• Title/Summary/Keyword: Addiction measure

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Differences in attributional bias and irrational gambling beliefs between gamblers and non-gamblers (귀인양식과 귀인편향, 비합리적 도박신념에서의 차이: 도박자와 비도박자의 비교)

  • Eun-A Park;Jonghan Yi
    • Korean Journal of Culture and Social Issue
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    • v.21 no.2
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    • pp.177-203
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    • 2015
  • The aims of this study were 1) to compare irrational gambling beliefs of gamblers and non-gamblers, 2) to investigate the role of cognitive error on winning probability thinking error, and 3) to examine the relationship between attributional bias and gambling behavior. A total of 248 subjects were recruited for this study. All subjects were classified into non-gamblers, social gamblers and pathological gamblers, and administered self-report questionnaires to measure irrational gambling beliefs, the probability inference error, the attriburional style, and the attributional bias. A pathological gambler group scored highest on irrational gambling beliefs, especially the overestimation of self-ability factor, and a social gambler group and a non-gambler group follow. All three groups scored higher on the magnification of gambling skills than the mean (4.0) of the scale. Pathological gamblers and social gamblers scored higher on the probability thinking error than non-gamblers. Pathological gamblers displayed higher external attribution, lower internal attribution in their daily life events and higher internal attribution in failure situation than social gamblers and non-gamblers. The results indicate that cognitive errors would be a factor that differentiates pathological gamblers from social gamblers and non-gamblers. In predicting gambling behaviors, overestimation of self-ability of irrational gambling beliefs, internal attribution in failure situation, external attribution in daily live event, and probability thinking error were identified as significant factors. It is concluded that a public education about common cognitive bias featured in gamblers might be important in prevention of pathological gambling behaviors.

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Effect of Germinated Black Sticky Rice with Giant Embryo on Alcohol Intake in C57BL/6 Mice (흑찰거대배아미 발아현미배아의 섭취가 C57BL/6 생쥐의 알코올 섭취에 미치는 영향)

  • Shin, Dong-Hun;Kim, Sung-Gon;Kim, Hyeon-Kyeong;Huh, Sung-Young;Byun, Won-Tan
    • Journal of Life Science
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    • v.30 no.3
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    • pp.260-266
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    • 2020
  • Alcohol impacts many central nervous systems, such as dopamine, serotonin, opioids, and gamma-aminobutyric acid (GABA), leading to addiction. Many studies have investigated the relationship between GABA and alcoholism. The purpose of this study was to investigate the effects of GABA high and low rice intake on the alcohol intake behavior of mice. Black sticky rice with giant embryo (BSRGE), black sticky rice (BSR), giant embryo rice (GER), and rice (Rice) were germinated for 48 hr in brown rice. The embryos were then collected and used in the study. The diets were fed to respective C57BL/6 mouse groups ad libitum for 16 days and investigated for 2 hr alcohol intake, 22 hr water intake, 24 hr feed intake, and body weight. As a result of the repeated measure of ANOVA for the daily change of alcohol intake for 2 hr daily between the BSRGE and BSR groups, there was a significant difference in the number of days of intake (DF = 7, F = 4.812, p = 0.026). A significant daily decrease in alcohol intake was observed in the BSRGE group compared to the BSR group. This reduction was consistent from Day 10 to Day 16. Alcohol consumption also significantly decreased in the GER group compared to the Rice group. This decrease was observed from Day 12 to Day 16. In conclusion, BSRGE and GER resulted in decreased alcohol intake in C57BL/6 mice compared to BSR and rice. This suggests that BSRGE may prevent relapse in patients with alcohol use disorder.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.