Video gaming and cannabis use: A scoping review

电子游戏与大麻使用:一项范围界定综述

阅读:2

Abstract

BACKGROUND AND AIM: Video gaming (VG) and cannabis use are two behaviors that are particularly prevalent among adolescents and young adults, as they can both be sedentary activities that are used to help decompress. As such, this raises questions about the possible relationship between VG and cannabis use. The aim of the present review is to document the relationship between VG and cannabis use. METHODS: A scoping review identified 25 articles published between 2000 and February 2025, and presenting original findings on the relationship between VG and cannabis use. RESULTS: Results demonstrate that existing literature is heterogeneous in its methods and measures. Nonetheless, evidence suggests that a relationship does exist, as the majority of studies did find a positive relationship between VG and cannabis use, although several studies also found no significant relationship, and a few even found a negative relationship. DISCUSSION: Being a new and emerging subject, few studies exist exploring the relationship between VG and cannabis use. Thus, there is much that needs to be explored before drawing clear conclusions on what type of relationship exists between both behaviours. An inability to draw clear conclusions is, in part, due to a lack of consistency in the way both VG and cannabis use have been operationalized, and the use of convenience samples, which have created additional challenges that the field will need to address moving forward.

特别声明

1、本页面内容包含部分的内容是基于公开信息的合理引用;引用内容仅为补充信息,不代表本站立场。

2、若认为本页面引用内容涉及侵权,请及时与本站联系,我们将第一时间处理。

3、其他媒体/个人如需使用本页面原创内容,需注明“来源:[生知库]”并获得授权;使用引用内容的,需自行联系原作者获得许可。

4、投稿及合作请联系:info@biocloudy.com。