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1.
Addict Behav ; 51: 165-70, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26275843

ABSTRACT

Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.


Subject(s)
Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Craving , Substance-Related Disorders/prevention & control , Substance-Related Disorders/psychology , Video Games/psychology , Adolescent , Adult , Female , Humans , Male , Students/psychology , Students/statistics & numerical data , Young Adult
2.
Appetite ; 76: 161-5, 2014 May.
Article in English | MEDLINE | ID: mdl-24508486

ABSTRACT

Elaborated Intrusion Theory (EI) postulates that imagery is central to craving, therefore a visually based task should decrease craving and craving imagery. This study provides the first laboratory test of this hypothesis in naturally occurring, rather than artificially induced, cravings. Participants reported if they were experiencing a craving and rated the strength, vividness and intrusiveness of their craving. They then either played 'Tetris' or they waited for a computer program to load (they were told it would load, but it was designed not to). Before task completion, craving scores between conditions did not differ; after, however, participants who had played 'Tetris' had significantly lower craving and less vivid craving imagery. The findings support EI theory, showing that a visuospatial working memory load reduces naturally occurring cravings, and that Tetris might be a useful task for tackling cravings outside the laboratory. Methodologically, the findings show that craving can be studied in the laboratory without using craving induction procedures.


Subject(s)
Craving/physiology , Video Games/psychology , Adolescent , Adult , Eating , Female , Humans , Imagery, Psychotherapy/methods , Male , Memory, Short-Term , Motivation , Retrospective Studies , Surveys and Questionnaires , Visual Perception , Young Adult
3.
Addiction ; 109(5): 728-35, 2014 May.
Article in English | MEDLINE | ID: mdl-24400950

ABSTRACT

BACKGROUND AND AIMS: Research into craving is hampered by lack of theoretical specification and a plethora of substance-specific measures. This study aimed to develop a generic measure of craving based on elaborated intrusion (EI) theory. Confirmatory factor analysis (CFA) examined whether a generic measure replicated the three-factor structure of the Alcohol Craving Experience (ACE) scale over different consummatory targets and time-frames. DESIGN: Twelve studies were pooled for CFA. Targets included alcohol, cigarettes, chocolate and food. Focal periods varied from the present moment to the previous week. Separate analyses were conducted for strength and frequency forms. SETTING: Nine studies included university students, with single studies drawn from an internet survey, a community sample of smokers and alcohol-dependent out-patients. PARTICIPANTS: A heterogeneous sample of 1230 participants. MEASUREMENTS: Adaptations of the ACE questionnaire. FINDINGS: Both craving strength [comparative fit indices (CFI = 0.974; root mean square error of approximation (RMSEA) = 0.039, 95% confidence interval (CI) = 0.035-0.044] and frequency (CFI = 0.971, RMSEA = 0.049, 95% CI = 0.044-0.055) gave an acceptable three-factor solution across desired targets that mapped onto the structure of the original ACE (intensity, imagery, intrusiveness), after removing an item, re-allocating another and taking intercorrelated error terms into account. Similar structures were obtained across time-frames and targets. Preliminary validity data on the resulting 10-item Craving Experience Questionnaire (CEQ) for cigarettes and alcohol were strong. CONCLUSIONS: The Craving Experience Questionnaire (CEQ) is a brief, conceptually grounded and psychometrically sound measure of desires. It demonstrates a consistent factor structure across a range of consummatory targets in both laboratory and clinical contexts.


Subject(s)
Alcohol Drinking/psychology , Behavior, Addictive/psychology , Craving , Smoking/psychology , Adolescent , Adult , Aged , Cacao , Ethanol , Factor Analysis, Statistical , Female , Food , Humans , Male , Middle Aged , Psychological Theory , Surveys and Questionnaires , Tobacco Products , Young Adult
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