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Gamified Cognitive Bias Modification for Treating High Alcohol Consumption

Friesen, Leonard (2024) Gamified Cognitive Bias Modification for Treating High Alcohol Consumption.

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Abstract:Background. High alcohol consumption is a global problem and treatment may benefit from using technological innovations such as implementing video game elements. This study uses a virtual reality-based cognitive bias modification (VR-CBM) game designed for university students in order to combat cognitive biases linked to alcohol use. Aims. This study aimed at assessing the effectiveness of an originally designed game to reduce alcohol consumption in university students. This VR-CBM game integrates techniques used in treatment to modify underlying tendencies which are related to alcohol consumption. Additionally the relationship between the effectiveness of the game and personality traits that predict substance abuse was analysed. Methods. Eighteen university students underwent two experimental sessions. Measures included the Alcohol Use Disorders Identification Test (AUDIT), Approach-Avoidance Task (AAT), and Implicit Association Test (IAT). To measure the personality traits, the Substance Use Risk Profile Scale (SURPS) was used. Results. A marginally significant decrease of alcohol consumption was found. Although measured biases did decrease, it was not statistically significant. Only the personality traits Hopelessness and Impulsivity were found to marginally predict the effectiveness of the game and only for the IAT measurement. Hopelessness predicted improvement after the game and Impulsivity worsening after the game. Conclusion. The VR-CBM game shows potential in helping combat high alcohol consumption by reducing corresponding biases.
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/102786
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