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Behavioral Health Barometer�Wood County Youth

Indicators as measured through the 2022 ADAMHS

Youth Survey on Addiction and Mental Health

2022

William J. Ivoska, Ph.D.

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ATOD Summary

  • Increases
    • Caffeinated Energy Drinks
    • Narcotic painkillers
    • Marijuana edibles
  • Decreases
    • Cigarettes
    • Vaping
    • Alcohol
    • Marijuana use – 30 day
    • Cough medicine
    • Anxiety/Sleep drugs
    • Inhalants

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Behavioral Health Summary

  • Increasing

    • Overall Mental Health Problems
    • Bullying among 5th and 6th graders
    • Suicide Ideation & Attempts
    • ACEs
    • Gambling & Gaming

  • Decreasing

    • Fear of Harm from marijuana

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Vaping Past 30-Days

Chart goes here

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Vaping Past 30-Days – Vape Device Content

Chart goes here

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Cigarette Use - Past 30-Days

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Vaping Past 30-Days – Vape Device Content

Chart goes here

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Vaping: Nicotine & Marijuana

Nicotine

Marijuana

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Alcohol Last Year

Chart goes here

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Drinking Last Month

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Marijuana Use Last Year

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30-Day Marijuana Use by Technique & Gender

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Caffeinated Energy Drinks

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Heroin

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Painkillers (30-day)

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Youth Mental Health

Severe & Intense:

2018 = 7.8%

2020 = 9.7%

2022 = 13.1%

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Mental Health and Substance Abuse

Chart goes here

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Bullying: 5th and 6th Graders

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Suicide: Ideation and Attempts

SUICIDE ATTEMPTS TRENDED UPWARD

All GRADES REPORTED THE HIGHEST RATE OF SUICIDE IDEATION EVER RECORDED IN THE ADAMHS YOUTH SURVEY

 

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ACEs

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ACEs

As the number of ACEs increase, so does the percentage of at-risk behaviors.

 

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Adolescent ‘Gaming’

Gaming activity is any gaming-related activity that has been played either from a computer/lap-top or from a gaming console or any other kind of device (phone, tablet) on or offline

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Adolescent ‘Gaming’

Teens took an Gaming Disorder Test (Pontes, 2019) – Problem gaming rates were low

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Adolescent ‘Gambling’ 7th-12th grade combined

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Adolescent ‘Gambling’ – 11th & 12th grade males

Teens took a Problem Gambling Scale– Problem gambling rates increased from 2.7% in 2020 to

6.7% in 2022

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Adolescent ‘Game-bling’

Have you ever spent money on Loot boxes in a game?

 

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Adolescent ‘Game-bling’

Risky Loot Box Inventory (RLI) Indicators?

 

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Adolescent ‘Gambling’ & Gaming

Teens took the Preference for a Virtual Life (PVL)Scale (Peng & Liu, 2010) :

1. “I am a more valuable person in the online game world than in real life”

2. “I am more respected in the online game world than in real life”

3. “ I prefer communicating with other people in the online game world rather than face-to-face.”

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Adolescent ‘Gambling’ & Gaming

Percentage of Teens who agreed with the PVL items

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ATOD Prevalence 2020-2022�Grades 7-12 combined

47.7%

Caffeinated Energy Drinks

18.4%

Alcohol

11.7%

Vaping (30-day)

8.6%

Marijuana

7.0%

Cough Medicine

5.6%

Benzos

4.3%

Painkillers (30-day)

2.5%

Methylphenidate

1.9%

Inhalants

1.2%

LSD

.9%

Cigarettes

<1%

All Other Drugs

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PAX Training

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Adverse childhood experience and substance abuse: The mediating role of perceptions of harm and peer and parental attitudes. International Journal of Child and Adolescent Resilience 8(1), 1-14.

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Vaping Past 30-Days – Vape Device Content

No Nic

Yes Nic

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Vaping Nicotine Past 30-Days