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Methods: In the Take Control game patients in treatment for
addiction act out crushing and rejecting behaviors in an environment
(bar, alleyway, kitchen, etc.) of their choice and choose the substance
to counteract. Reaching out and grabbing behaviors such as those
related to seeking help and support are supported by the Kinect's
recognition of hand grabbing actions (vs. pointing or punching).
The game, designed to used before or after an addiction treatment
appointment, aims to transfer the skills and behaviors learned by
playing this game into real-life action. We seek to improve treatment
outcomes for addicted patients, including attitude, self-efficacy, and
behavior related to substance use.
Discussion: The release version will be integrated into an appointment/therapy session and
used as a substance use treatment/recovery tool. During 2015 the game is being tested in multiple
clinics via standardized instruments to assess effectiveness in improving treatment outcomes.
Altering Cue-Response Substance Use Behaviors and EnhancingAltering Cue-Response Substance Use Behaviors and Enhancing
Self-Efficacy Via a Kinect v2 Motion Control GameSelf-Efficacy Via a Kinect v2 Motion Control Game
Bradley Tanner, MD, Mary Metcalf Ph.D, MPH, CHES, Brian Tanner, Clinical Tools, Inc., Chapel Hill, NCBradley Tanner, MD, Mary Metcalf Ph.D, MPH, CHES, Brian Tanner, Clinical Tools, Inc., Chapel Hill, NC
Acknowledgments/Disclosure
Introduction: With support from the NIH/National
Institute on Drug Abuse (Grant #N44DA-13-4415) we are developing
and evaluating a motion-controlled virtual reality (VR) game based on
Kinect for Windows v2 for patients to develop power over substance-
related cues. Cue-exposure therapy and extinguishing behaviors in a
virtual environments have been shown to improve substance abuse
treatment outcomes (e.g.,Girard B, et al, Cyberpsychol Behav. 2009;
Lee JH et al, Cyberpsychol Behav. 2007).
References
1) Girard B, Turcotte V, Bouchard S, Girard B. Crushing virtual
cigarettes reduces tobacco addiction and treatment discontinuation.
Cyberpsychol Behav. 2009. 5:477-483. PMID: 19817561.
http://www.ncbi.nlm.nih.gov/pubmed/19817561 .
2) Lee JH, Kwon H, Choi J, Yang BH. Cue-exposure therapy to
decrease alcohol craving in virtual environment. Cyberpsychol Behav.
2007. 5:617-23. PMID: 17927528.
http://www.ncbi.nlm.nih.gov/pubmed/17927528 .
Suggested Citation and Communication
Relevance: Addiction is common and may be
potentially responsive to a motion control game
designed to enhance self-control over substance
use. See www.TakeControlGame.com for details.
Tanner B, Metcalf M, Tanner B. Altering Cue-Response
Substance Use Behaviors and Enhancing Self-Efficacy
Via a Kinect v2 Motion Control Game. Poster
presented at the 2015 ESCoNS, the Entertainment
Software and Cognitive Neurotherapeutics Society
Conference, May 5, 2015, San Francisco, CA.
Contact author: bradtanner@gmail.com
Funding for this project was provided by the
NIH/National Institute on Drug Abuse
(Grant #N44DA-13-4415) to Clinical Tools,
Inc. TB Tanner, MD, Principal Investigator.
Clinical Tools, Inc is 100% owned by T.
Bradley Tanner, MD and he serves as
President of Clinical Tools, Inc.
Results: In initial usability testing with patients in treatment for
substance abuse, patients chose a background and then kicked, punched or
otherwise thwarted virtual bottles of alcohol that were moving toward them.
Participants response to the game was positive, indicating that the game was
fun and engaging, understandable, and appropriate.

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Altering Cue-Response Substance Use Behaviors and Enhancing Self-Efficacy Via a Kinect v2 Motion Control Game.

  • 1. Methods: In the Take Control game patients in treatment for addiction act out crushing and rejecting behaviors in an environment (bar, alleyway, kitchen, etc.) of their choice and choose the substance to counteract. Reaching out and grabbing behaviors such as those related to seeking help and support are supported by the Kinect's recognition of hand grabbing actions (vs. pointing or punching). The game, designed to used before or after an addiction treatment appointment, aims to transfer the skills and behaviors learned by playing this game into real-life action. We seek to improve treatment outcomes for addicted patients, including attitude, self-efficacy, and behavior related to substance use. Discussion: The release version will be integrated into an appointment/therapy session and used as a substance use treatment/recovery tool. During 2015 the game is being tested in multiple clinics via standardized instruments to assess effectiveness in improving treatment outcomes. Altering Cue-Response Substance Use Behaviors and EnhancingAltering Cue-Response Substance Use Behaviors and Enhancing Self-Efficacy Via a Kinect v2 Motion Control GameSelf-Efficacy Via a Kinect v2 Motion Control Game Bradley Tanner, MD, Mary Metcalf Ph.D, MPH, CHES, Brian Tanner, Clinical Tools, Inc., Chapel Hill, NCBradley Tanner, MD, Mary Metcalf Ph.D, MPH, CHES, Brian Tanner, Clinical Tools, Inc., Chapel Hill, NC Acknowledgments/Disclosure Introduction: With support from the NIH/National Institute on Drug Abuse (Grant #N44DA-13-4415) we are developing and evaluating a motion-controlled virtual reality (VR) game based on Kinect for Windows v2 for patients to develop power over substance- related cues. Cue-exposure therapy and extinguishing behaviors in a virtual environments have been shown to improve substance abuse treatment outcomes (e.g.,Girard B, et al, Cyberpsychol Behav. 2009; Lee JH et al, Cyberpsychol Behav. 2007). References 1) Girard B, Turcotte V, Bouchard S, Girard B. Crushing virtual cigarettes reduces tobacco addiction and treatment discontinuation. Cyberpsychol Behav. 2009. 5:477-483. PMID: 19817561. http://www.ncbi.nlm.nih.gov/pubmed/19817561 . 2) Lee JH, Kwon H, Choi J, Yang BH. Cue-exposure therapy to decrease alcohol craving in virtual environment. Cyberpsychol Behav. 2007. 5:617-23. PMID: 17927528. http://www.ncbi.nlm.nih.gov/pubmed/17927528 . Suggested Citation and Communication Relevance: Addiction is common and may be potentially responsive to a motion control game designed to enhance self-control over substance use. See www.TakeControlGame.com for details. Tanner B, Metcalf M, Tanner B. Altering Cue-Response Substance Use Behaviors and Enhancing Self-Efficacy Via a Kinect v2 Motion Control Game. Poster presented at the 2015 ESCoNS, the Entertainment Software and Cognitive Neurotherapeutics Society Conference, May 5, 2015, San Francisco, CA. Contact author: bradtanner@gmail.com Funding for this project was provided by the NIH/National Institute on Drug Abuse (Grant #N44DA-13-4415) to Clinical Tools, Inc. TB Tanner, MD, Principal Investigator. Clinical Tools, Inc is 100% owned by T. Bradley Tanner, MD and he serves as President of Clinical Tools, Inc. Results: In initial usability testing with patients in treatment for substance abuse, patients chose a background and then kicked, punched or otherwise thwarted virtual bottles of alcohol that were moving toward them. Participants response to the game was positive, indicating that the game was fun and engaging, understandable, and appropriate.