Brain Training for Substance Use Disorders
Neurotype Inc.
Summary
Participants play games designed to train visual attention towards natural, non-drug-related scenarios. A biofeedback loop between gameplay and an electroencephalogram (EEG) system monitors game performance and guides game difficulty.
Description
The main purpose of this project is to gather pilot data on neurofeedback games that use electroencephalogram (EEG)-based Attention Bias Modification (ABM) to reduce cue-induced drug craving processes in individuals with Opioid Use Disorder (OUD). The project will involve the use of three empirically-supported and potentially therapeutic games that include drug- (such as pill bottle and syringe) and non-drug-related stimuli (such as food and smiling faces). An EEG system will be used to monitor brain activity during gameplay. The neurofeedback loop for attention training will be synchronized…
Eligibility
- Age range
- 18–65 years
- Sex
- All
- Healthy volunteers
- Yes
Inclusion Criteria: OUD patient participants: * Admitted into chemical treatment with opioid use being a reason for treatment; * DSM-IV-TR diagnosis of OUD; * Ability to provide informed consent; * A minimum of a 6th grade reading level; and * Able and willing to provide own contact information for follow-up visit(s). Control participants: * Age- and gender-matched to an OUD patient participant in the study; * Ability to provide informed consent; * A minimum of a 6th grade reading level; * Able and willing to provide own contact information for follow-up visit(s). Exclusion Criteria: OUD…
Interventions
- DeviceBias Modification Biofeedback
The device uses EEG-based bias modification biofeedback intended to reduce attention to drug-related cues and increase attention to non-drug pleasant scenes. Specifically, the device measures perceptual biases from Event-Related Potential biomarkers related to Substance Use Disorders.
Location
- University of Minnesota - Department of Psychiatry & Behavioral HealthMinneapolis, Minnesota