3.4 percent, respectively) ( Substance Abuse and Mental Health Services Administration 2013). ![]() 16 percent, respectively), and to report heavy drinking (9.9 percent vs. 47.9 percent, respectively), to binge drink (30.4 percent vs. American men are much more likely than women to use alcohol (56.5 percent vs. Across the world, men consume more alcohol than women, and women in more developed countries drink more than women in developing countries ( Rehm et al. This is not an exhaustive review but aims to show the wide range of contexts that may shape alcohol use.ĭisparities in and Influences on Alcohol Use: A Social–Ecological FrameworkĪlcohol consumption varies across gender and race/ethnicity. This article reviews some of the cultural and social influences on alcohol use and places individual alcohol use within the contexts and environments where people live and interact. Much of these costs result from a loss in workplace productivity as well as health care expenses, criminal justice involvement, and motor vehicle crashes ( Rehm et al. In the United States alone, the costs of excessive alcohol use were estimated at $223.5 billion in 2006, or $746 per person ( Bouchery et al. Economic costs attributed to excessive alcohol consumption are considerable. The harmful effects of alcohol misuse are far reaching and range from accidents and injuries to disease and death, as well as consequences for family, friends, and the larger society. Globally, alcohol-attributable disease and injury are responsible for an estimated 4 percent of mortality and 4 to 5 percent of disability-adjusted life-years (DALYs) ( Rehm et al. Excessive alcohol use is the third leading cause of death in the United States, accounting for 88,000 deaths per year ( Centers for Disease Control and Prevention 2014). Worldwide, 3.3 million deaths were attributed to alcohol misuse in 2012 ( World Health Organization 2014). ![]() Archived from the original on December 3, 2018.The alcohol research literature is overwhelmingly focused on risk factors, from the societal level down to the individual. "Cultures Review - a God sim where you control a group of Vikings, beer and all". Archived from the original on December 2, 2018. " Moorhuhnjäger schießen Vogel beim Umsatz ab". ^ Ziegler, Peter-Michael (March 22, 2002).Verband der Unterhaltungssoftware Deutschland. ^ "Stand: September 2000" (in German).Archived from the original on December 3, 2018. ^ GameStar Editors (September 11, 2000).^ a b Fröhlich, Petra (March 7, 2001).^ a b c d Geryk, Bruce (August 9, 2001).Global sales of the game rose to 150,000 units by March 2002. It placed sixth the following month, before falling to 16th in November. In the German market, Cultures debuted at #3 on Media Control's computer game sales chart for September 2000. Retailers pre-purchased 140,000 units of Cultures in preparation for its release, and sales expectations were high Funatics' previous title, Catan: Die Erste Insel, had become a sleeper hit. PC Games billed it as a competitor to games such as The Settlers IV and Anno 1503. Reception Sales Īs a city-building title, Cultures is part of a genre that tended to see success in European countries but "never seems to catch on in the States", GameSpot's Bruce Geryk wrote in 2001. ![]() Its North American release occurred on July 31, 2001. Development Ĭultures was developed by Funatics Software, and was originally released in Europe during late 2000. The ultimate goal is to gather shards of a crashed meteor that possesses magical properties. This includes constructing roads, handling the settlement's economy and training citizens in jobs such as blacksmithing. It is the first entry in the Cultures series.Ĭultures is a real-time strategy and city-building game in which players manage the historical Vinland settlements of the Vikings. Cultures: Discovery of Vinland ( German: Cultures: Die Entdeckung Vinlands) is a 2000 real-time strategy and city-building game developed by Funatics Software and published by Phenomedia.
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