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Emilie Y. Jobin Department of Community Health Sciences, Faculty of Medicine and Health Sciences, Université de Sherbrooke – Longueuil, Québec, Canada

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Andrée-Anne Légaré Department of Community Health Sciences, Faculty of Medicine and Health Sciences, Université de Sherbrooke – Longueuil, Québec, Canada

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Katerine Lehmann Department of Community Health Sciences, Faculty of Medicine and Health Sciences, Université de Sherbrooke – Longueuil, Québec, Canada

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Eva Monson Department of Community Health Sciences, Faculty of Medicine and Health Sciences, Université de Sherbrooke – Longueuil, Québec, Canada

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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.

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.

Introduction

Video gaming (VG) has grown exponentially in the past decade. In 2022, the global market of video games was valued at over 249 billion USD (Fortune Business Insights, 2022), compared to just 67 billion USD in 2012 (Gaudiosi, 2012). Participation rates have also increased, as 61% of Canadians played video games in the past month in 2020 (ESAC, 2020), compared to 54% in 2014 (ESAC, 2014), and 53% of Europeans played video games in 2022 (Video Games Europe, 2022), compared to 48% in 2012 (Ipsos MediaCT, 2012). The growing popularity in video games has been accompanied by growing concern by experts about the potential effects of excessive VG. These concerns have paved the way for the emergence of Gaming Disorder (GD) as a new disorder in the newest International Classification of Diseases-11 (ICD-11; WHO, 2019), as well as Internet Gaming Disorder (IGD) as a potential new disorder in the Diagnostic and Statistical Manual of Mental Disorders-5 (DSM-5; APA, 2013). A recent meta-analysis has estimated a GD prevalence rate of 2.4% worldwide (Kim et al., 2022). GD is targeted for individuals who show signs of problem VG, which is defined as sustained patterns of engagement in VG and impaired control that result in significant impairment or distress and physical and/or psychosocial harms, as well as continuation of VG despite negative consequences (e.g. APA, 2013; Mills, Marchica, Keough, & Derevensky, 2020; Porter, Starcevic, Berle, & Fenech, 2010; WHO, 2019). IGD shares a similar definition, although it is also characterized by preoccupation with VG, withdrawal symptoms, and tolerance (APA, 2013).

VG shares several resemblances with other potentially addictive behaviors that are found in both the ICD-11 and DSM-5, including psychoactive substances and gambling. In popular culture, though, VG is often linked to cannabis use in particular, with many people using both video games and cannabis concurrently, and video game developers often reference cannabis use in their games (Campbell, 2015; Wenzel, 2014). The combination of both cannabis use and VG in popular culture is perhaps because they can both be considered sedentary behaviors, meaning activities that are usually done while lying or sitting with very little movement (Neilson & Lin, 2019). Hence, they can both be used to help decompress and suppress negative affect, which can make the combination of both activities something that is attractive for some individuals (e.g. Grigsby, Lopez, Albers, Rogers, & Forster, 2023; Liebregts et al., 2015; Ropovik et al., 2023).

Problem cannabis use and problem VG have both been linked to similar characteristics, including male sex and/or gender, younger age, low self-esteem, impulsivity, depression, anxiety, poor interpersonal relationships/loneliness, and lower school performance/lower educational attainment (e.g. Grigsby et al., 2023; Leung, Chan, Hides, & Hall, 2020; Ropovik et al., 2023; Van Rooij et al., 2014). The similar characteristics found between problem VG and problem cannabis use could suggest the role of confounding variables in the relationship between the two variables. Neurological similarities have also been found between VG and cannabis use. A literature review reported that VG addiction increases brain activity in similar areas commonly found in substance-related addictions, and VG addiction also leads to changes in function and brain structure over time (Kuss & Griffiths, 2012). Both high levels of VG and cannabis use have been found to affect areas such as reward, impulse control, executive functioning, and motor skills (Volkow et al., 2016; Weinstein & Lejoyeux, 2015) Therefore, the compulsion for people to play video games may reflect a biological vulnerability, similar to that of cannabis use (Ko, Yen, Yen, Chen, & Chen, 2012).

The possibility of engaging in both behaviors simultaneously, combined with several shared risk factors, raises questions about the potential association between the two activities and the possibility that one potentially addictive behavior could exacerbate the other. The potential co-occurrence of problem VG and problem cannabis use is concerning, as it could lead to more adverse consequences, similarly to what has been found for other comorbid addictive disorders (e.g. Cowlishaw, Merkouris, Chapman, & Radermacher, 2014; Na, Lee, Choi, & Kim, 2017; Punia, DeVillaer, MacKillop, & Balodis, 2021). For example, Na et al. (2017) found that individuals who presented with an Alcohol Use Disorder and a GD were linked to several negative outcomes, such as dysfunctional impulsivity, depression, anxiety, and a more severe Alcohol Use Disorder. Given these findings, it is important to understand how VG and cannabis use relate to one another.

Previous literature reviews on the subject have focused solely on problem VG and its link to substance use behaviors as a whole (Burleigh, Griffiths, Sumich, Stavropoulos, & Kuss, 2019; Smith, Hummer, & Hulvershorn, 2015), but failed to explore VG across a continuum, beyond just problem VG. This is crucial as it provides greater insight into how VG and cannabis use relate to one another, which helps to better understand how problem VG and/or cannabis use may develop. Furthermore, it is important to explore more in depth the link between VG and cannabis use specifically, with the popularity of both VG and cannabis use continuing to increase in the general population, especially in high-income countries (CCSA, 2020; Hall, Stjepanović, Dawson, & Leung, 2023; Manthey, Freeman, Kilian, López-Pelayo, & Rehm, 2021; Wang, Qin, Xing, Zhu, & Jia, 2024; WHO, 2024). Despite both behaviors being traditionally linked to younger people, recent trends also show important increases in VG and cannabis use among all age groups (CCSA, 2020; Engelstätter & Ward, 2022; Hall et al., 2023; Manthey et al., 2021; Video Games Europe, 2022). VG has become more mainstream and more evenly distributed across the population, as generations who grew up with video games are now aging (Engelstätter & Ward, 2022), yet research studies have often primarily focused on adolescents and young adults. As for cannabis, the legalization of cannabis in some countries seems to contribute to increases in cannabis use in the population, especially among adult populations who are able to now purchase cannabis legally (e.g. Grigsby et al., 2023; Montgomery, Roberts, Margerison, & Anthony, 2022; Wang et al., 2024). For example, Canada reported an increase in cannabis use in the past 12 months from 14.8% in 2017, prior to legalization, to 22% in 2020, 2 years post-legalization (Rotermann, 2023). With these recent trends of growing popularity of both activities across the population and more countries legalizing cannabis there is an urgent need to understand the current state of knowledge on the potential association between VG and cannabis use. Thus, the aim of the present scoping review is to document the relationship between VG and cannabis use, to fill an important gap in the literature.

Methods

A scoping review was conducted as they are an effective way to provide a rapid overview of the current state of knowledge of a particular research area that has not been comprehensively reviewed before (Arksey & O’Malley, 2005). The search strategy used was developed using the methodological framework for scoping reviews proposed by Arksey and O’Malley (2005) and using the PRISMA-SCR guidelines for scoping reviews (Tricco et al., 2018). The search was conducted on November 5th, 2022, consulting several databases in related fields to find relevant articles published since 2000. An update was completed on February 13th, 2025. The complete list of databases can be found in Appendix. The search was conducted with keywords in title and abstract for cannabis (cannabi* or marijuana or THC or tetrahydrocannabinol or weed or pot or CBD) and for VG (“video gam*” or “computer gam*” or gaming or “online gam*” or “internet gam*” or “console gam*” or “internet gaming disorder” or “problem* video gam*” or “gaming addiction”). To be included, studies had to have analyzed original data (i.e. original research article, thesis/dissertations) specifically on the relationship between VG and cannabis use and had to be written in French or English. Studies that focused on internet use and/or substance use in general without reporting results specifically on VG and cannabis use were excluded from this review, as well as conference proceedings. There were no exclusion criteria related to study design or participant characteristics.

