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Background: Video games have rapidly become mainstream in recent decades, with over half of the US population involved in some form of digital gaming. However, concerns regarding the potential harms of excessive, disordered gaming have also risen. Internet gaming disorder (IGD) has been proposed as a tentative psychiatric disorder that requires further study by the American Psychological Association (APA) and is recognized as a behavioral addiction by the World Health Organization. Substance use among gamers has also become a concern, with caffeinated or energy drinks and prescription stimulants commonly used for performance enhancement.
Objective: This study aimed to identify substance use patterns and health-related concerns among gamers among a population of Reddit users.
Methods: We used the public streaming Reddit application programming interface to collect and analyze all posts from the popular subreddit, r/StopGaming. From this corpus of posts, we filtered the dataset for keywords associated with common substances that may be used to enhance gaming performance. We then applied an inductive coding approach to characterize substance use behaviors, gaming genres, and physical and mental health concerns. Potential disordered gaming behavior was also identified using the tentative IGD guidelines proposed by the APA. A chi-square test of independence was used to assess the association between gaming disorder and substance use characteristics, and multivariable logistic regression was used to analyze whether mental health discussion or the mention of any substance with sufficient sample size was significantly associated with IGD.
Results: In total, 10,551 posts were collected from Reddit from June 2017 to December 2022. After filtering the dataset for substance-related keywords, 1057 were included for further analysis, of which 286 mentioned both gaming and the use of ≥1 substances. Among the 286 posts that discussed both gaming and substance use, the most mentioned substances were alcohol (n=132), cannabis (n=104), and nicotine (n=48), while the most mentioned genres were role-playing games (n=120), shooters (n=90), and multiplayer online battle arenas (n=43). Self-reported behavior that aligned with the tentative guidelines for IGD was identified in 66.8% (191/286) posts. More than half, 62.9% (180/286) of the posts, discussed a health issue, with the majority (n=144) cited mental health concerns. Common mental health concerns discussed were depression and anxiety. There was a significant association between IGD and substance use (P<.001; chi-square test), and there were significantly increased odds of IGD among those who self-reported substance use (odds ratio 2.29, P<.001) and those who discussed mental health (odds ratio 1.64, P<.03).
Conclusions: As gaming increasingly becomes highly prevalent among various age groups and demographics, a better understanding of the interplay and convergence among disordered gaming, substance use, and negative health impacts can inform the development of interventions to mitigate risks and promote healthier gaming habits.
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http://dx.doi.org/10.2196/58201 | DOI Listing |
JMIR Hum Factors
September 2025
Department of Community Health Systems, University of California, San Francisco, School of Nursing, San Francisco, CA, United States.
Background: The COVID-19 pandemic forced the world to quarantine to slow the rate of transmission, causing communities to transition into virtual spaces. Asian American and Pacific Islander communities faced the additional challenge of discrimination that stemmed from racist and xenophobic rhetoric in the media. Limited data exist on technology use among Asian American and Pacific Islander adults during the height of the COVID-19 shelter-in-place period and its effect on their physical and mental health.
View Article and Find Full Text PDFJ Sch Nurs
September 2025
Indiana University School of Nursing, Indianapolis, IN, USA.
To provide foundational information for the development of a training program to prepare school nurses to deliver a mental health focused SBIRT (Screening, Brief Intervention, Referral to Treatment) approach, this study aimed to describe how school nurses perceive their role in addressing student mental health concerns and determine if these perceptions align with the components of SBIRT. We used content analysis to summarize open-ended survey responses of 38 school nurses to the question "What role do school nurses play in addressing student mental health?" Findings revealed 19 responses aligned with at least one component of SBIRT, one aligned with all three, and 30 focused mainly on forming trusting relationships with students. We conclude school nurses do not implement SBIRT in a systematic way but view its components as consistent with their role.
View Article and Find Full Text PDFJAMA
September 2025
McLean Hospital, Belmont, Massachusetts.
JAMA Psychiatry
September 2025
School of Psychological Sciences, Monash University, Melbourne, Victoria, Australia.
Importance: Cannabis is the most commonly used illicit drug, with 10% to 30% of regular users developing cannabis use disorder (CUD), a condition linked to altered hippocampal integrity. Evidence suggests high-intensity interval training (HIIT) enhances hippocampal structure and function, with this form of physical exercise potentially mitigating CUD-related cognitive and mental health impairments.
Objective: To determine the impact of a 12-week HIIT intervention on hippocampal integrity (ie, structure, connectivity, biochemistry) compared with 12 weeks of strength and resistance (SR) training in CUD.