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Tag: young adults
08/01/2023

Recreational Cannabis Has Arrived in Minnesota. What Are Its Health Benefits, Risks?

Article Excerpt: Despite its use in medicine, cannabis is a cause for concern for some clinicians, especially when they consider the developing brains of children and young adults. It is also an understudied substance, due in part to its federal classification as a Schedule 1 drug, limiting what we know, scientifically, about its potential benefits and harms on the human body. “Cannabis is not one drug,” said Jacob Borodovsky, a senior research scientist at the Geisel School of Medicine at Dartmouth. “The cannabis plant itself, we’ve identified over 150 cannabinoid compounds that are present in the cannabis plant. THC and CBD are just two of those 150 or more identified compounds.” So, what do we know about cannabis and its health impacts?

Full Article: https://tinyurl.com/2nu3xj5a

Article Source: Post Bulletin

06/12/2023

Findings From the Step Up, Test Up Study of an Electronic Screening and Brief Intervention for Alcohol Misuse in Adolescents and Young Adults Presenting for HIV Testing: Randomized Controlled Efficacy Trial

Karnik N, Kuhns L, Hotton A, Del Vecchio N, McNulty M, Schneider J, Donenberg G, Keglovitz Baker K, Diskin R, Muldoon A, Rivera J, Summersett Williams F, Garofalo R. Findings From the Step Up, Test Up Study of an Electronic Screening and Brief Intervention for Alcohol Misuse in Adolescents and Young Adults Presenting for HIV Testing: Randomized Controlled Efficacy Trial. JMIR Ment Health 2023;10:e43653. DOI: 10.2196/43653

This study tested the efficacy of a fully automated electronic screening and brief intervention, Step Up, Test Up, to reduce alcohol misuse among adolescents and young adults in community-based HIV testing environments in Chicago. Effects on sexual risk and uptake of pre-exposure prophylaxis (PrEP) for HIV prevention were also examined. Three hundred twenty-nine participants aged 16-25 years who identified as a man or transgender woman who has sex with men and reported moderate to high alcohol use were randomly assigned to a brief single-visit intervention or attention control condition (modules of similar length on promotion of diet and nutrition). The Step Up, Test Up intervention used a motivational interviewing approach to deliver lessons on 11 topics focused on alcohol use. Data were collected at 1, 3, 6, and 12-months post intervention. There were no significant group differences in alcohol use outcomes over time. There was a significant but small reduction in condomless anal sex under the influence of alcohol and drugs at 12 months compared to 3 months among participants in the intervention group relative to the control group (incidence rate ratio=0.15, 95% CI 0.05-0.44). There were no significant group differences in sexual risk and PrEP engagement. The relative lack of effect of the intervention on alcohol misuse and associated risks may reflect a need for cultural tailoring and more dynamic and engaging components in the intervention.

06/01/2023

How Does Marijuana Affect the Brain? Psychological Researchers Examine Impact on Different Age Groups Over Time

Article Excerpt: Although scientists are working to answer important questions about consuming cannabis, one of the gaping holes in the field is a reliable method of quantifying how many milligrams of THC are in the multitude of products available, said Dartmouth College’s Alan Budney, PhD, a professor of psychiatry and biomedical science who specializes in cannabis research… Budney is now preparing to launch a survey of 15,000 users who will report not only the detailed information about their cannabis consumption but also how the products are affecting them in terms of depression, anxiety, cannabis use disorder symptoms, and quality of life.

Full Article: https://tinyurl.com/42zuuxms

Article Source: American Psychological Association

05/23/2023

The Feasibility, Acceptability, and Initial Efficacy of a Remotely Delivered, Financial-Incentive Intervention to Initiate Vaping Abstinence in Young Adults

Raiff BR, Newman ST, Upton CR & Burrows CA. (2022). The feasibility, acceptability, and initial efficacy of a remotely delivered, financial-incentive intervention to initiate vaping abstinence in young adults. Experimental and Clinical Psychopharmacology, 30(5), 632–641. https://doi.org/10.1037/pha0000468