A double-blind review of titles and abstracts was conducted by two of the authors (EJ and AAL) with an inter-rater agreement of 96.5% for the original search and of 89.5% for the updated search. For the articles that were in conflict, there were discussions between the authors to make a final decision on inclusion of these articles. After assessing the titles and abstracts, the full-texts of selected articles were assessed through a double-blind review by two of the authors (EJ and EM) to determine final inclusion. Inter-rater agreement was 100% at this stage for both searches. Hand-sorting (i.e. consulting reference lists) was also conducted to identify other relevant articles that may have been overlooked in the database search. Data charting was then conducted for each included article for five main categories: (1) identification and characteristics of the article (e.g. title, authors, year of publication, etc.); (2) characteristics of participants (e.g. number of participants, age, recruitment strategy, etc.); (3) methods (e.g. aim, study procedure, measurement tools); (4) results (e.g. relationship observed, statistics reported, etc.); and (5) discussion (e.g. implications of results, limitations, etc.).

Articles are divided by sample age group to facilitate comparisons, where the group “adolescents” is for articles with samples between 11 and 18 years old, inclusively, “young adults” for samples specific to those between 18 and 30 years old, inclusively, “adults” for samples with adults of all ages 18+ years old, and “other age brackets” for samples that included adolescents with young adults and/or adults.

Results

The original systematic search produced 600 articles, with an added 46 articles following the update. After removing duplicates, 368 articles were left from the original search and 38 articles from the updated search, which were all reviewed for title and abstract. Of the articles reviewed at this stage, 31 articles were retained from the original search and 12 articles were retained from the updated search. The full-text of the retained articles were reviewed, and 18 articles were selected from the original search and 4 articles were selected from the updated search for final inclusion. An additional three articles were added as a result of hand-sorting for a total of 25 articles analyzed in this scoping review (see Fig. 1).

Fig. 1.
Fig. 1.

Flow-chart of the data extraction methodology

Citation: Journal of Behavioral Addictions 2025; 10.1556/2006.2025.00040

The characteristics of the included articles are presented in detail in Table 1. All studies were conducted in western countries (i.e. Europe and North America), and no study was conducted with a full sample that derives from a political context where cannabis was legalized. All studies were conducted in countries where cannabis was either illegal at the time of data collection (10/25; Castren et al., 2022; Coeffec et al., 2015; Doggett, Qian, Godin, De Groh, & Leatherdale, 2019; Horvath et al., 2021; Konkoly Thege, Hodgins, & Wild, 2016; Kotyuk et al., 2020; Mills et al., 2020; Munoz-Miralles et al., 2016; Ohannessian, 2015; Walther, Morgenstern, & Hanewinkel, 2012), partially legalized in specific locations/decriminalized (3/25; Liebregts et al., 2015; Merelle et al., 2017; Van Rooij et al., 2014), decriminalized (3/25; Gallimberti et al., 2016; Perales, Maldonado, López-Quirantes, & López-Torrecillas, 2021; Sucha, Dolejš, Dostál, Pipová, & Pontes, 2024), or where legislation was mixed within the sample (e.g. different states, countries; 8/25; Hozman, 2020; Kaur, Rutherford, Martins, & Keyes, 2020; Liu, 2014; Nagata et al., 2025; Ream, Elliott, & Dunlap, 2011a, Ream, Elliott, & Dunlap, 2011b; Skarupova, Blinka, & Ťápal, 2018; Strizek et al., 2020). One study evaluated posts on an online community and so it is not possible to know the origin of the individuals who posted on the online platform (Le et al., 2024).

Table 1.

Articles that collected data exploring cannabis use and video gaming (VG), classified by population

Author, yearSample population/countryDesign/sample characteristicsType of VG modalitiesVG measureCannabis measureCannabis legislationResultsRelationship observed
Castren et al. (2022)Adolescents

Recruited: Schools in Finland
Cross-Sectional N = 4,160

Age = 15–16 years old

Female 51%
Computer, mobile, console, or other electronic device gamesSelf-perceived excessive gaming (3 questions)Cannabis use in past year (use or no use)IllegalaOR [95% CI]: 0.71 [0.40–1.25]Cannabis use was not significantly associated with excessive gaming.
Coeffec et al. (2015)Adolescents

Recruited: Schools in France
Cross-sectional N = 1,423

Age range: 11–17 years old
Computer, console, online, arcade and mobile gamesTime spent VG on school and non-school days

PUVG
CASTIllegalTime spent VG on school day and problem cannabis: r=0.08**

Time spent VG not on school day and problem cannabis: r=0.07*

Problem cannabis use and problem VG: r=0.04

Multiple regression (problem VG as dependent variable)

Problem cannabis: t=1.83
Time spent VG positively correlated with problem cannabis use.

Problem VG not associated with problem cannabis use.
Doggett et al. (2019)Adolescents Recruited: Schools in CanadaCross-sectional

N = 46,957

Age = Grade 9–12

Female 50%
Not specifiedTime spent VG per dayCannabis use in past year (non-user, rare/sporadic, monthly, weekly or daily user)IllegalTime spent VG (M, [SD]):

Non-cannabis user = 1.32 [1.92]

Rare/sporadic user = 0.95 [1.60]

Monthly user = 1.08 [1.70]

Weekly user = 1.38 [1.97]

Daily user = 2.45 [3.08]

Chi-square/ANOVA: p< 0.0001***

Proportional ORs [95% CI]:

Females = 1.06 [1.03–1.09]***

Males = 1.01 [0.99–1.03]
Mean time spent VG per day was significantly greater with higher levels of cannabis use frequency.

Time spent VG is positively associated with more frequent cannabis use for females but not significant for males.
Gallimberti et al. (2016)Adolescents Recruited: Schools in ItalyCross-sectional

N = 1,156

M = 12.03 years old

Male 53.4%
Not specifiedSubstance use DSM-IV criteria-based questions for problem VGLifetime cannabis use (yes or no)DecriminalizedOR [95% CI]: 0.57 [0.00–1.21]No significant association between problem VG and lifetime cannabis use.
Horvath et al. (2021)Adolescents Recruited: Schools in HungaryCross-sectional N = 2,768

M = 16.73 years old

Female 52.1%
Online/offline computer, console, mobile, etc.Abbreviated 5-item version of IGDT-10

Frequency of VG on school days and on weekend days
Lifetime cannabis use (yes or no)

Cannabis use in past month (yes or no)
IllegalLifetime cannabis use:

Frequency of gaming on school days: r=0.07**

Frequency of gaming on weekend days: r=0.03

GD symptom severity: r=0.10***

Past month cannabis use:

Frequency of gaming on school days: r=0.11***

Frequency of gaming on weekend days: r=0.05*

GD symptom severity: r=0.09***
Lifetime cannabis use is positively significantly correlated with frequency of gaming on school days and GD symptom severity, but not significantly associated with frequency of gaming on weekend days.

