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1.
Trials ; 25(1): 417, 2024 Jun 27.
Artigo em Inglês | MEDLINE | ID: mdl-38937776

RESUMO

CONTEXT: According to the World Health Organization, alcohol is a major global public health problem, leading to a significant increase in illness and death. To treat alcohol use disorders, new therapeutic tools are being promoted, among which virtual reality (VR) shows promise. Previous research has demonstrated the efficacy of VR in reducing alcohol cravings in patients, but there is a lack of data on its effectiveness in maintaining abstinence or reducing consumption in recently abstinent individuals. The E-Reva study aims to compare the efficacy of a treatment strategy combining virtual reality cue exposure therapy (VR-CET) and cognitive behavioral therapy (CBT) with conventional CBT in reducing alcohol consumption and craving in patients with alcohol use disorder (AUD). In addition to this primary objective, the study will compare the effects of VR-CET combined with CBT on anxiety, depression, rumination, and feelings of self-efficacy versus conventional CBT. METHODS: This prospective randomized controlled trial will be conducted over 8 months in four addiction departments in France. It includes two parallel groups: i) the VR-CET + CBT group, and ii) the CBT-only group, which serves as a control group. Participants will be recruited by the investigating doctor in the addiction centers. The sample will consist of 156 patients diagnosed with AUD and abstinent for at least 15 days. Both treatment groups will participate in four group CBT sessions followed by four individual sessions: i) the VR-CET group will be exposed to virtual environments associated with alcohol-related stimuli, ii) the CBT-only group will receive traditional CBT sessions. After completion of the 8 sessions, patients will be followed up for 6 months. The primary outcome is the cumulative number of standard drinks consumed at 8 months, assessed using the TLFB method. DISCUSSION: Despite the promise of VR-CET to reduce the desire to drink, the effect on alcohol consumption remains uncertain in the existing literature. Our protocol aims to address the limitations of previous research by increasing sample size, targeting consumption reduction, and incorporating neutral environments. E-Reva aims to enrich the literature on the use of VR in the treatment of AUD and open new perspectives for future interventions. TRIAL REGISTRATION: ClinicalTrials.gov ID NCT06104176, Registered 2023/11/13 ( https://clinicaltrials.gov/study/NCT06104176?id=NCT06104176&rank=1 ). N° IDRCB: 2022-A02797-36. Protocol version 1.0, 12/05/2023.


Assuntos
Alcoolismo , Terapia Cognitivo-Comportamental , Fissura , Ensaios Clínicos Controlados Aleatórios como Assunto , Terapia de Exposição à Realidade Virtual , Humanos , Terapia Cognitivo-Comportamental/métodos , Terapia de Exposição à Realidade Virtual/métodos , Alcoolismo/terapia , Alcoolismo/psicologia , Estudos Prospectivos , Resultado do Tratamento , Estudos Multicêntricos como Assunto , Abstinência de Álcool , França , Fatores de Tempo , Adulto , Masculino , Feminino , Pessoa de Meia-Idade , Sinais (Psicologia) , Realidade Virtual , Consumo de Bebidas Alcoólicas/psicologia , Consumo de Bebidas Alcoólicas/terapia , Consumo de Bebidas Alcoólicas/prevenção & controle , Consumo de Bebidas Alcoólicas/efeitos adversos
2.
Trials ; 25(1): 1, 2024 Jan 02.
Artigo em Inglês | MEDLINE | ID: mdl-38169391

RESUMO

BACKGROUND: The emergence of new problematic alcohol consumption practices among young people requires new dynamics in prevention strategies. In this context, the ADUC project (Alcohol and Drugs at the University of Caen) aims to develop a better understanding of alcohol consumption, and in particular the practice of binge drinking (BD) in students, in order to develop relevant and adapted prevention tools. The ALCOMEDIIT study (Rin Normandie and IRESP funding; Agreement 20II31-00 - ADUC part 3) is a randomized controlled trial that focuses on the specific determinant of impulsivity. The main objective of this experiment is to assess a program for the prevention of BD practices based on motivational interviewing (MI) associated with implementation intention (II) and mindfulness meditation (MBM) in a student environment. METHODS: This study will include 170 healthy subjects who will be students at the university, alcohol users, with a BD score > 1 in the month preceding the inclusion but not presenting any specific disorder. The trial will be proposed by e-mail and students who meet the inclusion criteria will join either a control group which will benefit from a MI or an experimental group which will additionally benefit from an initiation to MBM with II (initial visit T0). In order to measure the effectiveness of the prevention program in terms of BD decrease, a follow-up at 1 month (T1) as well as a follow-up at 6 months (T6; exploratory) will be proposed to all participants. The total duration of this research protocol is 21 months. DISCUSSION: The purpose of this study is to evaluate the interest of associating mindfulness meditation practices and implementation of self-regulation strategies to optimize their use, with a motivational interview in an innovative prevention program aiming at reducing alcohol use and BD practice in the student population. TRIAL REGISTRATION: ClinicalTrials.gov Identifier: NCT05565989, September 30, 2022. https://clinicaltrials.gov/study/NCT05565989 Protocol version 2.0 (September 2022) No. ID-RCB: 2022-A00983-40.