This study investigated the feasibility, acceptability, and preliminary efficacy of a remotely delivered intervention with financial incentives to promote vaping abstinence among young adults. Participants were recruited via a university email listserv and were between 18-35 years old, reported current vaping, and a desire to quit vaping. Eight participants were enrolled, given home cotinine saliva test kits (NicAlert and iScreen), and asked to abstain from vaping for 14 days. Live video meetings were scheduled every other day and provided the opportunity for participants to share their quitting process and receive support and guidance. All participants earned financial rewards for submission of their cotinine tests and escalating bonus rewards (increasing by $5 for each subsequent negative sample) for each cotinine negative sample at baseline and during the 14-day study. At the end of the study, participants completed exit survey questions on vaping behavior change and acceptability of study procedures. All participants completed 100% of video calls and were abstinent from vaping during the 2-week treatment period. Participants reported high favorability scores for the intervention (9.75-10 out of 10) related to convenience, effectiveness to help quit vaping, and fairness, and would recommend the intervention to someone else. Results also showed that cotinine levels decreased as financial bonuses for negative tests increased. This study provides a promising, acceptable, and safe approach to helping people stop vaping for 2 weeks. Future research should focus on exploring strategies for long-term sustainability of incentive-based interventions for vaping abstinence.

04/10/2023

Combined Laboratory and Field Test of a Smartphone Breath Alcohol Device and Blood Alcohol Concentration Estimator to Facilitate Moderate Drinking Among Young Adults

Leeman RF, Berey BL, Frohe T, Rowland BHP, Martens MP, Fucito LM, Stellefson M, Nixon SJ, & O’Malley SS. (2022). A combined laboratory and field test of a smartphone breath alcohol device and blood alcohol concentration estimator to facilitate moderate drinking among young adults. Psychology of Addictive Behaviors, 36(6), 710–723. https://doi.org/10.1037/adb0000780

This paper evaluated feasibility, usability, acceptability, and efficacy of blood alcohol content (BAC) related moderate drinking technology during a laboratory alcohol self-administration session and follow-up field test in real-world situations. Participants were randomly assigned to 1 of 3 technologies to use during a laboratory alcohol drinking session: (1) breathalyzer alcohol device connected to an app, (2) BAC estimator app where participants make entries about drinking behavior, and (3) a self-texting control condition where participants send a text after each alcoholic drink consumed. All participants completed a laboratory alcohol-drinking session while using the assigned technology procedure. After this session, participants were instructed to use all three forms of technologies for two weeks. At the end of the field-testing period, acceptability, usability, and perspectives on all three technologies were The breathalyzer and BAC estimator app both had favorable acceptability and usability ratings. Participants used at least one form of technology on 67% of drinking days. Based on self-reported data, as also significantly lower during the field-test period than at baseline. Overall, combining lab and field methods to test drinking technologies was feasible among young adults. Results support the potential of mobile interventions to help young adults in motivating behavior change given their willingness to use apps.

02/14/2023

Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion

Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA and Iyer SN (2022) Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion. Front. Digit. Health 4:814248. doi: 10.3389/fdgth.2022.814248

This review summarized literature on video game interventions for young people (ages 12-29) and mapped the evidence for game use to support mental health and substance use treatment for youth people, how stakeholders were involved in program development, and potential harms or ethical issues. Forty-nine studies testing 32 digital games were identified. An adapted stepped care model based on illness manifestation and severity was used as a conceptual framework for organizing target populations, mental health outcome, video games, and study results. Ten studies (20%) targeted mental health prevention or education for undiagnosed youth (Step 0), 6 studies (12%) targeted at-risk groups or suspected mental health problems (Step 1), 24 studies (49%) targeted mild to moderate conditions (Steps 2-3), and 9 studies (18%) targeted severe and complex conditions (Step 4). The majority (66%) of studies targeted youth (19 years or younger) , as opposed to young adults. 11 of the games made clear efforts to promote equity and inclusiveness in focusing on minority youth and low-resource settings. Eleven studies were mixed method or qualitative studies. Two-thirds of quantitative studies (N=38) reported significant improvement on at least one key mental health outcome. The review also found evidence of high user satisfaction and program adherence. There were a range of identified issues such as limited game elements, storylines, lack of personalization or cultural fit, and lack of therapist support. Most studies included stakeholder feedback in developing and evaluating videogames. Results indicated the need for greater attention to participation of young end-users in game development to improve engagement, and to eliciting participation by service providers and family to promote the integration of games as standard tools for mental health treatment for youth.

