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Contents

   



(Top)
 


1 Leisure culture  





2 Cannabis for altering play  





3 Problem behavior  





4 Video games featuring cannabis  





5 References  














Cannabis and video game culture







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From Wikipedia, the free encyclopedia
 


Cannabis and video game culture is the intersection of cannabis culture and video game culture.

Leisure culture[edit]

Various lifestyle publications covering cannabis and video games,[1][2] vice versa,[3] or both.[4] The fusion can result in altered game play styles and objectives, exemplified by "Chicken Dreams," a cinematic performance artwork inside Grand Theft Auto V discovered by Imran Hafiz.[4]

Various eSports leagues and video gaming venues acknowledge cannabis use among video game players in various ways.[5][6][7][8]

Cannabis for altering play[edit]

There are various narratives describing how cannabis improves, diminishes, or alters the video game playing experience.[9][10][11]

Problem behavior[edit]

Various research surveys report that video game addiction and cannabis abuse behaviors mutually increase each other.[12][13] Problems with the pairing of video game addition and cannabis abuse can be especially prominent in adolescents.[14][15][16]

Video games featuring cannabis[edit]

Showcasing cannabis is highly taboo in media narratives. Because of this, mainstream censors will approve video games where the objective is murder, but prohibit video games which present cannabis use as normal.[17] One video game about cannabis is an industrial production and marketing similator.[18]

References[edit]

  1. ^ Wenzel, John; Staff, The Cannabist (30 December 2013). "Video games and weed: an inside look at this match made in heaven". The Cannabist.
  • ^ Campbell, Joseph (27 November 2015). "Aiming High: Weed and Video Games". MERRY JANE.
  • ^ Scimeca, Dennis (26 February 2013). "I Used To Smoke Pot Every Time I Played A Video Game. Here's Why I Stopped". Kotaku.
  • ^ a b Mufson, Beckett; McManus, Brian (1 August 2018). "The 17 Best Video Games to Play High". Vice.
  • ^ Nguyen, Suzy (12 September 2018). "Puff, Puff, Pass, Play: Stoned Gamer League Elevates Video Games". Marijuana.
  • ^ Rogers, Paul (5 January 2018). "The Disneyland of Stoned Gaming". L.A. Weekly.
  • ^ Mongelia, Matthew (2 March 2019). "Esports, Professional Gaming and Cannabis: An Overview". PotGuide.
  • ^ O, Mike (30 September 2018). "High Score: Vancouver's first 420-friendly retro video game lounge". Cannabis News.
  • ^ Gravning, Jagger (22 May 2014). "This Is Your Brain While Videogaming Stoned". Motherboard.
  • ^ DORFMAN, BRANDON A. (7 December 2018). "How esports gamers are using CBD to increase cognitive responses". VentureBeat.
  • ^ Smoker, Jay (25 March 2019). "Does Smoking Marijuana Make You Better At Video Games?". The Weed Blog.
  • ^ Sim, Timothy; Gentile, Douglas A.; Bricolo, Francesco; Serpelloni, Giovanni; Gulamoydeen, Farah (13 January 2012). "A Conceptual Review of Research on the Pathological Use of Computers, Video Games, and the Internet". International Journal of Mental Health and Addiction. 10 (5): 748–769. doi:10.1007/s11469-011-9369-7. hdl:10397/6445. S2CID 6228232.
  • ^ Walther, Birte; Morgenstern, Matthis; Hanewinkel, Reiner (2012). "Co-Occurrence of Addictive Behaviours: Personality Factors Related to Substance Use, Gambling and Computer Gaming". European Addiction Research. 18 (4): 167–174. doi:10.1159/000335662. PMID 22398819.
  • ^ Liebregts, Nienke; van der Pol, Peggy; van Laar, Margriet; de Graaf, Ron; van den Brink, Wim; Korf, Dirk J. (February 2015). "The role of leisure and delinquency in frequent cannabis use and dependence trajectories among young adults". International Journal of Drug Policy. 26 (2): 143–152. doi:10.1016/j.drugpo.2014.07.014. PMID 25171910.
  • ^ Gallimberti, Luigi; Buja, Alessandra; Chindamo, Sonia; Rabensteiner, Andrea; Terraneo, Alberto; Marini, Elena; Pérez, Luis Javier Gómez; Baldo, Vincenzo (1 September 2016). "Problematic Use of Video Games and Substance Abuse in Early Adolescence: A Cross-sectional Study". American Journal of Health Behavior. 40 (5): 594–603. doi:10.5993/AJHB.40.5.6. PMID 27561862.
  • ^ Coëffec, Adélaïde; Romo, Lucia; Cheze, Nathalie; Riazuelo, Hélène; Plantey, Sophie; Kotbagi, Gayatri; Kern, Laurence (28 April 2015). "Early substance consumption and problematic use of video games in adolescence". Frontiers in Psychology. 6: 501. doi:10.3389/fpsyg.2015.00501. PMC 4411991. PMID 25972826.
  • ^ Conditt, Jessica (12 April 2019). "Weed is worse than murder, if you're selling a video game". Engadget.
  • ^ Hicks, Brandon (5 October 2001). "The Cannabis Industry Finally Gets Its Own Video Game With 'Weedcraft Inc'". Civilized.

  • Retrieved from "https://en.wikipedia.org/w/index.php?title=Cannabis_and_video_game_culture&oldid=1228033384"

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    This page was last edited on 9 June 2024, at 03:30 (UTC).

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