Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study.

Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study.
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DOI:
10.2196/games.9231
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发表时间:
2018-04-16
期刊:
影响因子:
4
通讯作者:
Tanner B
Tanner B
中科院分区:
医学3区
文献类型:
--
作者:
Metcalf M;Rossie K;Stokes K;Tallman C;Tanner B

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虚拟现实、增强现实和视频游戏等新技术有望支持和增强个人的成瘾治疗和康复。戒烟或减少吸烟或饮酒可以显著改善个人健康,降低心脏病风险和癌症风险(尼古丁和酒精使用)等。然而,从使用中恢复对大多数人来说是一个重大挑战。我们开发并评估了Take Control游戏,这是一款部分沉浸式的Kinect for Windows平台游戏,允许用户通过主动运动(击打,踢踢等)来对抗物质线索。第一阶段和第二阶段的形成性分析指导开发。我们进行了一个小的等待名单对照试验,采用准随机抽样技术(系统)与61名参与者从酒精或烟草成瘾的恢复。参与者使用游戏3次,并报告了物质使用,渴望,对游戏体验的满意度,与恢复相关的自我效能,以及暴露于虚拟现实干预和物质线索的副作用。参与者发现这个游戏很吸引人,很有趣,并且觉得玩这个游戏可以帮助恢复。平均而言,在干预期间,参与者报告的物质使用减少了。酒精使用恢复的参与者比烟草使用恢复的参与者看到了更多的好处,在干预期间,自我效能,态度和行为在统计学上显着增加。使用虚拟现实干预的副作用很小,并且随着时间的推移而减少;在研究期间,渴望和副作用也有所减少。初步结果表明,这种干预措施有望成为那些正在康复的人,特别是酒精使用者的标准治疗的辅助手段。
New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals. We developed and assessed the Take Control game, a partially immersive Kinect for Windows platform game that allows users to counter substance cues through active movements (hitting, kicking, etc). Formative analysis during phase I and phase II guided development. We conducted a small wait-list control trial using a quasi-random sampling technique (systematic) with 61 participants in recovery from addiction to alcohol or tobacco. Participants used the game 3 times and reported on substance use, cravings, satisfaction with the game experience, self-efficacy related to recovery, and side effects from exposure to a virtual reality intervention and substance cues. Participants found the game engaging and fun and felt playing the game would support recovery efforts. On average, reported substance use decreased for participants during the intervention period. Participants in recovery for alcohol use saw more benefit than those in recovery for tobacco use, with a statistically significant increase in self-efficacy, attitude, and behavior during the intervention. Side effects from the use of a virtual reality intervention were minor and decreased over time; cravings and side effects also decreased during the study. The preliminary results suggest the intervention holds promise as an adjunct to standard treatment for those in recovery, particularly from alcohol use.
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