Today within our society Marijuana is used by many Americans. Marijuana is a combination of dried seeds, stems and flowers of a hemp plant named Cannabis.

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Today within our society Marijuana is used by many Americans. Marijuana is a combination of dried seeds, stems and flowers of a hemp plant named Cannabis Sativa. This plant is a drug because of a mind altering chemical named delta-9-tetrahydrocannabinol (THC), which is found in the plant. This drug today is being used by individuals of all age groups, some for recreational purpose and others for their own use. Within some areas of the United States marijuana has become legalized for medical purposes, for example it is used by cancer patients in order to help them cope with chemo therapy pain. This drug is becoming more acceptable in our society because people are beginning to see the positive effects and uses of the drug. Its recreational purposes to cope with stress, build up appetite, help lose weight etc., are some reasons why people are having more open views towards marijuana use. But still, marijuana has its cons, which outweighs the good. Many studies have observed the negative effects of marijuana on attention, behaviors such as mood alterations, impulsivity and many more. Several studies have been done to study the effects of marijuana on our behavior. Its been said that in both men and women marijuana may display similar affects in cognitive abilities as a result of marijuana use (Anderson, et al., 2010) Several studies have been done to analyze the effects of marijuana on the impulsivity of preteens and young adults. One study observed how level of impulse control and attention led to the exposure or use of drugs and alcohol in adolescents / preteens. This study found that adolescents who have shown continuous increased problems with attention and impulse control from a young age, end up developing substance abuse problems such as marijuana addiction. (King, Fleming, Mohann, and Catalano, 2011) Dougherty et al (2012) found that marijuana is associated to consequence impulsivity sensitivity, cognitive and behavioral impairments and short term memory recall. However, its been exemplified that the more control and resistance a person obtains results to increased control over the “high” and its affects (Simons and Carey, 2002). INTRODUCTION OBJECTIVES Subjects: A total of 160 subjects were used. Subjects were recruited from schools; they were told that they would take part in an informative study about marijuana. Inclusion criteria were history of smoking and smoker or non-smoker. Also those who have cigarette addictions where excluded. Subjects who smoked weed only were used, however subjects with any other addictions were also excluded from the study. Subjects were mixed in both the experimental and control groups where participants in the experimental groups played a game to test their knowledge. Apparatus: Subjects were explained how to play the game through given game instructions, which explained the rules of the game and how to play the game. Also impulsive behaviors were operationalized as any comments or jokes that were off topic. So disruptive vocalizations, this is a siting game so standing up, moving around or just being disruptive. In order to collect the data, I used tallies of correct answers before the game was played and after. Responses were measured in tallies and also by the number of chips a person had at the end of the game. Initially gamers were given 3 chips, if the individual guessed the answer correctly they lost one chip. If the individual was unable to guess the correct answer of their cards two consecutive times of the game going around they gain another chip. The person with the less number of chips wins the game. Also researchers noted any form of impulsive behaviors which occurred during the games. Procedure: The game was presented to substance users in order to test their knowledge of marijuana. In the non-experimental condition they were given a questionnaire. In the experimental condition the subjects were asked to play the Cloud Nine. The whole process of the study will use between game subject design in a pretest- posttest manner, which will measure the effect of the game on increasing knowledge of marijuana. Subjects were given a pre-assessment in order to assess the effectiveness of the game. Data was collected by research assistants who recorded the correct number of answers. MATERIALS & METHODS RESULTS CONCLUSIONS Research conveyed that marijuana may cause an increase and a decrease in impulsivity. Users in the game Cloud Nine were able to learn more about the drug they use. They were able to be interactive in the game despite the effects of the high. Marijuana can be used to help stimulate cognitive activity. This experiment shows advancement in the filed because now experimenters can examine ways that highs can be controlled. It supports the study by Simons & Carey (2002), which conveyed how people can control the high through self-restraint and control. It can be further examined how mentally stimulating activities can negate the effect of a high. Can be seen as another way marijuana can be used in a positive way. Problems in this study may be regression to the mean due to repeated exposure. Another implication is how well the study operationalized impulse behaviors. Can be further examined using a correlational research design, which will examine the relationship between marijuana and the occurrence of impulse behaviors. The issue of whether marijuana can cause consistent sustained attention and impulse control can be an area that can be further studied. Researchers may look to see if it can be effectively trained through conditioning techniques whether operant or classical conditioning. Lastly there could have been little difference in the scores because the same test and material were given to t=each group but just in a different manner. Participants also had about a week to master the material so the time frame between pretest and posttest could have been shortened. REFERENCES Anderson et al Sex, drugs and cognition: Effects of marijuana. Journal of Psychoactive Drugs. Dougherty et al Impulsivity, attention, memory, and decision-making amongst adolescent marijuana users. Pharmacology. King, Fleming, Mohann, & Catalano Changes in self-control problems and attention problems during middle school predict alcohol, tobacco, and marijuana use during high school. Psychology of Addictive Behaviors Simons & Carey Risk and vulnerability for marijuana use problems: The role of affect dysregulation. Psychology of Addictive Behaviors National Institute of Drug Addictions National Institute of Health (Link for blog website) Hypothesis- Games will help to decrease the occurrence of impulsive behaviors in marijuana users. H2: The game Cloud Nine will be able to teach people more about marijuana than a simple fact sheet or information sessions. The purpose of this experiment was to view if gaming will help to limit the effects of cognitive abilities in marijuana users during their high. The other purpose was to teach users and non users about marijuana. This study will do this by focusing on a game designed during the course of this semester. The name of the game is called Cloud Nine. Information regarding the game can be found in the reference section portion of this poster. Daniella Bonhomme Department of Behavioral Sciences Analyzing the Affects of Marijuana on Impulsivity using Gaming. Participants are being compared in two conditions which are those who played Cloud Nine (experimental ) and those who studied fact sheets about marijuana (control). Tallies and test scores will be used to measure learning outcomes. Pretest and posttest will me done to see if learning occurred in both conditions. A T-test will be done to compare pretest and posttest conditions in the experimental and control groups.. The studied found that cloud Nine was effective in teaching people about marijuana as opposed to just factsheets. Participants in the experimental group had a mean of 4.45 average number of correct answers in the posttest while those in the control group had an average of For the posttest participants in the experimental group scored significantly better in the posttest, with an average number of correct number of answers. In the control group this was average number of correct answers. T- scores compared the game vs, no game. The T-score was for the pretest and post-test in the experimental condition had a value of In the control condition the t-score was 7.26 x 10 E-8.