Past month cannabis use is positively significantly correlated with frequency of gaming on school days and weekend days, and GD symptom severity.
Kaur et al. (2020)Adolescents

Recruited: Schools in USA
Cross-sectional

N = 44,482

Age: Grade 9, 10, and 12

Female 50.8%
Computer, mobile, console or other gaming devicesTime spent VG per dayCannabis use in past 30 days (yes or no)

Cannabis vaping in past 30 days (yes or no)
Mixed (legal, decriminalized or illegal)Past 30 day cannabis use (aRR [95% CI]):

Hours gaming 0 = REF <1 h = 0.95 [0.81–1.11]

1–2 h = 0.92 [0.79–1.07]

3 h+ = 1.02 [0.89–1.17]

Past 30 day cannabis vaping (aRR [95% CI]):

Hours gaming 0 = REF <1 h = 0.80 [0.50–1.26]

1–2 h = 0.67 [0.42–1.07]

3 h+ = 0.70 [0.46–1.06]

Predicted frequency of cannabis use in past 30 days (expected log count [95% CI]):

Hours gaming 0 = REF <1 h = 0.018 [ 0.069–0.033]

1–2 h = 0.133 [0.084–0.182]*

3 h+ = 0.14 [0.096–0.185]*

Predicted frequency of cannabis vaping in past 30 days (expected log count [95% CI]):

Hours gaming 0 = REF <1 h = 0.08 [ 0.245–0.085]

1–2 h = 0.045 [ 0.114–0.204]

3 h+ = 0.171 [ 0.321 to −0.021]*
Past 30 day cannabis use and cannabis vaping was not significantly associated with number of hours spent VG.

Among past substance users, increased hours spent gaming is associated with increased frequency of cannabis use in the past 30 days, whereas 3+ hours of gaming is associated with decreased frequency of cannabis vaping in the past 30 days.
Liu (2014)Adolescents

Recruited: Schools in the USA T1-T3
Longitudinal

N = 10,828

T1 M = 15.8 years old

Female 52.9%
Video or computer gamingHours spent gaming per week (21, 35, and 42 h/week each used as cut off point for heavy gaming)Cannabis use in past month (yes or no)Mixed (decriminalized or illegal)21 h/week cut-off for heavy gaming:

Cannabis use (M/%):

Normal gaming group = 3.025

Heavy gaming group = 2.464

P Value = 0.801

Regression model predicting cannabis use 5 years later (T3):

Coef. = 0.057* (Insignificant after Bonferroni correction)

35 h/week cut-off for heavy gaming:

Cannabis use (M/%):

Normal gaming group = 4.013

Heavy gaming group = 5.476

P Value = 0.689

Regression model predicting cannabis use 5 years later (T3):

Coef. = 0.222***

42 h/week cut-off for heavy gaming:

Cannabis use (M/%):

Normal gaming group = 0.568

Heavy gaming group = 5.519

P value = 0.345

Regression model predicting cannabis use 5 years later (T3): Coef. = 0.147***
Using a 21, 35, or 42 h/week cut-off for heavy gaming, the normal and heavy gaming groups did not significantly differ in cannabis use in the past 30 days.

Using a 21 h/week cut-off for heavy gaming, there was no difference between groups in predicting cannabis use in the past 30 days 5 years later.

Using a 35 h/week cut-off for heavy gaming, the heavy gaming group was 22.2% less likely to have used cannabis in past 30 days 5 years later.

Using a 42 h/week cut-off for heavy gaming, the heavy gaming group was 14.7% less likely to have used cannabis in past 30 days 5 years later.
Merelle et al. (2017)Adolescents Recruited: Schools in NetherlandsCross-sectional

N = 21,053

M = 14.4 years old

Female 50.6%
Online/offline computer, console, mobile gamingAbbreviated version of CIUSCannabis use in past month (yes or no)Legal in specific areas/decriminalizedRegression model OR [95% CI] = 0.96 [0.72–1.27]Cannabis use was not significantly associated with problem VG.
Nagata et al. (2025)Adolescents

Recruited: Schools in USA
Longitudinal

N = 8,006

Age T1: 11–12 years old

Female 47.9%
Not specifiedQuestion on weekday and weekend use of single and multi-player video games (average calculated)Adapted iSay Sip Inventory (past 12 month use – yes or no)Mixed (legal, decriminalized or illegal)Single-player VG: OR 1.10 (95% CI: 0.98–1.24)

Multiplayer VG: OR 1.06 (95% CI: 0.94–1.19)
More use of single-player and multiplayer video games was not associated with higher odds of using cannabis at follow-up.
Ohannessian (2015)Adolescents Recruited: Schools in USALongitudinal

N = 1,031

M = 16.15 years old

Female 52.5%
Console and computer gamingTime spent VG per day (scale from 1 = none to 6 = 4+ hours/day)Cannabis use in past 6 months (scale from 0 = no use to 7 = every day)IllegalVG and Cannabis use for boys T1: r=0.07

VG and Cannabis use for girls T1: r=0.03

VG and Cannabis use for boys T2: r=0.09

VG and Cannabis use for girls T2: r=0.03

Path analysis of T1 VG predicting cannabis use at T2 was insignificant for both boys and girls
VG and cannabis use was not significantly correlated for both boys and girls

VG at T1 did not predict cannabis use at T2.
Sucha et al. (2024)Adolescents

Recruited: Schools in Czech Republic
Cross-sectional

N = 3,950

Range = 11–19 years old

Male 49.11%
Not specifiedIGDS9-SF

Question on daily time spent VG
Adjusted Scale of Risk Behaviour in Adolescents (Lifetime use – yes or no)DecriminalizedCannabis use lifetime:

Non-gamers = 38.7%***

Non-disordered gamers = 30.6%

Disordered gamers = 35.4%
Significantly more non-gamers have used cannabis in their lifetime than non-disordered gamers and disordered gamers. Potential U-shaped relationship but only non-gamers were significantly different.
Strizek et al. (2020)Adolescents

Recruited: Schools across Europe
Cross-sectional

N = 86,274

Age = 16 years old

Male 49.7%
Online gamesPPS

Frequency of online VG in past week and # of hours per day

PGI
Lifetime cannabis use (yes or no)Mixed (decriminalized or illegal)Cannabis and problem VG: OR [95% CI] = 0.88 [0.80–0.96]*Lifetime cannabis use was negatively associated with problem VG.
Van Rooij et al. (2014)Adolescents

Recruited: Schools in Netherlands
Cross-sectional

N = 8,478

M age = 14.2

Male 49%
Online/offline computer/console games, and casual browser gamesWeekly VG use and average number of hours per VG session

VAT
Cannabis use in past month (yes or no)Legal in specific areas/decriminalizedBoys cannabis use and problem VG: χ2=9.74** RR = 2.42

Girls cannabis use and problem VG: Fisher's exact test = 0.00** RR = 8.96
Participants who use cannabis are more likely to have problem VG.
Munoz-Miralles et al. (2016)Adolescents and young adults

Recruited: Schools in Spain
Cross-sectional N = 4,347

Range = 12–20 years old

Female 48.6%
Not specifiedCERVLifetime cannabis use (yes or no)IllegalProblem VG and lifetime cannabis use = 8.0%

Problem VG and no lifetime cannabis use = 5.9%

Chi-square p value: 0.095
Problem VG and lifetime cannabis use are not significantly associated.
Walther et al. (2012)Adolescents and young adults

Recruited: High and vocational schools in Germany
Cross-sectional

N = 2,553

Age range: 12–25

Male 50.7%
Computer/console VGAdjusted version of the KFN-CSAS-II (11+ = problem, <11 = non-problem)Frequency of cannabis use in the past yearIllegalCannabis use and problem VG: r=0.08***Problem VG positively associated with cannabis use in the past year.
Kotyuk et al. (2020)Young adults

Recruited: High schools, colleges and universities in Hungary
Cross-sectional

N = 3,003

Age range: 18–28

M age = 21

Male 42.6%
Online gamesPOGQ-SFUse of cannabis in the past monthIllegalCannabis use and problem VG (p= 0.031)*: Cohen's d = 0.136Positive association between cannabis use and severity of problem VG.
Liebregts et al. (2015)Young adults

Recruited: Cannabis coffeeshops in Netherlands
Qualitative

N = 47

M = 21 years old Range = 18–30 years old

Female 34%
Not specifiedN/AIn-depth qualitative interviews with cannabis users on how cannabis influences leisure timeLegal in specific areas/decriminalized18/47 participants could be characterized as “gamers”, playing at least weekly

