Cognitive neuroscience of cognitive retraining for addiction medicine: From mediating mechanisms to questions of efficacy

被引:30
|
作者
Gladwin, Thomas E. [1 ,2 ]
Wiers, Corinde E. [3 ,4 ,5 ]
Wiers, Reinout W. [1 ]
机构
[1] Univ Amsterdam, Addict Dev & Psychopathol ADAPT Lab, Dept Psychol, Amsterdam, Netherlands
[2] Minist Def, Res Ctr Mil Mental Hlth, Utrecht, Netherlands
[3] Charite Univ Med Berlin, Dept Psychiat & Psychotherapy, Berlin, Germany
[4] Humboldt Univ, Berlin Sch Mind & Brain, Berlin, Germany
[5] NIAAA, NIH, Bethesda, MD 20892 USA
来源
NEUROSCIENCE FOR ADDICTION MEDICINE: FROM PREVENTION TO REHABILITATION - METHODS AND INTERVENTIONS | 2016年 / 224卷
关键词
Cognitive bias modification; CBM; Mechanisms; Addiction; Bias; Implicit measures; Neuroimaging; DIRECT-CURRENT STIMULATION; ATTENTION BIAS MODIFICATION; AUTOMATIC ACTION-TENDENCIES; ALCOHOL-RELATED STIMULI; RECEPTOR GENE OPRM1; PREFRONTAL CORTEX; DRUG-ADDICTION; HEAVY DRINKERS; IMPLICIT COGNITION; VENTRAL STRIATUM;
D O I
10.1016/bs.pbr.2015.07.021
中图分类号
R194 [卫生标准、卫生检查、医药管理];
学科分类号
摘要
Cognitive retraining or cognitive bias modification (CBM) involves having subjects repeatedly perform a computerized task designed to reduce the impact of automatic processes that lead to harmful behavior. We first discuss the theory underlying CBM and provide a brief overview of important research progress in its application to addiction. We then focus on cognitive- and neural-mediating mechanisms. We consider recent criticism of both CBM and its theoretical foundations. Evaluations of CBM could benefit from considering theory-driven factors that may determine variations in efficacy, such as motivation. Concerning theory, while there is certainly room for fundamental advances in current models, we argue that the basic view of impulsive behavior and its control remains a useful and productive heuristic. Finally, we briefly discuss some interesting new directions for CBM research: enhancement of training via transcranial direct current stimulation, online training, and gamification, i.e., the use of gameplay elements to increase motivation.
引用
收藏
页码:323 / 344
页数:22
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