Using substances while playing: Players’ motivations, perceptions, and experiences with psychoactive drugs during recreational gaming
Arianna Boldi, Kutub Gandhi, Alexandra To, Amon Rapp
International Journal of Human-Computer Studies September 1, 2026 DOI: 10.1016/j.ijhcs.2026.103924 (opens in new tab)
Study at a glance
AI-extracted from the abstract| Characteristics | Qualitative study Peer reviewed |
|---|---|
| Sample size | 24 |
| Population | Adult video game players who reported using psychoactive substances during gameplay; 11 Italians and 13 Americans |
| Key findings | Players describe a "lost immersion" from youth they seek to recover, use substances as context-sensitive levers ("situated modulation") aligned with game genre and stakes, and treat the same substance as benign in casual play but suspect in competitive play. Substance use also produced unintended effects that sometimes diminished players' agency over play and their internal states. |
Abstract
Research on psychoactive substance use during video game play has traditionally adopted a medical lens, focusing on the addictive potential of licit and illicit drugs and their pathological impacts on players. This framing highlights negative outcomes of the co-occurrence between excessive gaming and substance use, leaving the motivations, meanings, and perceptions that players themselves attach to substance use during recreational play under-examined. In this article, we explore a first-person perspective on substance-involved play through a qualitative study with 24 participants (11 Italians and 13 Americans) who reported using psychoactive substances during gameplay. Semi-structured interviews were analyzed using reflexive thematic analysis, which led us to develop three themes: first, adult players describe a “lost immersion”, an effortless absorption they remember from youth and no longer attain spontaneously, which leads them to deploy a repertoire of strategies, including substance use, to re-enter it; second, participants engage in “situated modulation”: they use substances as precise, context-sensitive levers for shaping experience, emotion, and cognition, aligning substance choice with game genre, in-game task, and the stakes of the session; third, participants perform legitimacy work around fairness, treating the same substance as benign in casual play and suspect in competitive play, and practicing situational rather than categorical self-restraint. Substance use also produced unintended effects that sometimes diminished, rather than enhanced, players’ agency over play and over their internal states. By foregrounding first-person accounts, this article contributes to HCI scholarship on digital games, altered states, and player agency in ways that complement the medical lens.