Some participants spoke about using cannabis while gaming to enhance experience or moderate emotional arousal
Results indicate a possible link between cannabis dependence and gaming dependence.
Mills et al. (2020)Young adults

Recruited: colleges and universities, online panel members, and greater Montreal community in Canada
Cross-sectional

N = 1,621

Age range: 18–27

Female 54.7%
Not specifiedNumber of hours VG per week in past year

IGDS-SF (3+ = at-risk, 1–2 = low-risk, 0 = non-problem)
Modified version of ASSIST (past year frequency)IllegalCannabis use and VG participation: χ2=8.10*

Cannabis use and Problem VG: χ2=2.16
A greater proportion of video gamers reported using cannabis, but no difference is found among problem VG groups.
Perales et al. (2021)Young adults

Recruited: University in Spain
Cross-sectional

N = 856

M = 21.2 years old

Male 37.6%
Not specifiedMultiCAGE CAD-4CAST

SDS
DecriminalizedSeverity of cannabis dependence and problem VG: IRR = 1.08**

Cannabis abuse and problem VG: IRR = 1.07***
Cannabis abuse and severity of cannabis dependence are significantly associated with problem VG.
Skarupova et al. (2018)Adolescents and adults

Recruited: Online survey of VG in Czech-Republic and Slovakia
Cross-sectional

N = 4,004

Age range: 11–57

M = 22.2 years old

Male 92.4%
Online console/computer gamesAEQFrequency of VG under the influence of cannabis in past 12 months (use or no use)Mixed (decriminalized or illegal)Problem VG t-test (Cohen's d)

Cannabis: t=2.10 (0.10)

Time spent VG t-test (Cohen's d)

Cannabis: t=0.71 (0.03)
Concurrent users of cannabis and VG did not significantly differ in problem VG compared to non-concurrent users.

Concurrent users of cannabis and VG did not significantly differ in VG hours per week compared to non-concurrent users.
Hozman (2020)Adults

Recruited:

Schools during their adolescence in USA (longitudinal cohort)
Longitudinal (wave 3 and 4 only)

N wave 3 = 2,744

N wave 4 = 3,249

Age range: Wave 3 = 18–26 years old

Wave 4 = 24–32 years old

Male wave 4: 46.01%
Not specifiedWeekly VG useUse of cannabis in past 12 months (yes or no)Mixed (decriminalized or illegal)Wave 3 weekly hours of gaming predicting cannabis use in last 12 months at Wave 4: p= 0.778, aOR = 1.001 [95% CI: 0.992–1.010]

Wave 4 weekly hours of gaming predicting cannabis use in last 12 months at Wave 4: p= 0.001***, aOR = 1.015 [95% CI: 1.006–1.025]
A significant positive association between wave 4 weekly hours of gaming and cannabis use in the last 12 months, but no significant association between wave 3 weekly hours of gaming and wave 4 cannabis use.
Konkoly Thege et al. (2016)Adults

Recruited: Online panel members and computer assisted telephone survey in Alberta, Canada
Cross-sectional

N = 2,728

M = 44.5 years old

Female 62.2%
Online/offline console and computer gamesQuestion on perception of lifetime experience with problem VGQuestion on perception of lifetime experience with problem cannabis useIllegalPrevalence of problem VG and perceived problem cannabis use = 13.5%Among those having at least one problem behavior (alcohol, tobacco, cannabis, cocaine, gambling, shopping, VG, eating, sex, and work) 13.5% have both problem VG and cannabis use.
Ream et al. (2011a)Adults

Recruited: Panel members from online polling company in USA
Cross-sectional

N = 3,380

M = 40.6 years old

Male 58%
Computer, console and mobile gamesFrequency VG in past month, hours per day on days played (their top 5 games only)

PVP
Adapted Version of NSDUH

Cannabis use past 30 days

Frequency of concurrent use while VG in past month
Mixed (decriminalized or illegal)Adjusted model

Problem cannabis and problem VG: β = 0.89*

Concurrent use and cannabis use problems: β = 1.01***

Concurrent use and problem VG: β= 0.31

Days of cannabis use past 30 days and problem VG: β= 0.08

Days of cannabis use past 30 days and concurrent use: β=0.50
Problem cannabis use positively associated with problem VG, but days of cannabis use was not associated with problem VG or concurrent use.

In adjusted model, concurrent use was associated with cannabis use problems, but not associated with problem VG.
Ream et al. (2011b)Adults

Recruited: Panel members from online polling company in USA
Cross-sectional

N = 1,196

M age = 40.6

Male 64%
Computer, console and mobile gamesFrequency VG in past month, hours per day on days played (their top 5 games only)

PVP
Adapted Version of NSDUH

Cannabis use past 30 days

Frequency and number of hrs/day of concurrent use while VG in past month
Mixed (decriminalized or illegal)Multivariate model

Days of concurrent use:

Cannabis days used: β = 0.16***

Cannabis use problem: β= 0.08*

Hrs/day of concurrent use:

Cannabis days used: β= 0.02

Cannabis use problems: β = 0.06
Number of cannabis days used, and problem use of cannabis positively associated with the number of days of concurrent use.
Le et al. (2024)N/A

Recruited: Reddit posts on r/StopGaming community
Qualitative

N = 1,057 posts, N = 104 posts with GD and cannabis keywords

Median age (of posts that indicated age) = 27 years old
Not specifiedPosts with keywords relating to IGDPosts with keywords relating to cannabis useN/AMultivariate logistic regression model:

31% IGD vs 32% non-IGD

OR: 0.98 [95% CI: 0.88–1.10] z = −0.377, p= 0.71
Cannabis use related posts are not significantly associated to IGD.

* p<0.05, **p<0.01, ***p<0.001.

Note: N = number of participants, aOR = Adjusted odds ratio, CI = Confidence interval, PUVG = Problem Use of Video Games Questionnaire, CAST = Cannabis Abuse Screening Test, M = Mean, SD = Standard deviation, OR = Odds ratio, DSM = Diagnostic and Statistical Manual of Mental Disorders, IGDT-10 = Internet Gaming Disorder Test-10, GD = Gaming disorder, REF = Reference, aRR = adjusted relative risk, USA = United States of America, Coef. = Coefficient, CIUS = Compulsive Internet Use Scale, PPS = Perceived Problem Scale, PGI = Problem Gaming Index, VAT = Video Game Addiction Test, RR = Relative risk, CERV = Questionnaire of experiences related to video games, IGDS9-SF = Internet Gaming Disorder Scale – Short-Form, KFN-CSAS-II = Video Game Dependency Scale, POGQ-SF = Problematic Online Gaming Questionnaire Short-Form, IGDS-SF = Internet Gaming Disorder Scale Short-Form, ASSIST = Alcohol, Smoking, and Substance Involvement Screening Test, SDS = Severity of Cannabis Dependence Scale, IRR = Incidence rate ratio, AEQ = Addiction Engagement Questionnaire, PVP = Problem Video Game Playing, NSDUH = National Survey of Drug Use and Health, IGD = Internet Gaming Disorder.

