with a analysis of the role played by drinking games in the
drinking game. Conversely, on average 71% of drinking alcohol consumption of young Australians.
games were played during a binge drinking session. Participation in drinking games was common and
Thus, while binges may occur when drinking games are regular among the study population. Three-quarters of
not being played, it appears that drinking games are drinkers surveyed had played a drinking game at some
associated closely with binges. Nearly two-thirds of point, and 70% of those had played at least once in the
students said that they drank more or much more previous 6 months. While these results should be
alcohol as a result of participating in the drinking game generalised with caution, given the limited nature of the
(Table 3). study sample, they suggest that participation in drinking
games is common among Australian university students
generally. The level of participation identified here is
Discussion
comparable to that found in several studies interna-
This study combines qualitative data from structured tionally in people of similar ages from a variety of
interviews and quantitative data from a self-adminis- backgrounds [10 – 12].
474 M. N. Polizzotto et al.

In this group, drinking games were associated with descriptions of the social function of play show simila-
both high levels and rates of alcohol consumption, and rities with previous studies internationally [16,20], while
with drinking binges. While the typology identifies the multivariate analysis provides a novel assessment of
lower- and higher-risk games, the rules of each game the factors which influence participation. Interestingly,
were clearly intended to facilitate alcohol consumption, however, while social pressures were a major theme here,
and even lower-risk games have the potential to in contrast with some previous analyses sexually moti-
accelerate the rate of drinking. Significant amounts of vated coercion did not emerge as significant [15].
alcohol were consumed in the course of these games, Similarly, the quantitative analysis of total consumption
with average total consumption during the most recent and consumption rates and the direct analysis of adverse
game of seven standard drinks for men and five health outcomes following games extend previous
standard drinks for women, and a crude estimated comparisons of drinking and rates of adverse outcomes
average rate of alcohol consumption during play of between players and non-players [11,24].
more than four drinks per hour. A close relationship This analysis of drinking game contexts and high-risk
also emerged between drinking games and drinking drinking behaviours has several implications for health
binges: on average 70% of games played were promotion and harm reduction strategies designed to
associated with a binge. Perhaps not surprisingly, given reduce the substantial number of deaths each year in
this level of alcohol consumption, negative health and Australia caused by heavy sessional drinking, including
social outcomes after game playing were also prevalent: death due to alcohol poisoning and motor accidents
more than half the players reported having experienced [25]. It would be relatively easy to incorporate specific
an adverse outcome following play. mention of the hazards of drinking games into existing
Despite their hazards, drinking games were consid- harm reduction messages [26 – 29]. In view of the
ered a socially acceptable and appealing activity by this important social functions of drinking games and
group. They appear to be an important part of a alcohol consumption generally, prevention pro-
broader culture among Australian university students grammes could also attempt to develop alcohol-free
and young people in which binge drinking is considered social contexts that meet some of the social roles that
normal and enjoyable [4,5]. While interviewees re- are met currently by drinking games and drinking
ported that games were often initiated by heavier binges. These findings also suggest that there is a need
drinkers, participation was not confined to those who to improve young people’s responses to outcomes such
drink the most: the games were played by a large as alcohol poisoning: while losing consciousness due to
proportion of students, across age groups, genders and excess alcohol consumption is common in this group,
faculties. Importantly, the pressure from the social fewer than 50% of respondents knew how to respond
group to play and continue playing can be significant. appropriately [30].
Nearly 60% of those surveyed here reported that they
felt pressure to participate, while 50% of females and
70% of males reported placing pressure on others.
Acknowledgements
This popularity, the high reported rates of participa-
tion and the level of alcohol consumption associated The authors gratefully acknowledge Dr Judith Straton
with games each appear to be explained in part by the and members of the Department of Public Health at the
social and developmental function that drinking games University of Western Australia for their support of this
fulfill for this group. Drinking games are perceived by project.
participants to develop camaraderie and community
spirit. They provide a formalised manner of interaction
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