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Virtual Reality-Based Cognitive Bias Modification for Substance Abuse Treatment

Verschure, L.J.M. (2024) Virtual Reality-Based Cognitive Bias Modification for Substance Abuse Treatment.

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Abstract:Background. Innovative solutions are essential to tackle rising alcohol consumption among young adults. This study assesses a virtual reality-based cognitive bias modification (VR-CBM) game designed for university students to counteract cognitive biases linked to alcohol use. Aims. The intervention, based on Dual Process Theory, targets both automatic and reflective cognitive processes related to alcohol consumption and examines the role of metacognitive beliefs in alcohol use behaviours. Methods. Eighteen university students underwent two experimental sessions. Measures included the Alcohol Use Disorders Identification Test (AUDIT), Symptom Checklist-90 (SCL-90), Approach-Avoidance Task (AAT), and Implicit Association Test (IAT), with mediation analysis to assess metacognitive impacts. Results. Preliminary results suggest a trend towards lower alcohol use and psychological discomfort, although limited by the small sample and lack of a control group. Metacognitive beliefs helped mediate the impact of cognitive biases on alcohol use, with significant mediation analysis findings. Conclusions. The VR-CBM intervention shows promise in reducing alcohol use and altering cognitive biases. It highlights how virtual reality and cognitive bias modification can enhance treatment engagement and effectiveness in addiction.
Item Type:Essay (Bachelor)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology
Programme:Psychology BSc (56604)
Link to this item:https://purl.utwente.nl/essays/100189
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