Only two studies used a qualitative design (Le et al., 2024; Liebregts et al., 2015), with all other studies using a quantitative design. Few studies had a representative sample of the general population (3/25; Hozman, 2020; Konkoly Thege et al., 2016; Liu, 2014), and some studies had a representative sample of the study population (e.g. representative of school-going adolescents, representative of adult video gamers; 8/25; Castren et al., 2022; Horvath et al., 2021; Kaur et al., 2020; Ream et al., 2011a, Ream et al., 2011b; Strizek et al., 2020; Sucha et al., 2024; Van Rooij et al., 2014). The majority of studies included console and computer games in their definition of VG (15/25; Castren et al., 2022; Coeffec et al., 2015; Horvath et al., 2021; Kaur et al., 2020; Konkoly Thege et al., 2016; Kotyuk et al., 2020; Liu, 2014; Merelle et al., 2017; Ohannessian, 2015; Ream et al., 2011a, Ream et al., 2011b; Skarupova et al., 2018; Strizek et al., 2020; Van Rooij et al., 2014; Walther et al., 2012), with the other studies not specifying their definition of VG (10/25; Doggett et al., 2019; Gallimberti et al., 2016; Hozman, 2020; Le et al., 2024; Liebregts et al., 2015; Mills et al., 2020; Munoz-Miralles et al., 2016; Nagata et al., 2025; Perales et al., 2021; Sucha et al., 2024). Some studies also included mobile and/or arcade games in their definition (7/25; Castren et al., 2022; Coeffec et al., 2015; Horvath et al., 2021; Kaur et al., 2020; Merelle et al., 2017; Ream et al., 2011a, Ream et al., 2011b), whereas three studies only included online games in their definition (Kotyuk et al., 2020; Skarupova et al., 2018; Strizek et al., 2020).

A wide range of VG measures were used among quantitative studies. Among studies that evaluated VG use (13/23), the majority evaluated time spent VG per day/gaming session (8/13; Doggett et al., 2019; Kaur et al., 2020; Nagata et al., 2025; Ohannessian, 2015; Ream et al., 2011a, Ream et al., 2011b; Strizek et al., 2020; Van Rooij et al., 2014). Other measures of VG use used were frequency of VG per week (3/13; Hozman, 2020; Strizek et al., 2020; Van Rooij et al., 2014), frequency in the past month (2/13; Ream et al., 2011a; Ream et al., 2011b), time spent VG per week (2/13; Liu, 2014; Mills et al., 2020), and one study evaluated time spent VG on days with or without school (Coeffec et al., 2015), while another study evaluated frequency on school and non-school days (Horvath et al., 2021). Among studies that evaluated problem VG (17/23), a wide range of scales were used to measure problem VG. Four studies used DSM-based measures (Gallimberti et al., 2016; Horvath et al., 2021; Mills et al., 2020; Sucha et al., 2024), three studies used a self-perceived problem VG measure (Castren et al., 2022; Konkoly Thege et al., 2016; Strizek et al., 2020), and two used the Problem Video Game Playing (PVP; Ream et al., 2011a; Ream et al., 2011b), whereas other studies each used distinct measurement scales (Coeffec et al., 2015; Kotyuk et al., 2020; Merelle et al., 2017; Munoz-Miralles et al., 2016; Perales et al., 2021; Skarupova et al., 2018; Strizek et al., 2020; Van Rooij et al., 2014; Walther et al., 2012).

When it comes to cannabis use, the vast majority of quantitative studies evaluated cannabis use (20/23). To measure cannabis use, several studies measured use of cannabis in the past month (6/20; Horvath et al., 2021; Kaur et al., 2020; Kotyuk et al., 2020; Liu, 2014; Merelle et al., 2017; Van Rooij et al., 2014), some measured lifetime use of cannabis (5/20; Gallimberti et al., 2016; Horvath et al., 2021; Munoz-Miralles et al., 2016; Sucha et al., 2024; Strizek et al., 2020), and three studies measured cannabis use in the past year (Castren et al., 2022; Hozman, 2020; Nagata et al., 2025). A few studies measured frequency of cannabis use in the past year (3/20; Doggett et al., 2019; Mills et al., 2020; Walther et al., 2012), in the past 6 months (1/20; Ohannessian, 2015), or in the past month (2/20; Ream et al., 2011a; Ream et al., 2011b). Finally, three studies looked at concurrent use of cannabis while VG, with two studies measuring frequency of concurrent use in the past month (Ream et al., 2011a; Ream et al., 2011b), and one study measuring concurrent use in the past year (Skarupova et al., 2018). Five studies evaluated problem cannabis use. Two studies used an adapted version of the National Survey of Drug Use and Health (NSDUS; Ream et al., 2011a; Ream et al., 2011b), two studies used the Cannabis Abuse Screening Test (CAST; Coeffec et al., 2015; Perales et al., 2021), with one of those studies additionally using the Severity of Cannabis Dependence Scale (SDS; Perales et al., 2021), and one study used a self-perceived cannabis use problem questionnaire (Konkoly Thege et al., 2016).

Overall, the results from this scoping review demonstrate that there is growing interest in the relationship between VG and cannabis use, with the majority of articles being published in the past decade (20/25; Castren et al., 2022; Coeffec et al., 2015; Doggett et al., 2019; Gallimberti et al., 2016; Horvath et al., 2021; Hozman, 2020; Kaur et al., 2020; Konkoly Thege et al., 2016; Kotyuk et al., 2020; Le et al., 2024; Liebregts et al., 2015; Merelle et al., 2017; Mills et al., 2020; Munoz-Miralles et al., 2016; Nagata et al., 2025; Ohannessian, 2015; Perales et al., 2021; Skarupova et al., 2018; Strizek et al., 2020; Sucha et al., 2024). To help the reader navigate the diversity of existing literature on this topic, results are broken down by sample age group (i.e. adolescents, young adults, adults, other age brackets) and further divided by problem VG and problem cannabis use, and VG use and cannabis use.

VG and cannabis use in adolescents (11–18 years old)

Twelve studies reported on the relationship between VG and cannabis use within an adolescent population, showing mixed results. Of those studies, six focused on problem VG (Castren et al., 2022; Gallimberti et al., 2016; Merelle et al., 2017; Strizek et al., 2020; Sucha et al., 2024; Van Rooij et al., 2014), four focused on VG use (Doggett et al., 2019; Kaur et al., 2020; Liu, 2014; Ohannessian, 2015), and two looked at both problem and VG use (Coeffec et al., 2015; Horvath et al., 2021). Two studies found that problem VG was positively associated with cannabis use (Horvath et al., 2021; Van Rooij et al., 2014), three studies found no association (Castren et al., 2022; Gallimberti et al., 2016; Merelle et al., 2017), one study found a negative association (Strizek et al., 2020) and one study found that non-gamers were significantly more likely to have used cannabis in their lifetime than non-disordered and disordered gamers (Sucha et al., 2024). As for VG use, two studies found a positive association between time spent VG and cannabis use (Doggett et al., 2019; Horvath et al., 2021) and three studies found no association (Kaur et al., 2020; Nagata et al., 2025; Ohannessian, 2015). The other study found that, when using a 21 h/week cutoff, heavy gamers were not more likely to use cannabis 5 years later than normal gamers, however when using a 35 and 42 h/week cut off, they found that heavy gamers were less likely to use cannabis 5 years later than normal gamers (Liu, 2014). All studies focused on cannabis use, except for one study that looked at problem cannabis use and found that problem cannabis use was not associated with problem VG but was positively associated with VG use (Coeffec et al., 2015).

VG and cannabis use in young adults (18–30 years old)

Four studies were conducted focusing on VG and cannabis use within a young adult population. All studies recruited student populations except for one study, which recruited students alongside other recruitment strategies to capture non-students (Mills et al., 2020). Three studies focused on problem VG (Kotyuk et al., 2020; Mills et al., 2020; Perales et al., 2021), with one study also looking at participation in video games (i.e. gamers vs non-gamers; Mills et al., 2020). One study compared problem VG to problem cannabis use and found a positive relationship between problem VG and problem cannabis use (Perales et al., 2021). Two studies compared problem VG to cannabis use, where one study found a positive association between problem VG and cannabis use in the past 30 days (Kotyuk et al., 2020), and the other study found that a significantly greater proportion of those who play video games reported using cannabis compared to those who don't, however no significant difference was found within problem VG groups (Mills et al., 2020). Finally, one study qualitatively explored accounts regarding leisure time among cannabis users, which found that many participants (18/47) could be characterized as gamers, and several spoke about using cannabis while gaming to enhance experience and/or to moderate emotional arousal (Liebregts et al., 2015).

