BACKGROUND: Mobile technology is pervasive and widely used to obtain information about drugs such as @entity835 , especially in a climate of rapidly changing @entity835 policy; yet the content of available @entity835 @entity467 is largely unknown. Understanding the resources available to those searching for @entity835 @entity467 will clarify how this technology is being used to reflect and influence @entity835 use behavior. OBJECTIVE: We investigated the content of 59 @entity835 -related mobile @entity467 for Apple and Android devices as of November 26, 2014. METHODS: The Apple and Google Play app stores were searched using the terms " @entity835 " and "marijuana." Three trained coders classified the top 20 @entity467 for each term and each store, using a coding guide. @entity467 were examined for the presence of 20 content codes derived by the researchers. RESULTS: Total @entity467 available for each search term were 124 for @entity835 and 218 for marijuana in the Apple App Store, and 250 each for @entity835 and marijuana on Google Play. The top 20 @entity467 in each category in each store were coded for 59 independent @entity467 (30 Apple, 29 Google Play). The three most common content areas were @entity835 strain classification (33.9%), facts about @entity835 (20.3%), and games (20.3%). In the Apple App Store, most @entity467 were free (77%), all were rated "17+" years, and the average user rating was 3.9/5 stars. The most popular @entity467 provided @entity835 strain classifications (50%), dispensary information (27%), or general facts about @entity835 (27%). Only one app (3%) provided information or resources related to @entity835 , addiction, or treatment. On Google Play, most @entity467 were free (93%), rated "high maturity" (79%), and the average user rating was 4.1/5. The most popular app types offered games (28%), phone utilities (eg, wallpaper, clock; 21%) and @entity835 food recipes (21%); no @entity467 addressed abuse, addiction, or treatment. CONCLUSIONS: Cannabis @entity467 are generally free and highly rated. @entity467 were most often informational (facts, strain classification), or recreational (games), likely reflecting and influencing the growing acceptance of @entity835 for medical and recreational purposes. @entity467 addressing addiction or cessation were underrepresented in the most popular @entity835 mobile @entity467 . Differences among @entity467 for Apple and Android platforms likely reflect differences in the population of users, developer choice, and platform regulations.

Cannabis Mobile XXXX : A Content Analysis.

@entity835 :: ('MESH:D002189', 'Disease') :: ['cannabis abuse', 'cannabis'] @entity467 :: ('1508', 'Gene') :: ['apps', 'Apps']
@entity467 :: (1508,Gene) :: ['Apps']
