Project 3- Week 15

This week we focused on the discussion for preparing our final presentation for our game.

Discussion
Cognitive impairments of marijuana may be identified as an indication of more impulse behaviors. 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. Results supports the thesis because it shows that marijuana may be used to help stimulate cognitive activity. Those under the effects of the drug were still able to retain some form of information and they were able to interact with the others in the game without being detached. The experiment solves a major problem in the field because now using this game people of all age groups are able to inform themselves about marijuana. They are able to use this game to create further studies on ways a high may be controlled. This relates to the study done by Simons and Carey (2002) because it conveys that people are able to control the effects of being high through self-restraint and control. Using the game Cloud Nine, this gave users and non-users something to focus on the games challenge and an innovate way of engaging interaction, competition and play helped to encourage this type of control. And this overall resulted in their success in the posttest session where they were able to learn more from the game alone rather than simple fact sheets or information sessions.Solving this problem further advances the field because now this can be seen as another way in which marijuana may be viewed as a positive image. It can also be used as a way to stimulate thinking. Now researchers and marijuana experts now have another way of further studying the effects of marijuana on brain activity and impulsivity. Some problems within this study may be regression to the mean, because players were playing this game for more than one day they could have gotten used to games mechanics. Another issue in this study was could have been how well the behaviors were measured and operationalized. Over the course of the study the focus did shift from how impulsivity may increase or decrease to more so if the game will help them to learn. Compared to other studies maybe a correlational research design would be preferred as opposed to an experimental design. This is so because this way experimenters could be able to determine if there’s a relationship between impulsivity and marijuana as opposed to causation. Another problem in this study could have been the age group allowing smokers to continue to use marijuana may not have benefited their addiction so putting a restriction to the amount of marijuana smoked or if marijuana can be utilized in the study could have impacted the outcome of the results. 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.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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