VG and cannabis use in adults (18+ years old)

Four studies were conducted looking at the relationship between VG and cannabis use among adult populations (18+). One study looked at the relationship between problem VG and problem cannabis use and found that among those reporting at least one problem behavior (i.e. alcohol, tobacco, cannabis, cocaine, gambling, shopping, VG, eating, sex, and work), 13.5% had a VG problem and a self-perceived cannabis use problem (Konkoly Thege et al., 2016). Hozman (2020) conducted a longitudinal study and found that wave 3 weekly VG hours did not predict past year cannabis use at wave 4, but at wave 4 more weekly VG hours did predict past year cannabis use at wave 4. Ream et al. (2011a) found a positive relationship between problem VG and problem cannabis use, however no significant relationship between problem VG and days of cannabis use, and between problem VG and concurrent use of cannabis while VG. Furthermore, the authors also found that concurrent use of cannabis while VG was associated with cannabis use problems but not associated with problem VG. Finally, the last study found that problem cannabis use and number of days using cannabis were both positively associated with the number of concurrent days using cannabis while playing VG (Ream et al., 2011b).

VG and cannabis use in other age brackets

Three studies were conducted with a mix of adolescent and adult samples. One study was conducted among adolescents and young adults (12–25 years old) and found that problem VG was positively associated with using cannabis in the past year (Walther et al., 2012). Munoz-Miralles et al. (2016) also looked at adolescents and young adults (12–20 years old) and found that problem VG was not associated with lifetime cannabis use. Finally, Skarupova et al. (2018) conducted their study among adolescents and adults (range: 11–57 years old) and found that concurrent users of cannabis while VG did not significantly differ in problem VG and in VG hours per week than non-concurrent users. There was one additional study that could not provide information on age bracket as they evaluated posts on an online community (Le et al., 2024). This study found that cannabis use related posts were not associated to IGD related posts.

Discussion

The present scoping review examines the current state of the literature on the relationship between VG and cannabis use. The literature demonstrates a rich diversity in the topics being explored, though with the existing lack of consistency in the way both VG and cannabis use have been operationalized, and the use of convenience samples, there is not enough existing evidence that clearly demonstrates the type of relationship that exists between VG and cannabis use. The results of this review suggest that a relationship between VG and cannabis use does exist, however there is still much that remains to be explored before we can draw specific conclusions about what kind of relationship exists. However, as the field remains in its infancy, a lack of clear conclusions should not discourage future research, especially given the World Health Organization's (WHO) recent decision to recognize GD as a mental health disorder (WHO, 2019).

In terms of the operationalization of VG, there is a lot of variation in the literature, which has created substantial confusion and could be an important factor contributing to the discrepancies that have been found within the results of this scoping review. The definition of VG seems unclear, certain studies appear to be more inclusive of types of video games, including mobile games and/or arcade games (Castren et al., 2022; Coeffec et al., 2015; Horvath et al., 2021; Kaur et al., 2020; Merelle et al., 2017; Ream et al., 2011a, Ream et al., 2011b), as opposed to others that are more specific, including only console and computer video games (Konkoly Thege et al., 2016; Liu, 2014; Ohannessian, 2015; Skarupova et al., 2018; Walther et al., 2012) and/or only online games (Kotyuk et al., 2020; Skarupova et al., 2018; Strizek et al., 2020). Moreover, several studies did not specify their definition of VG (Doggett et al., 2019; Gallimberti et al., 2016; Mills et al., 2020; Munoz-Miralles et al., 2016; Perales et al., 2021), further contributing to challenges in comparing results across studies. This aligns with the fact that there remains widespread debate between experts in the field about the definition of VG and problem VG (Griffiths et al., 2016; Kuss & Griffiths, 2012). This debate continues to be showcased with the WHO preferring to employ the term “Gaming disorder” in the ICD-11, as opposed to the American Psychiatric Association using the term “Internet gaming disorder” in the DSM-5 (APA, 2013; WHO, 2019). Additionally, there also remains much debate surrounding the clinical validity and the criteria for (Internet) GD, with some experts expressing concern about the possibility of over-pathologizing VG (e.g. Ferguson & Colwell, 2020; Przybylski, Weinstein, & Murayama, 2017). As a result of this ongoing debate, there are few standardized measures, if any, that are considered to be valid and reliable to evaluate problem VG, which can explain why the vast majority of studies used a different measure for VG. The lack of valid measures is acknowledged in some studies within their limitations (Coeffec et al., 2015; Strizek et al., 2020) and could be a contributing factor for the inconsistency of the results in this scoping review.

Further complicating this issue is the fact that there is also considerable variation in the way cannabis use is operationalized, with some studies focusing on lifetime use of cannabis (Gallimberti et al., 2016; Horvath et al., 2021; Munoz-Miralles et al., 2016; Strizek et al., 2020), or use of cannabis at least once in the past year (Castren et al., 2022; Mills et al., 2020; Walther et al., 2012) or in the past month (Horvath et al., 2021; Kaur et al., 2020; Liu, 2014; Merelle et al., 2017; Van Rooij et al., 2014), in contrast to others that evaluated frequency in the past year, 6 months, or month (Doggett et al., 2019; Kotyuk et al., 2020; Ohannessian, 2015; Ream et al., 2011a, Ream et al., 2011b), or problem use (Coeffec et al., 2015; Konkoly Thege et al., 2016; Perales et al., 2021; Ream et al., 2011a, Ream et al., 2011b). Similar to VG, this may also contribute to the lack of consistency in the literature. A longstanding issue, the lack of uniformity in the way cannabis use is operationalized has been criticized in previous literature reviews surrounding substance use (e.g. Henkel, 2011; Roncero et al., 2015).

Thus far, the literature has been focused on specific populations (i.e. adolescents and young adult students) and has perhaps overlooked certain samples that would be considered more at risk, which could also contribute to the discrepancy in the literature. All studies that looked at young adults, except one (Mills et al., 2020), used a sample of students, particularly college and university students. These studies have a sample with a high level of education and typically a higher socioeconomic status, which overlooks more vulnerable populations. Studies have found that low-socioeconomic status and less educated individuals are at higher risk of developing a cannabis use problem (Grigsby et al., 2023). As for problem VG, it has been linked with poor academic achievement and lower educational attainment (e.g. Ropovik et al., 2023; Van Rooij et al., 2014). Mills et al. (2020) also found within their sample that participants recruited outside of colleges and universities were more likely to have at-risk problem VG. Therefore, the studies conducted thus far with young adults are not generalizable to the rest of the population, and the actual relationship between problem VG and problem cannabis use may be under-reported. This may explain the discrepancy in the results in studies that looked at young adults. It is also important to note that the young adult population constitutes a sub-population that is encompassed in the studies that focused on adult populations, which may be skewing the results of these studies. More studies exploring general young adult populations and older adult populations are important to be able to better identify more at-risk groups.

Additionally, this scoping review found no studies that were conducted within a full sample that derives from a political context where cannabis has been legalized. The legislation of cannabis within a region is important to consider as it impacts the accessibility and availability of cannabis, and it can also impact cultural views and stigma towards cannabis use (Grigsby et al., 2023). Indeed, a recent review of the literature found that the legalization of cannabis in Canada has led to more recreational cannabis users, and they also found evidence to suggest that there have been increases in Cannabis Use Disorders as well (Hall et al., 2023). Given these important changes, it is important to continue to explore the potential relationship between cannabis use and VG to understand how they may influence one another.