Assuntos
Consumo Excessivo de Bebidas Alcoólicas , Atenção Plena , Humanos , Adolescente , Consumo Excessivo de Bebidas Alcoólicas/prevenção & controle , Intenção , Atenção Plena/métodos , Consumo de Bebidas Alcoólicas/efeitos adversos , Consumo de Bebidas Alcoólicas/prevenção & controle , Estudantes
3.
Drug Alcohol Depend ; 253: 111027, 2023 Dec 01.
Artigo em Inglês | MEDLINE | ID: mdl-38006671

RESUMO

Virtual reality is an immersive technology that can be used as a tool in the treatment of disorders linked to substance use disorders, such as alcohol use disorder. This systematic review of the literature examines the effectiveness of virtual reality as exposure therapy for heavy social drinkers, defined as people who regularly consume alcohol in a variety of social contexts, with or without a diagnosis of alcohol use disorder. The current review includes ten studies with a total of 377 participants. Most participants were adult men (61.03%), with an age average of 44.1 years [± 7.42] and alcohol use ranging from light to heavy. Although studies show heterogeneous results, the use of virtual reality cue exposure therapies has shown greater improvement in terms of craving reduction for patients suffering from alcohol use disorder. Studies have also shown that the realism of the virtual environment can influence levels of craving and anxiety, both in heavy social drinkers. In addition, the use of virtual reality has proven to increase feeling of self-efficacy and decrease the tendency to engage in automatic drinking behaviors. However, the review also mentions the necessity of larger research to determine the efficiency of virtual reality as a therapeutic treatment for alcohol use disorder, whilst considering comorbidities and treatment background, especially for resistant patients.


Assuntos
Intoxicação Alcoólica , Alcoolismo , Terapia Implosiva , Realidade Virtual , Adulto , Masculino , Humanos , Consumo de Bebidas Alcoólicas/terapia , Alcoolismo/terapia , Fissura
4.
Cyberpsychol Behav Soc Netw ; 24(1): 63-69, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33232619

RESUMO

Prior studies have mainly focused on the controversial issue of whether violent video games lead to aggressive behavior in real life. However, data regarding antisocial behavior while playing online are still scarce. In this study, we examined the relationship between toxicity (a form of verbal aggressive behavior directed against other players) in multiplayer online video games and several potential predictors such as personality traits, emotion reactivity, and motivations to play. A large-scale survey (n = 816) was conducted among French-speaking adult gamers, assessing video game habits, impulsivity, empathy, emotion reactivity, and motivations to play (i.e., socialization, achievement, immersion). Results showed that younger age, being male, spending a lot of time playing per week, and being highly achieving increased the likelihood of reporting toxicity and change of behavior in game. High emotional reactivity and being high in two dimensions of impulsivity (negative urgency and sensation seeking) increased the likelihood of toxic behavior. In contrast, individuals who are more empathic tended to report nontoxic behavior and individuals who play to socialize reported little change in behavior in game. Future research should address the complexity of behaviors displayed during online games-notably through experimental studies allowing direct observation of gamers while they play-and the functional connection between toxicity and several psychological, emotional, and motivational dimensions in further detail. Scientific research would also benefit from the creation and validation of a scale measuring in game, the social and antisocial behaviors.


Assuntos
Agressão/psicologia , Empatia , Comportamento Impulsivo , Motivação , Jogos de Vídeo/psicologia , Logro , Adulto , Feminino , Humanos , Internet , Masculino , Comportamento Social , Inquéritos e Questionários
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