• Title/Summary/Keyword: 알코올 관련 단서

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Alcohol Craving in Subjects with Alcohol Use Disorders in Response to Alcohol Cues (알코올 사용 장애자의 알코올 단서에 의해 유발된 갈망 특성)

  • Park, Mi-Sook;Sohn, Sun-ju;Park, Ji-Eun;Kim, Suk-Hee;Yu, In-Kyu;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.603-611
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    • 2007
  • Initially, this study was to develop reliable and effective alcohol-associated visual cues. Alcoholic picture cues were chosen from the Normative Appetitive Picture System (NAPS). Additional images consisted of Korean beer and mild liquor was pre-tested to select the pictures that would induce craving most intensely. The images that recorded the highest scores on a scale were chosen through the pre-test. And then, the reliability and validity were examined for the selected alcohol cues from NAPS and pre-test via another psychometric test. Secondly, the study was to investigate differences in craving between subjects with alcohol use disorders (AUDs) and non-alcoholic control subjects when exposed to the alcohol visual cues. Alcohol abusers with AUD (n=9) and demographically similar non-abusers (n=9) participated in this study. After given 5cc of alcohol, subjects were exposed to different types of stimuli (i.e., alcohol, nonalcoholic beverage, and visual control pictures and one rest (cross-hair)). Craving levels were rated through self-report on a Likert scale immediately after the presentation of visual cues. Results showed statistically significant differences between the AUD group and the control group in the Obsessive Compulsive Drinking Scale (OCDS) scores, pre-sip and post-sip alcohol craving. Also, the AUD group showed significantly a higher level of craving during alcohol cues compared to the control group. In conclusion, alcohol craving induced by alcohol cues among subjects with AUD was found to be different from that of non-abusers.

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An Systematic Review of Trend Analysis in the Addiction Treatment Using Virtual Reality Technology (가상현실을 이용한 중독치료 동향 분석을 위한 체계적 문헌고찰)

  • Kim, Jinsoo Jason;Kim, Nami;Amista, Narcie Faith;Jang, Se Eun;Park, Kyung Eun;Kim, Bee
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.301-302
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    • 2017
  • 본 논문은 가상현실을 이용한 중독치료 동향분석을 위해 관련 연구사례들을 수집하고 중독현상별로 분류하여 치료방법과 치료의 유용성과 한계점, 발전 방안을 분석하였다. 학술연구 데이터베이스인 Science Direct, Medline, Proquest 그리고 Embase에 등재된 논문들 중 1999년부터 2016년까지 중독치료를 위해 가상현실 기술을 실험적으로 적용하고 효과를 검증한 연구 46편을 선정하여 중독의 범주별 치료효과를 분석하였다. 가상현실 치료내용은 단서노출치료를 주로 활용하고 있으며 연구대상은 청소년들보다 성인들이 더 많았다. 니코틴 중독 가상현실치료 연구가 가장 많은 수를 차지했고 그 다음으로는 알코올, 코카인/필로폰, 마리화나 순으로 확인되었다. 가상현실 치료는 다양한 중독 치료에 효과가 있었으며 인지치료와 함께 적용할 때 효과가 더 높았다. 치료의 한계점으로는 비용과 절차상 특수성, 사이버 멀미 등으로 인해 연구대상이 소수이며, 치료회기가 짧고, 장기연구 또는 추후연구를 실시한 경우 많지 않아 추후에 연구완성도를 보완하는 시도가 필요함을 알 수 있었다.

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