Only two studies in this review used a qualitative approach. Quantitative findings thus far show no clear conclusions on what type of relationship exists between VG and cannabis use. Qualitative findings have provided a unique insight into the lived experience of cannabis users, where several participants shared experiences of combining cannabis use while VG. They shared that they used cannabis while playing video games to enhance experience and/or to moderate emotional arousal (Liebregts et al., 2015). Qualitative accounts in this study deepen our understanding of the relationship between cannabis use and VG and showcase that, for some people, the two activities can be intertwined, and thus aggravation of one behavior could then lead to an exacerbation in the other. These findings are critical to consider in future research, as it is a testament to the existence of the co-occurrence of both activities, regardless of whether quantitative results are significant or not. They do support, however, quantitative findings by two studies that did find that problem cannabis use is positively associated with concurrent use of cannabis while playing video games (Ream et al., 2011a; Ream et al., 2011b). These findings have important clinical implications, and it is important for clinicians to consider that VG and cannabis use could be intertwined together when treating problem VG and/or cannabis use. These results are also important, as it seems that concurrent use is more indicative of problem cannabis use than problem VG, and thus prevention and treatment should perhaps prioritize cannabis use (Ream et al., 2011a; Ream et al., 2011b). More research, especially qualitative research, is needed to explore the concurrent use of cannabis while VG to deepen our understanding of this phenomenon.

Moreover, quantitative studies to date may also be looking for the wrong kind of relationship when it comes to VG and cannabis use. One study found no significant difference in cannabis use 5 years later between heavy gamers and normal gamers using a 21 h/week cutoff, but found that heavy gamers were less likely to use cannabis 5 years later when using a 35 and 42 h/week cutoff (Liu, 2014). These findings could be evidence to suggest that the relationship between cannabis use and VG may not be linear, as perhaps heavier gamers may avoid substances that hinder cognitive functions, like cannabis, as they could impede gaming performance (e.g. Brooks-Russell et al., 2024; Crean, Crane, & Mason, 2011). This could contribute to the mixed findings found in this review and is important to consider in future research. It is also important to note that many studies that found significant results, did not find strong associations between VG and cannabis use. This could also be a result of many studies looking at linear type relationships or it is possible that although there might be a statistically significant association, it is perhaps not clinically significant, which is why findings appear mixed in the literature. With the current state of the literature, it is not possible to draw any conclusions to this end, however. Moving forward, a unidimensional approach classifying individuals as either problem or non-problem may not grasp the complexity of the relationship between cannabis use and VG. Findings from the study by Liu (2014), although focused on time spent VG and not problem VG, indicate the importance of considering VG across a continuum with different typologies, as there may be important differences between problem, engaged and recreational gamers. Categorizing individuals as problem or non-problem video gamers may lead to the over-pathologization of individuals who should instead be considered as “engaged” gamers (Charlton & Danforth, 2010; Ferguson & Colwell, 2020). Engaged VG is defined as a high degree of positive involvement in VG, from which the person does not encounter negative consequences (Charlton & Danforth, 2010). This distinction is important, although most studies chose to employ a unidimensional approach that does not consider the relationship across a continuum, and thus perhaps are not allowing for an exploration of the full picture.

Strengths and limitations

A limitation of this scoping review is that there was not an extensive search of the grey literature, and thus some studies (i.e. government reports) may have been overlooked in this review. It is important to note that the scoping review spans 25 years, which encompasses major changes in VG, thus some findings may no longer be relevant. Additionally, this scoping review was limited to articles written in French or English. This scoping review also has several strengths. Several databases were consulted to capture as many articles as possible that explored the relationship between cannabis use and VG. Additionally, the inclusion of all literature on the subject, with a broad timeframe, allows for an accurate picture of the state of the literature on the matter to this date. The use of the PRISMA-SCR checklist, as well as a double-blind review of articles is also an important strength to increase scientific rigor.

Conclusion

This scoping review explores the intersection of VG and cannabis use. While the results demonstrate that a relationship between VG and cannabis use does seem to exist, there is currently not enough evidence to draw clear conclusions about the type of relationship that exists. There are important methodological issues that the field will need to address moving forward. Specifically, more consistency in the literature is needed in the way both cannabis use and VG are operationalized. In particular, VG needs to be defined more clearly by researchers in the field, so as to ensure uniformity in the literature. It is crucial to keep working on the definition and conceptualization of VG since well-defined concepts are the foundation of good research. Furthermore, future research should explore non-linear relationships between VG and cannabis use, as well as non-student young adult and older adult populations that are underrepresented in the literature thus far. More qualitative research is also needed in order to contextualize quantitative findings and provide unique insights into this phenomenon. Addressing these important issues in the literature will be critical for allowing the field to draw conclusions about the type of relationship that exists between VG and cannabis use.

Funding sources

This work was supported by the Jean Lapointe Foundation.

Authors' contribution

EJ: study concept and design, analysis and interpretation of data, and obtained funding, and writing of manuscript; AAL: study concept and design, analysis and interpretation of data, study supervision, and editing of manuscript. KL: analysis and interpretation of data and editing of manuscript. EM: study concept and design, analysis and interpretation of data, and study supervision and editing of manuscript.

Conflict of interest

Authors EJ, AAL, KL, and EM report no conflicts of interest. The authors alone are responsible for the content and writing of the article.

Acknowledgements

We would like to acknowledge Rebecca Scheurich for her work in the proofreading of this manuscript.

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Appendix

List of databases consulted in scoping review
  1. Academic search complete
  2. CINAHL
  3. Education resources information center (ERIC)
  4. Health and medical database
  5. MEDLINE
  6. ProQuest dissert. and theses global
  7. ProQuest dissert. and theses UdeS
  8. PsycARTICLES
  9. PsycEXTRA
  10. Psychology and behavioral sciences collection
  11. Psychology database
  12. PsycINFO
  13. Public health database
  14. Social science database
  15. Social work
  16. SocINDEX
  17. Sociological abstracts
  18. Sociology database

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  • Doggett, A., Qian, W., Godin, K., De Groh, M., & Leatherdale, S. T. (2019). Examining the association between exposure to various screen time sedentary behaviours and cannabis use among youth in the COMPASS study. SSM – Population Health, 9, 100487. https://doi.org/10.1016/j.ssmph.2019.100487.

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  • Gallimberti, L., Buja, A., Chindamo, S., Rabensteiner, A., Terraneo, A., Marini, E., … Baldo, V. (2016). Problematic use of video games and substance abuse in early adolescence: A cross-sectional study. American Journal of Health Behavior, 40(5), 594603. https://doi.org/10.5993/AJHB.40.5.6.

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  • Griffiths, M. D., Van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., … Demetrovics, Z. (2016). Working towards an international consensus on criteria for assessing internet gaming disorder: A critical commentary on Petry et al. (2014). Addiction (Abingdon, England), 111(1), 167175. https://doi.org/10.1111/add.13057.

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    • Export Citation
  • Grigsby, T. J., Lopez, A., Albers, L., Rogers, C. J., & Forster, M. (2023). A scoping review of risk and protective factors for negative cannabis use consequences. Substance Abuse: Research and Treatment, 17, 11782218231166622. https://doi.org/10.1177/11782218231166622.

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  • Hall, W., Stjepanović, D., Dawson, D., & Leung, J. (2023). The implementation and public health impacts of cannabis legalization in Canada: A systematic review. Addiction, 118(11), 20622072. https://doi.org/10.1111/add.16274.

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  • Horvath, Z., Király, O., Demetrovics, Z., Németh, Á., Várnai, D., & Urbán, R. (2021). Polysubstance use is positively associated with gaming disorder symptom severity: A latent class analytical study. European Addiction Research, 28(1), 1222. https://doi.org/10.1159/000517042.

