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电子游戏与大麻使用:一项范围综述。

Video gaming and cannabis use: A scoping review.

作者信息

Jobin Emilie Y, Légaré Andrée-Anne, Lehmann Katerine, Monson Eva

机构信息

Department of Community Health Sciences, Faculty of Medicine and Health Sciences, Université de Sherbrooke - Longueuil, Québec, Canada.

出版信息

J Behav Addict. 2025 May 15;14(2):660-678. doi: 10.1556/2006.2025.00040. Print 2025 Jul 2.


DOI:10.1556/2006.2025.00040
PMID:40372807
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.

摘要

背景与目的:电子游戏(VG)和大麻使用是青少年和年轻人中特别普遍的两种行为,因为它们都可能是用于帮助减压的久坐不动的活动。因此,这引发了关于电子游戏和大麻使用之间可能存在的关系的问题。本综述的目的是记录电子游戏和大麻使用之间的关系。 方法:一项范围综述确定了2000年至2025年2月期间发表的25篇文章,这些文章呈现了关于电子游戏和大麻使用之间关系的原始研究结果。 结果:结果表明,现有文献在方法和测量方面存在异质性。尽管如此,有证据表明两者之间确实存在关系,因为大多数研究确实发现电子游戏和大麻使用之间存在正相关关系,尽管也有一些研究未发现显著关系,甚至有少数研究发现存在负相关关系。 讨论:作为一个新兴主题,很少有研究探讨电子游戏和大麻使用之间的关系。因此,在就这两种行为之间存在何种类型的关系得出明确结论之前,还有很多需要探索的地方。无法得出明确结论,部分原因在于电子游戏和大麻使用的操作化方式缺乏一致性,以及使用了便利样本,这给该领域未来需要解决的问题带来了额外挑战。

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本文引用的文献

[1]
Prospective association between screen use modalities and substance use experimentation in early adolescents.

Drug Alcohol Depend. 2025-1-1

[2]
Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data.

JMIR Infodemiology. 2024-10-2

[3]
Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study.

J Behav Addict. 2024-10-4

[4]
Prevalence of Cannabis Use around the World: A Systematic Review and Meta-Analysis, 2000-2024.

China CDC Wkly. 2024-6-21

[5]
Effects of acute cannabis inhalation on reaction time, decision-making, and memory using a tablet-based application.

J Cannabis Res. 2024-2-3

[6]
The implementation and public health impacts of cannabis legalization in Canada: a systematic review.

Addiction. 2023-11

[7]
A Scoping Review of Risk and Protective Factors for Negative Cannabis Use Consequences.

Subst Abuse. 2023-4-7

[8]
Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies.

Addict Behav. 2023-4

[9]
Estimating the effects of legalizing recreational cannabis on newly incident cannabis use.

PLoS One. 2022

[10]
Risk Factors for Excessive Social Media Use Differ from Those of Gambling and Gaming in Finnish Youth.

Int J Environ Res Public Health. 2022-2-19

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