of marijuana. The "War on Drugs" thus brought with it a shift from reliance on imported supplies to domestic cultivation (particularly in Hawaii and California). Beginning in 1982, the Drug Enforcement Administration turned increased attention to marijuana farms in the United States, and there was a shift to the indoor growing of plants specially developed for small size and high yield. After over a decade of decreasing use, marijuana smoking began an upward trend once more in the early 1990s, especially among teenagers, but by the end of the decade this upswing had leveled off well below former peaks of use. Society and culture Many movements and organizations are advocating for or against the liberalization of the use of recreational drugs, most notably regarding the legalization of marijuana and cannabinoids for medical and/or recreational use. Subcultures have emerged among users of recreational drugs, as well as alternative lifestyles and social movements among those who abstain from them, such as teetotalism and "straight edge". Since the early 2000s, medical professionals have acknowledged and addressed the problem of the increasing consumption of alcoholic drinks and club drugs (such as MDMA, cocaine, rohypnol, GHB, ketamine, PCP, LSD, and methamphetamine) associated with rave culture among adolescents and young adults in the Western world. Studies have shown that adolescents are more likely than young adults to use multiple drugs, and the consumption of club drugs is highly associated with the presence of criminal behaviors and recent alcohol abuse or dependence. The prevalence of recreational drugs in human societies is widely reflected in fiction, entertainment, and the arts, subject to prevailing laws and social conventions. For instance, in the music industry, the musical genres hip hop, hardcore rap, and trap, alongside their derivative subgenres and subcultures, are most notorious for having continuously celebrated and promoted drug trafficking, gangster lifestyle, and consumption of drugs and alcohol since their inception in the United States during the late 1980s–early 1990s. In video games, for example, drugs are portrayed in a variety of ways: including power-ups (cocaine gum replenishes stamina in Red Dead Redemption 2), obstacles to be avoided (such as the Fuzzies in Super Mario World 2: Yoshi's Island that distort the player's view when accidentally consumed), items to be bought and sold for in-game currency (coke dealing is a big part of Scarface: The World Is Yours). In 1997's Fallout, drugs ("chems" in the game) can fill the