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  • Hozman, A. D. (2020). Longitudinal association between video game use and physical, mental, and social health outcomes in young adults in the United States (2024-12024-059; Issues 2-B). Florida International University. psyh. https://digitalcommons.fiu.edu/cgi/viewcontent.cgi?article=5704&context=etd.

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    • Export Citation
  • Kaur, N., Rutherford, C. G., Martins, S. S., & Keyes, K. M. (2020). Associations between digital technology and substance use among U.S. adolescents: Results from the 2018 monitoring the future survey. Drug and Alcohol Dependence, 213, 108124. https://doi.org/10.1016/j.drugalcdep.2020.108124.

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Dr. Zsolt Demetrovics
Institute of Psychology, ELTE Eötvös Loránd University
Address: Izabella u. 46. H-1064 Budapest, Hungary
Phone: +36-1-461-2681
E-mail: jba@ppk.elte.hu

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2024  
Scopus  
CiteScore  
CiteScore rank  
SNIP  
Scimago  
SJR index 2.26
SJR Q rank Q1

2023  
Web of Science  
Journal Impact Factor 6.6
Rank by Impact Factor Q1 (Psychiatry)
Journal Citation Indicator 1.59
Scopus  
CiteScore 12.3
CiteScore rank Q1 (Clinical Psychology)
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Journal of Behavioral Addictions
Publication Model Gold Open Access
Submission Fee none
Article Processing Charge 990 EUR/article
Effective from  1st Feb 2025:
1400 EUR/article
Regional discounts on country of the funding agency World Bank Lower-middle-income economies: 50%
World Bank Low-income economies: 100%
Further Discounts Corresponding authors, affiliated to an EISZ member institution subscribing to the journal package of Akadémiai Kiadó: 100%.
Subscription Information Gold Open Access

Journal of Behavioral Addictions
Language English
Size A4
Year of
Foundation
2011
Volumes
per Year
1
Issues
per Year
4
Founder Eötvös Loránd Tudományegyetem
Founder's
Address
H-1053 Budapest, Hungary Egyetem tér 1-3.
Publisher Akadémiai Kiadó
Publisher's
Address
H-1117 Budapest, Hungary 1516 Budapest, PO Box 245.
Responsible
Publisher
Chief Executive Officer, Akadémiai Kiadó
ISSN 2062-5871 (Print)
ISSN 2063-5303 (Online)

Senior editors

Editor(s)-in-Chief: Zsolt DEMETROVICS

Assistant Editor(s): 

Csilla ÁGOSTON

Dana KATZ

Associate Editors

  • Stephanie ANTONS (Universitat Duisburg-Essen, Germany)
  • Joel BILLIEUX (University of Lausanne, Switzerland)
  • Beáta BŐTHE (University of Montreal, Canada)
  • Matthias BRAND (University of Duisburg-Essen, Germany)
  • Daniel KING (Flinders University, Australia)
  • Gyöngyi KÖKÖNYEI (ELTE Eötvös Loránd University, Hungary)
  • Ludwig KRAUS (IFT Institute for Therapy Research, Germany)
  • Marc N. POTENZA (Yale University, USA)
  • Hans-Jurgen RUMPF (University of Lübeck, Germany)
  • Ruth J. VAN HOLST (Amsterdam UMC, The Netherlands)

Editorial Board

  • Sophia ACHAB (Faculty of Medicine, University of Geneva, Switzerland)
  • Alex BALDACCHINO (St Andrews University, United Kingdom)
  • Judit BALÁZS (ELTE Eötvös Loránd University, Hungary)
  • Maria BELLRINGER (Auckland University of Technology, Auckland, New Zealand)
  • Henrietta BOWDEN-JONES (Imperial College, United Kingdom)
  • Damien BREVERS (University of Luxembourg, Luxembourg)
  • Julius BURKAUSKAS (Lithuanian University of Health Sciences, Lithuania)
  • Gerhard BÜHRINGER (Technische Universität Dresden, Germany)
  • Silvia CASALE (University of Florence, Florence, Italy)
  • Luke CLARK (University of British Columbia, Vancouver, B.C., Canada)
  • Jeffrey L. DEREVENSKY (McGill University, Canada)
  • Geert DOM (University of Antwerp, Belgium)
  • Nicki DOWLING (Deakin University, Geelong, Australia)
  • Hamed EKHTIARI (University of Minnesota, United States)
  • Jon ELHAI (University of Toledo, Toledo, Ohio, USA)
  • Ana ESTEVEZ (University of Deusto, Spain)
  • Fernando FERNANDEZ-ARANDA (Bellvitge University Hospital, Barcelona, Spain)
  • Naomi FINEBERG (University of Hertfordshire, United Kingdom)
  • Sally GAINSBURY (The University of Sydney, Camperdown, NSW, Australia)
  • Belle GAVRIEL-FRIED (The Bob Shapell School of Social Work, Tel Aviv University, Israel)
  • Biljana GJONESKA (Macedonian Academy of Sciences and Arts, Republic of North Macedonia)
  • Marie GRALL-BRONNEC (University Hospital of Nantes, France)
  • Jon E. GRANT (University of Minnesota, USA)
  • Mark GRIFFITHS (Nottingham Trent University, United Kingdom)
  • Joshua GRUBBS (University of New Mexico, Albuquerque, NM, USA)
  • Anneke GOUDRIAAN (University of Amsterdam, The Netherlands)
  • Susumu HIGUCHI (National Hospital Organization Kurihama Medical and Addiction Center, Japan)
  • David HODGINS (University of Calgary, Canada)
  • Eric HOLLANDER (Albert Einstein College of Medicine, USA)
  • Zsolt HORVÁTH (Eötvös Loránd University, Hungary)
  • Susana JIMÉNEZ-MURCIA (Clinical Psychology Unit, Bellvitge University Hospital, Barcelona, Spain)
  • Yasser KHAZAAL (Geneva University Hospital, Switzerland)
  • Orsolya KIRÁLY (Eötvös Loránd University, Hungary)
  • Chih-Hung KO (Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Taiwan)
  • Shane KRAUS (University of Nevada, Las Vegas, NV, USA)
  • Hae Kook LEE (The Catholic University of Korea, Republic of Korea)
  • Bernadette KUN (Eötvös Loránd University, Hungary)
  • Katerina LUKAVSKA (Charles University, Prague, Czech Republic)
  • Giovanni MARTINOTTI (‘Gabriele d’Annunzio’ University of Chieti-Pescara, Italy)
  • Gemma MESTRE-BACH (Universidad Internacional de la Rioja, La Rioja, Spain)
  • Astrid MÜLLER (Hannover Medical School, Germany)
  • Daniel Thor OLASON (University of Iceland, Iceland)
  • Ståle PALLESEN (University of Bergen, Norway)
  • Afarin RAHIMI-MOVAGHAR (Teheran University of Medical Sciences, Iran)
  • József RÁCZ (Hungarian Academy of Sciences, Hungary)
  • Michael SCHAUB (University of Zurich, Switzerland)
  • Marcantanio M. SPADA (London South Bank University, United Kingdom)
  • Daniel SPRITZER (Study Group on Technological Addictions, Brazil)
  • Dan J. STEIN (University of Cape Town, South Africa)
  • Sherry H. STEWART (Dalhousie University, Canada)
  • Attila SZABÓ (Eötvös Loránd University, Hungary)
  • Hermano TAVARES (Instituto de Psiquiatria do Hospital das Clínicas da Faculdade de Medicina, Universidade de São Paulo, São Paulo, Brazil)
  • Wim VAN DEN BRINK (University of Amsterdam, The Netherlands)
  • Alexander E. VOISKOUNSKY (Moscow State University, Russia)
  • Aviv M. WEINSTEIN (Ariel University, Israel)
  • Anise WU (University of Macau, Macao, China)
  • Ágnes ZSILA (ELTE Eötvös Loránd University, Hungary)

 

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