01/10/2023

Challenges in Recruiting University Students for Web-Based Indicated Prevention of Depression and Anxiety: Results From a Randomized Controlled Trial (ICare Prevent)

Bolinski F, Kleiboer A, Neijenhuijs K, Karyotaki E, Wiers R, de Koning L, Jacobi C, Zarski A, Weisel K, Cuijpers P, Riper H. Challenges in Recruiting University Students for Web-Based Indicated Prevention of Depression and Anxiety: Results From a Randomized Controlled Trial (ICare Prevent). J Med Internet Res 2022;24(12):e40892. DOI: 10.2196/40892

This study described recruitment challenges for a transdiagnostic, web-based prevention program and presented initial analysis on the intervention’s effectiveness on depression and anxiety symptoms. The study was a 3-arm randomized controlled trial with students (at least 16 years old) with subclinical symptoms of depression and anxiety to compare individually guided and automatically guided versions of ICare Prevent versus care as usual. ICare Prevent is a web-based and mobile-supported intervention for prevention of depression and anxiety. ICare Prevent is a 7-session web-based program (45-60 minutes each) and participants were instructed to complete 1-2 sessions weekly. ICare Prevent also provides elective modules and diaries that target factors common to mood and anxiety problems (i.e., sleep, alcohol use, positive activities). The individually guided version provided structured and personalized feedback on exercises and the automatically guided version provided standard and computerized feedback after each session. The study’s original recruitment goal was 252 student participants. Various strategies of recruitment were used, including social media campaigns on Facebook and Instagram, printed advertising at universities, paid participant platform, and other collaborations. Direct recruitment using students’ email addresses via the student administration was the most effective strategy. Despite these strategies, data was available for only 35 participants (individually guided: n=14, automatically guided: n=8, care as usual: n=13). Participants provided self-reported depression and anxiety symptoms at baseline, 6-month, and 12-month follow-up. Log data from the intervention platform showed low usage, with an average of 3 out of 7 sessions completed. Results did not show sufficient evidence of intervention effects on depression and anxiety over time in any intervention arm. Overall, recruitment for this population was challenging and more research is needed to identify factors to better engage college students in research studies.

12/12/2022

Researchers to Develop Smartwatch Device to Address Youth Mental Health Crisis

Article Excerpt: With the goal of addressing a growing mental health crisis among teenagers, Oregon Health and Science University (OHSU) partnered with Analog Devices, Inc (ADI) to develop a wearable smartwatch device to serve as an early detector of suicidality or depression. According to federal data, suicide is the second-leading cause of death among youth aged 10 to 17. The data also shows that youth suicide rates in the US increased from 6.8 per 100,000 in 2007 to 10.7 per 100,000 in 2018, according to the press release. On top of this, thoughts related to suicide are common, with 18.8 percent of high school students in the US having reported suicide consideration. This high demand for mental healthcare among the youth often exceeds the number of mental health beds available, forcing patients to wait in the emergency department for days.

Full Article: https://tinyurl.com/ac6jjft5

Article Source: mHealth Intelligence

11/14/2022

Exposure to Television Alcohol Brand Appearances as Predictor of Adolescent Brand Affiliation and Drinking Behaviors

Gabrielli J, Corcoran E, Genis S, McClure AC, Tanski SE. Exposure to Television Alcohol Brand Appearances as Predictor of Adolescent Brand Affiliation and Drinking Behaviors. J Youth Adolescence 51, 100–113 (2022). https://doi.org/10.1007/s10964-021-01397-0

This study described alcohol brand depictions in television and evaluated the impact of exposure to these depictions on adolescent drinking outcomes. Ten popular scripted television series, broadcast, cable, or online, were content coded for alcohol depictions. Appearances of alcohol brands were coded based on logo/name and salience (how notable the brand appearance was in the series). Adolescents and young adults aged 15-23 years old (N=2,012) were recruited to complete online surveys and interviews at baseline and follow-up one year later. During the interviews and surveys, alcohol consumption, brand affiliation (usual brand to drink), and television exposure to alcohol brands (based on how often they watched the ten content coded series) was assessed. On average, alcohol brands appeared more than twice per episode and Budweiser brand appeared the most often across all television series. The majority (77%) of adolescents reported having seen at least one of the ten television series. Adjusting for covariates (i.e., peer/parent drinking, sensation seeking, alcohol brand exposure in movies), higher exposure to brand appearances in television was associated with alcohol outcomes. Higher number of television alcohol brand appearances was associated with adolescent brand affiliation; television brand exposure was associated with drinking initiation and harmful drinking behaviors. Overall, these results suggest the influence that marketing, through streaming media, has on youth viewers’ alcohol use behavior. Future studies should assess mechanisms such as subjective norms and beliefs to better inform interventions that might mitigate the risks associated with media depictions of alcohol. Additionally, alcohol marketing should be further evaluated to consider strategies to limit the negative impact of media exposure.