Literature DB >> 19817561

Crushing virtual cigarettes reduces tobacco addiction and treatment discontinuation.

Benoit Girard1, Vincent Turcotte, Stéphane Bouchard, Bruno Girard.   

Abstract

Pilot studies revealed promising results regarding crushing virtual cigarettes to reduce tobacco addiction. In this study, 91 regular smokers were randomly assigned to two treatment conditions that differ only by the action performed in the virtual environment: crushing virtual cigarettes or grasping virtual balls. All participants also received minimal psychosocial support from nurses during each of 12 visits to the clinic. An affordable virtual reality system was used (eMagin HMD) with a virtual environment created by modifying a 3D game. Results revealed that crushing virtual cigarettes during 4 weekly sessions led to a statistically significant reduction in nicotine addiction (assessed with the Fagerström test), abstinence rate (confirmed with exhaled carbon monoxide), and drop-out rate from the 12-week psychosocial minimal-support treatment program. Increased retention in the program is discussed as a potential explanation for treatment success, and hypotheses are raised about self-efficacy, motivation, and learning.

Entities:  

Mesh:

Year:  2009        PMID: 19817561     DOI: 10.1089/cpb.2009.0118

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  22 in total

1.  [Use of virtual reality in forensic psychiatry. A new paradigm?].

Authors:  P Fromberger; K Jordan; J L Müller
Journal:  Nervenarzt       Date:  2014-03       Impact factor: 1.214

Review 2.  Extending the reach of health care for obesity and diabetes using virtual worlds.

Authors:  Jacquelyn Ford Morie; Eric Chance
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

3.  New directions in virtual environments and gaming to address obesity and diabetes: industry perspective.

Authors:  Barb Ruppert
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

4.  Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

Authors:  Bethany R Raiff; Brantley P Jarvis; Darion Rapoza
Journal:  Nicotine Tob Res       Date:  2012-03-15       Impact factor: 4.244

5.  The Feasibility and Acceptability of "Arise": An Online Substance Abuse Relapse Prevention Program.

Authors:  Rebecca Polley Sanchez; Chelsea M Bartel
Journal:  Games Health J       Date:  2014-10-27

6.  Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Tyra M Pendergrass; Benjamin G Sawyer; Lynn E Fiellin
Journal:  Subst Abus       Date:  2018-03-13       Impact factor: 3.716

7.  Comparison of the effectiveness of virtual cue exposure therapy and cognitive behavioral therapy for nicotine dependence.

Authors:  Chan-Bin Park; Jung-Seok Choi; Su Mi Park; Jun-Young Lee; Hee Yeon Jung; Jin-Mi Seol; Jae Yeon Hwang; Ah Reum Gwak; Jun Soo Kwon
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-02-20

8.  Effects of systematic cue exposure through virtual reality on cigarette craving.

Authors:  Irene Pericot-Valverde; Roberto Secades-Villa; José Gutiérrez-Maldonado; Olaya García-Rodríguez
Journal:  Nicotine Tob Res       Date:  2014-06-23       Impact factor: 4.244

9.  Using avatars to model weight loss behaviors: participant attitudes and technology development.

Authors:  Melissa A Napolitano; Sharon Hayes; Giuseppe Russo; Debora Muresu; Antonio Giordano; Gary D Foster
Journal:  J Diabetes Sci Technol       Date:  2013-07-01

10.  A Motion Videogame for Opioid Relapse Prevention.

Authors:  Lorien C Abroms; Leah E Leavitt; Judy M Van Alstyne; Jennifer M Schindler-Ruwisch; Marc J Fishman; Daniel Greenberg
Journal:  Games Health J       Date:  2015-07-27
View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.