It is now a decade since the original edition of Adolescent Addiction was published in 2008. Since then, there has been rapid growth in the literature relating to adolescent addiction with the emergence of several new major journals, including the Journal of Behavioral Addictions, International Journal of Mental Health and Addiction and a number of others.
Many areas of addiction have changed during this period. The new edition will now cover the following:
Smoking: Smoking rates in young people have decreased in many Western countries (US, Canada, UA and Australia), but not in other parts of the world (e.g., in Asia). Evidence suggests a decreasing gap in the smoking rates observed for boys and girls, so that there is a need for a greater focus on gender in the development of smoking habits. Modern research also needs to account for the growing popularity of vaping and other infusion methods or e-cigarettes.
Gambling: Many studies are observing significant declines in rates of gambling in people under age 18. This change appears due to decreasing interest in land-based forms of gambling and young people’s greater preoccupation with technology-based activities. Many video games and Apps available on phones make extensive use of micro-transaction models that mirror strategies used by the gambling industry.
Alcohol: Many countries including Australia have reported changes in how alcohol is marketed and promoted to young people. Attention has switched away from traditional drinks such as spirits, wine or beer towards pre-mixed drinks that combine soft-drinks and alcohol (Alcopops).
Video games: Video games have changed substantially in the last decade. Massive online games are more common and popular than in the 2000s and there are now e-sports tournaments where players compete for monetary prizes. There is also now a betting industry associated with these activities as well 3rd party operators who profit from the popularity of video games and their features, e.g., Skins trading and betting.
Gambling: Young people are now increasingly exposed to gambling-like content, often in video game contexts or when they are using ipads or iphones. Simulated gambling activities (often called social casino games) are available on social media sites such as Facebook; there are also dedicated video game modules; gambling-like games or content embedded within video games (Loot boxes) and now a range of activities such as Fantasy Sports which can be played by young people and then wagered on once they turn 18.
Assessment issues: There is discussion and development work into measures to capture excessive video gaming or Internet activity. None of this new work is captured by the original additional of the book. The new edition will also enable authors to ensure that recommended assessment tools reflect current best practice in the field.
Broader research developments: There is growth in the neuropsychology literature relating to addiction as well as conceptual developments in understanding the etiology of problematic activities during adolescence. In addition to established, developmental and ecological models, there are also now life-course models that examine how significant events or individuals may change the trajectory of young people’s involvement in certain activities or developmental trajectories.
Treatment: A broader range of research is now available to understand the best methods for treating adolescent addiction. Many of the new and emerging behaviors (e.g., Internet and video game related behaviors) have received much greater attention over the last few years. A new addition could make readers aware of these developments.