Interference-based methods to mitigate gambling craving: a proof-of-principle pilot study

IF 2.5 3区 心理学 Q2 SUBSTANCE ABUSE International Gambling Studies Pub Date : 2021-03-30 DOI:10.1080/14459795.2021.1903063
A. Cornil, S. Rothen, P. de Timary, J. Billieux
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引用次数: 4

Abstract

ABSTRACT Craving is central in the prognosis of gambling disorder. The elaborated intrusion theory (EIT) provides a sound framework to account for craving in addictive disorders, and interference methods inspired from the EIT have substantiated their effectiveness in mitigating substance and food-related cravings. The principle of these methods is to recruit the cognitive resources underlying craving (e.g., visuospatial skills, mental imagery) for another competitive and cognitively demanding task, thus reducing the vividness and overwhelming nature of craving. Here we conducted two experiments employing a between-subjects design to test the efficacy of interference methods for reducing laboratory-induced craving. In these experiments, gamblers (n = 38 for both experiments) first followed a craving induction procedure. They then performed either a visuospatial interference task (making a mental and vivid image of a bunch of keys [experiment 1] or playing the video game Tetris [experiment 2]; experimental conditions) or another task supposed not to recruit visuospatial skills and mental imagery (exploding bubble pack [experiment 1] or counting backwards [experiment 2]; control conditions). Results show that all methods successively mitigated induced craving. Although previous research evidenced the superiority of visuospatial tasks to reduce substance-related craving, our findings question their superiority in the context of gambling craving. Abbreviations EIT: Elaborated intrusion theory of desire; GD: Gambling disorder; CEQ: Craving Experience Questionnaire; g-CEQ: gambling Craving Experience Questionnaire; g-CEQ-F: Gambling Craving Experience Questionnaire – Frequency form; g-CEQ-S: Gambling Craving Experience Questionnaire – Strength form; Psi-Q: Plymouth Sensory Imagery Questionnaire; PGSI: Problem Gambling Severity Index; S-UPPS-P: Short UPPS-P Impulsive Behavior Scale; DASS-21: Depression, Anxiety and Stress Scales; ANCOVA: Analysis of covariance.
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基于干扰的方法减轻赌博渴望:一项原理证明试点研究
渴望是赌博障碍预后的核心。精心设计的入侵理论(EIT)为解释成瘾性疾病中的渴望提供了一个健全的框架,从EIT中得到启发的干扰方法已经证实了它们在减轻物质和食物相关渴望方面的有效性。这些方法的原理是将潜藏在渴望之下的认知资源(例如,视觉空间技能、心理意象)用于另一项竞争性和认知要求高的任务,从而减少渴望的生动性和压倒性。在这里,我们进行了两个实验,采用受试者间设计来测试干扰方法对减少实验室诱导的渴望的有效性。在这些实验中,赌徒(在两个实验中n = 38)首先遵循渴望诱导程序。然后,他们执行一项视觉空间干扰任务(在脑海中勾画出一串钥匙的生动形象[实验1]或玩电子游戏俄罗斯方块[实验2]);实验条件)或其他不涉及视觉空间技能和心理意象的任务(爆破气泡袋[实验1]或倒数[实验2];控制条件)。结果表明,所有方法均能减轻诱导的渴望。虽然先前的研究证明了视觉空间任务在减少物质相关渴望方面的优势,但我们的研究结果质疑了它们在赌博渴望方面的优势。EIT:欲望的阐述侵入理论;GD:赌博障碍;CEQ:渴望体验问卷;g-CEQ:赌博渴望体验问卷;g-CEQ-F:赌博渴望经历问卷-频率表;g-CEQ-S:赌博渴望体验问卷-强度表;普利茅斯感觉意象问卷;赌博问题严重指数;S-UPPS-P:短UPPS-P冲动行为量表;抑郁、焦虑和压力量表;ANCOVA:协方差分析。
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来源期刊
CiteScore
5.30
自引率
15.60%
发文量
32
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