The BASIS provides a forum for the free exchange of information related to addiction, and public access to the latest scientific developments and resources in the field. Our aim is to strengthen worldwide understanding of addiction and minimize its harmful effects. The Division on Addiction, Cambridge Health Alliance, a Harvard Medical School teaching hospital.
This week, ASHES reviews a cross-sectional study by Haiyang Yang and Jingjing Ma that examined how tobacco consumption has changed among adults in China since the COVID-19 pandemic began.
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This week, The DRAM reviews a study by DeAnne Priddis and Mary Beth Asbury that examined the feasibility of administering a grief assessment to caregivers of people with substance use disorders.
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This week, the WAGER reviews a study by Naomi Muggleton and colleagues that used banking data from more than six million individuals to examine the relationship between gambling transactions and financial, lifestyle, health, and well-being outcomes.
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This week, STASH reviews a study by Ellicott Mathay and colleagues that examined whether state laws legalizing marijuana increased rates of self-harm or assault.
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This week, ASHES reviews an article by Dale Mantey and colleagues that examined the characteristics of daily blunt users among a nationally representative sample.
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Video games often contain ‘adult’ content that may not be appropriate for younger players, such as gambling and alcohol, tobacco, and other substance use. Addiction & the Humanities explores the pervasiveness and portrayal of these themes within video games and discusses the implications they may have on stakeholders and consumers – including children and adolescents.
This week, Addiction & the Humanities looks at a portrayal of Gambling Disorder in Uncut Gems, a film that depicts the story of a New York City jewelry dealer who continues to gamble despite his increasing debt.
Depictions of tobacco use are on the rise in programming found on streaming platforms. This week, Addiction & the Humanities investigates smoking imagery in popular shows that attract young viewers, such as Netflix’s Stranger Things.